From 63b1578f586bdfcbf2baa81be069df2f659cecde Mon Sep 17 00:00:00 2001 From: UE4SS <91646798+UE4SS@users.noreply.github.com> Date: Mon, 6 Mar 2023 02:41:18 +0100 Subject: [PATCH 01/55] Added build-status for the release branch. Also updated the build-status SVG for 2.XDev to the new action because the old one was replaced. --- Readme.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Readme.md b/Readme.md index 0426293b2..49e1812ec 100644 --- a/Readme.md +++ b/Readme.md @@ -42,9 +42,10 @@ If your game is in the custom config list, extract the contents from the relevan ## Branches - Release - The latest release of UE4SS. + [![Build Checker](https://github.com/UE4SS-RE/RE-UE4SS/actions/workflows/checkbuild.yml/badge.svg?branch=Release)](https://github.com/UE4SS-RE/RE-UE4SS/actions/workflows/checkbuild.yml) - 2.XDev - Bleeding edge development of UE4SS. - [![Build](https://github.com/UE4SS-RE/RE-UE4SS/actions/workflows/2.XDev.yml/badge.svg)](https://github.com/UE4SS-RE/RE-UE4SS/actions/workflows/2.XDev.yml) + [![Build Checker](https://github.com/UE4SS-RE/RE-UE4SS/actions/workflows/checkbuild.yml/badge.svg?branch=2.XDev)](https://github.com/UE4SS-RE/RE-UE4SS/actions/workflows/checkbuild.yml) ## Build requirements From 3e5215c2b0def53427ebfb3c98a8f0cf54c1a4e1 Mon Sep 17 00:00:00 2001 From: Narknon Date: Mon, 6 Mar 2023 11:06:45 -0500 Subject: [PATCH 02/55] Fix bpmodloader mod in stagingdev --- StagingDev/Mods/BPModLoaderMod/Scripts/main.lua | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/StagingDev/Mods/BPModLoaderMod/Scripts/main.lua b/StagingDev/Mods/BPModLoaderMod/Scripts/main.lua index 0dcd43072..3aeb7d935 100644 --- a/StagingDev/Mods/BPModLoaderMod/Scripts/main.lua +++ b/StagingDev/Mods/BPModLoaderMod/Scripts/main.lua @@ -39,8 +39,13 @@ function LoadModConfigs() error("[BPModLoader] UE4SS does not support loading mods for this game.") end local LogicModsDir = Dirs.Game.Content.Paks.LogicMods - if not Dirs then error("[BPModLoader] IterateGameDirectories failed, cannot BP mod configurations.") end - if not LogicModsDir then error("[BPModLoader] No Content/Paks/LogicMods directory.") end + if not Dirs then error("[BPModLoader] IterateGameDirectories failed, cannot load BP mod configurations.") end + if not LogicModsDir then + CreateLogicModsDirectory(); + Dirs = IterateGameDirectories(); + LogicModsDir = Dirs.Game.Content.Paks.LogicMods + if not LogicModsDir then error("[BPModLoader] Unable to find or create Content/Paks/LogicMods directory. Try creating manually.") end + end for ModDirectoryName,ModDirectory in pairs(LogicModsDir) do Log(string.format("Mod: %s\n", ModDirectoryName)) for _,ModFile in pairs(ModDirectory.__files) do From 00de4ddbf085334a670d711bd72ede365aa15ea9 Mon Sep 17 00:00:00 2001 From: Narknon Date: Mon, 6 Mar 2023 15:04:24 -0500 Subject: [PATCH 03/55] Add localplayer exec offset to KH3 configs --- .../Kingdom Hearts 3/UE4SS-settings.ini | 130 ++++++++++++++++++ 1 file changed, 130 insertions(+) create mode 100644 CustomGameConfigs/Kingdom Hearts 3/UE4SS-settings.ini diff --git a/CustomGameConfigs/Kingdom Hearts 3/UE4SS-settings.ini b/CustomGameConfigs/Kingdom Hearts 3/UE4SS-settings.ini new file mode 100644 index 000000000..1f7f4aed4 --- /dev/null +++ b/CustomGameConfigs/Kingdom Hearts 3/UE4SS-settings.ini @@ -0,0 +1,130 @@ +[Overrides] +; Path to the 'Mods' folder +; Default: /Mods +ModsFolderPath = + +[General] +EnableHotReloadSystem = 0 + +; Whether caches will be invalidated if ue4ss.dll has changed +; Default: 1 +InvalidateCacheIfDLLDiffers = 1 + +; The maximum number attempts the scanner will try before erroring out if an aob isn't found +; Default: 60 +MaxScanAttemptsNormal = 60 + +; The maximum number attempts the scanner will try for modular games before erroring out if an aob isn't found +; Default: 2000 +MaxScanAttemptsModular = 2500 + +; Whether to create UObject listeners in GUObjectArray to create a fast cache for use instead of iterating GUObjectArray. +; Setting this to false can help if you're experiencing a crash on startup. +; Default: true +bUseUObjectArrayCache = true + +[EngineVersionOverride] +MajorVersion = +MinorVersion = + +[ObjectDumper] +; Whether to force all assets to be loaded before dumping objects +; WARNING: Can require multiple gigabytes of extra memory +; WARNING: Is not stable & will crash the game if you load past the main menu after dumping +; Default: 0 +LoadAllAssetsBeforeDumpingObjects = 0 + +[CXXHeaderGenerator] +; Whether to property offsets and sizes +; Default: 0 +DumpOffsetsAndSizes = 0 + +; Whether memory layouts of classes and structs should be accurate +; This must be set to 1, if you want to use the generated headers in an actual C++ project +; When set to 0, padding member variables will not be generated +; NOTE: A VALUE OF 1 HAS NO PURPOSE YET! MEMORY LAYOUT IS NOT ACCURATE EITHER WAY! +; Default: 0 +KeepMemoryLayout = 0 + +; Whether to force all assets to be loaded before generating headers +; WARNING: Can require multiple gigabytes of extra memory +; WARNING: Is not stable & will crash the game if you load past the main menu after dumping +; Default: 0 +LoadAllAssetsBeforeGeneratingCXXHeaders = 0 + +[UHTHeaderGenerator] +; Whether to skip generating packages that belong to the engine +; Some games make alterations to the engine and for those games you might want to set this to 0 +; Default: 0 +IgnoreAllCoreEngineModules = 0 + +; Whether to skip generating the "Engine" and "CoreUObject" packages +; Default: 1 +IgnoreEngineAndCoreUObject = 1 + +; Whether to force all UFUNCTION macros to have "BlueprintCallable" +; Note: This will cause some errors in the generated headers that you will need to manually fix +; Default: 1 +MakeAllFunctionsBlueprintCallable = 1 + +; Whether to force all UPROPERTY macros to have "BlueprintReadWrite" +; Also forces all UPROPERTY macros to have "meta=(AllowPrivateAccess=true)" +; Default: 1 +MakeAllPropertyBlueprintsReadWrite = 1 + +; Whether to force UENUM macros on enums to have 'BlueprintType' if the underlying type was implicit or uint8 +; Note: This also forces the underlying type to be uint8 where the type would otherwise be implicit +; Default: 1 +MakeEnumClassesBlueprintType = 1 + +; Whether to force "Config = Engine" on all UCLASS macros that use either one of: +; "DefaultConfig", "GlobalUserConfig" or "ProjectUserConfig" +; Default: 1 +MakeAllConfigsEngineConfig = 1 + +[Debug] +; Whether to enable the external UE4SS debug console. +ConsoleEnabled = 0 +GuiConsoleEnabled = 1 +GuiConsoleVisible = 1 + +; The API that will be used to render the GUI debug window. +; Valid values (case-insensitive): dx11, d3d11, opengl +; Default: opengl +GraphicsAPI = opengl + +; How many objects to put in each group in the live view. +; A lower number means more groups but less lag when a group is open. +; A higher number means less groups but more lag when a group is open. +; Default: 32768 +LiveViewObjectsPerGroup = 32768 + +[Threads] +; The number of threads that the sig scanner will use (not real cpu threads, can be over your physical & hyperthreading max) +; If the game is modular then multi-threading will always be off regardless of the settings in this file +; Min: 1 +; Max: 4294967295 +; Default: 8 +SigScannerNumThreads = 8 + +; The minimum size that a module has to be in order for multi-threading to be enabled +; This should be large enough so that the cost of creating threads won't out-weigh the speed gained from scanning in multiple threads +; Min: 0 +; Max: 4294967295 +; Default: 16777216 +SigScannerMultithreadingModuleSizeThreshold = 16777216 + +[Memory] +; The maximum memory usage (in percentage, see Task Manager %) allowed before asset loading (when LoadAllAssetsBefore* is 1) cannot happen. +; Once this percentage is reached, the asset loader will stop loading and whatever operation was in progress (object dump, or cxx generator) will continue. +; Default: 85 +MaxMemoryUsageDuringAssetLoading = 85 + +[Hooks] +HookProcessInternal = 1 +HookProcessLocalScriptFunction = 1 +HookInitGameState = 1 +HookCallFunctionByNameWithArguments = 1 +HookBeginPlay = 1 +HookLocalPlayerExec = 1 +FExecVTableOffsetInLocalPlayer = 0x40 From 67d41e51ef10258736256dff582cdf8925c48bf9 Mon Sep 17 00:00:00 2001 From: Buckminsterfullerene02 Date: Tue, 7 Mar 2023 21:23:12 +0000 Subject: [PATCH 04/55] UHT - Remove pre declerations on .cpp files, remove x-module duplicates --- src/SDKGenerator/UEHeaderGenerator.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/src/SDKGenerator/UEHeaderGenerator.cpp b/src/SDKGenerator/UEHeaderGenerator.cpp index 4b43de2a5..816bec1cc 100644 --- a/src/SDKGenerator/UEHeaderGenerator.cpp +++ b/src/SDKGenerator/UEHeaderGenerator.cpp @@ -3610,6 +3610,9 @@ namespace RC::UEGenerator //Sort the cross module includes and add them to the result so that they are always above the rest of the includes std::sort(cross_module_includes.begin(), cross_module_includes.end()); + // Remove duplicates - there are sometimes multiple instances of the same cross module include + cross_module_includes.erase(std::unique(cross_module_includes.begin(), cross_module_includes.end()), cross_module_includes.end()); + for (const std::wstring& cross_module_include : cross_module_includes) { result_include_string.append(cross_module_include); @@ -3661,7 +3664,7 @@ namespace RC::UEGenerator m_dependency_module_names.insert(native_module_name); } - pre_declarations.push_back(UEHeaderGenerator::generate_object_pre_declaration(dependency_object)); + if (!m_is_implementation_file) pre_declarations.push_back(UEHeaderGenerator::generate_object_pre_declaration(dependency_object)); } //Sort the entries alphabetically by the class name From 765176152a6f9acf99276d105f8cb6f3f5b3d082 Mon Sep 17 00:00:00 2001 From: UE4SS Date: Wed, 8 Mar 2023 03:40:14 +0100 Subject: [PATCH 05/55] Changes & fixes to RegisterHook & added UnregisterCustomEvent. Fixed UnregisterHook. Expanded RegisterHook to work on BP functions where it previously only worked on native functions. Added UnregisterCustomEvent. Fixed bug that could cause hooked functions to not process the return value properly. --- include/Mod.hpp | 13 ++- src/Mod.cpp | 210 ++++++++++++++++++++++++++++++++++-------------- 2 files changed, 160 insertions(+), 63 deletions(-) diff --git a/include/Mod.hpp b/include/Mod.hpp index 6e028abd3..fa1242d86 100644 --- a/include/Mod.hpp +++ b/include/Mod.hpp @@ -5,6 +5,8 @@ #include #include #include +#include +#include #include #include @@ -75,9 +77,14 @@ namespace RC }; struct LuaCallbackData { + struct RegistryIndex + { + int32_t lua_index{}; + int32_t identifier{}; + }; const LuaMadeSimple::Lua& lua; Unreal::UClass* instance_of_class; - std::vector registry_indexes; + std::vector registry_indexes; }; static inline std::vector m_static_construct_object_lua_callbacks; static inline std::vector m_process_console_exec_pre_callbacks; @@ -96,6 +103,10 @@ namespace RC static inline std::vector m_init_game_state_post_callbacks{}; static inline std::vector m_begin_play_pre_callbacks{}; static inline std::vector m_begin_play_post_callbacks{}; + static inline std::unordered_map m_script_hook_callbacks{}; + static inline std::unordered_map m_native_hook_id_to_generic_hook_id{}; + // Generic hook ids are generated incrementally so the first one is 0 and the next one is always +1 from the last id. + static inline int32_t m_last_generic_hook_id{}; static inline bool m_is_currently_executing_game_action{}; static inline std::recursive_mutex m_thread_actions_mutex{}; diff --git a/src/Mod.cpp b/src/Mod.cpp index 36df330ca..835799108 100644 --- a/src/Mod.cpp +++ b/src/Mod.cpp @@ -5,6 +5,7 @@ #include #include #include +#include #include #include @@ -218,7 +219,7 @@ namespace RC { lua_data.lua.discard_value(); } - else if (lua_data.has_return_value && lua_data.return_property && context.RESULT_DECL) + else if (lua_data.lua.get_stack_size() > 0 && lua_data.has_return_value && lua_data.return_property && context.RESULT_DECL) { // Fetch the return value from Lua if the UFunction expects one // If no return value exists then assume that the Lua script didn't want to override the original @@ -975,6 +976,7 @@ No overload found for function 'RegisterKeyBind'. Input::Key key_to_register = static_cast(key_from_lua); const auto lua_keybind_callback_lambda = [](const LuaMadeSimple::Lua& lua, const int callback_register_index) -> void { + std::lock_guard guard{Mod::m_thread_actions_mutex}; try { lua.registry().get_function_ref(callback_register_index); @@ -1059,6 +1061,8 @@ No overload found for function 'RegisterKeyBind'. }); lua.register_function("UnregisterHook", [](const LuaMadeSimple::Lua& lua) -> int { + std::lock_guard guard{Mod::m_thread_actions_mutex}; + std::string error_overload_not_found{R"( No overload found for function 'UnregisterHook'. Overloads: @@ -1069,14 +1073,6 @@ No overload found for function 'UnregisterHook'. std::wstring function_name = to_wstring(lua.get_string()); std::wstring function_name_no_prefix = function_name.substr(function_name.find_first_of(L" ") + 1, function_name.size()); - if (!lua.is_function()) { lua.throw_error(error_overload_not_found); } - - // Duplicate the Lua function to the top of the stack for luaL_ref - lua_pushvalue(lua.get_lua_state(), 1); - - // Take a reference to the Lua function (it also pops it of the stack) - const auto lua_callback_registry_index = luaL_ref(lua.get_lua_state(), LUA_REGISTRYINDEX); - Unreal::UFunction* unreal_function = Unreal::UObjectGlobals::StaticFindObject(nullptr, nullptr, function_name_no_prefix); if (!unreal_function) { @@ -1089,8 +1085,42 @@ No overload found for function 'UnregisterHook'. if (!lua.is_integer()) { lua.throw_error(error_overload_not_found); } const auto post_id = lua.get_integer(); - unreal_function->UnregisterHook(pre_id); - unreal_function->UnregisterHook(post_id); + if (pre_id > std::numeric_limits::max()) + { + lua.throw_error("Tried to unregister a hook with Lua function 'UnregisterHook' but the PreCallbackId supplied was too large (>int32)"); + } + + if (post_id > std::numeric_limits::max()) + { + lua.throw_error("Tried to unregister a hook with Lua function 'UnregisterHook' but the PostCallbackId supplied was too large (>int32)"); + } + + bool is_native{}; + + auto native_hook_pre_id_it = Mod::m_native_hook_id_to_generic_hook_id.find(static_cast(pre_id)); + auto native_hook_post_id_it = Mod::m_native_hook_id_to_generic_hook_id.find(static_cast(post_id)); + if (native_hook_pre_id_it != Mod::m_native_hook_id_to_generic_hook_id.end() && native_hook_post_id_it != Mod::m_native_hook_id_to_generic_hook_id.end()) + { + is_native = true; + } + + if (is_native) + { + Output::send(STR("Unregistering hook with pre-id: {}\n"), native_hook_pre_id_it->second); + unreal_function->UnregisterHook(static_cast(native_hook_pre_id_it->second)); + Output::send(STR("Unregistering hook with post-id: {}\n"), native_hook_post_id_it->second); + unreal_function->UnregisterHook(static_cast(native_hook_post_id_it->second)); + } + else + { + if (auto callback_data_it = Mod::m_script_hook_callbacks.find(unreal_function->GetFullName()); callback_data_it != Mod::m_script_hook_callbacks.end()) + { + auto& registry_indexes = callback_data_it->second.registry_indexes; + registry_indexes.erase(std::remove_if(registry_indexes.begin(), registry_indexes.end(), [&](Mod::LuaCallbackData::RegistryIndex& registry_index) -> bool { + return post_id == registry_index.identifier; + }), registry_indexes.end()); + } + } return 0; }); @@ -1129,7 +1159,6 @@ No overload found for function 'UnregisterHook'. OutTheShade::generate_usmap(); return 0; }); - } lua.register_function("StaticConstructObject", [](const LuaMadeSimple::Lua& lua) -> int { @@ -1493,7 +1522,7 @@ No overload found for function 'NotifyOnNewObject'. Unreal::UClass* instance_of_class = Unreal::UObjectGlobals::StaticFindObject(nullptr, nullptr, class_name); - Mod::m_static_construct_object_lua_callbacks.emplace_back(Mod::LuaCallbackData{ *hook_lua, instance_of_class, {lua_callback_registry_index} }); + Mod::m_static_construct_object_lua_callbacks.emplace_back(Mod::LuaCallbackData{ *hook_lua, instance_of_class, {{lua_callback_registry_index}} }); return 0; }); @@ -1527,12 +1556,29 @@ No overload found for function 'RegisterCustomEvent'. Mod::m_custom_event_callbacks.emplace(event_name, Mod::LuaCallbackData{ .lua = lua, .instance_of_class = nullptr, - .registry_indexes = {lua_callback_registry_index}, + .registry_indexes = {{lua_callback_registry_index}}, }); return 0; }); + lua.register_function("UnregisterCustomEvent", [](const LuaMadeSimple::Lua& lua) -> int { + std::string error_overload_not_found{R"( +No overload found for function 'UnregisterCustomEvent'. +Overloads: +#1: UnregisterCustomEvent(string EventName))"}; + + if (!lua.is_string()) + { + lua.throw_error(error_overload_not_found); + } + auto custom_event_name = to_wstring(lua.get_string()); + + Mod::m_custom_event_callbacks.erase(custom_event_name); + + return 0; + }); + lua.register_function("RegisterInitGameStatePreHook", [](const LuaMadeSimple::Lua& lua) -> int { std::string error_overload_not_found{R"( No overload found for function 'RegisterInitGameStatePreHook'. @@ -1555,7 +1601,7 @@ No overload found for function 'RegisterInitGameStatePreHook'. Mod::m_init_game_state_pre_callbacks.emplace_back(Mod::LuaCallbackData{ .lua = lua, .instance_of_class = nullptr, - .registry_indexes = {lua_callback_registry_index}, + .registry_indexes = {{lua_callback_registry_index}}, }); return 0; @@ -1583,7 +1629,7 @@ No overload found for function 'RegisterInitGameStatePostHook'. Mod::m_init_game_state_post_callbacks.emplace_back(Mod::LuaCallbackData{ .lua = lua, .instance_of_class = nullptr, - .registry_indexes = {lua_callback_registry_index}, + .registry_indexes = {{lua_callback_registry_index}}, }); return 0; @@ -1611,7 +1657,7 @@ No overload found for function 'RegisterBeginPlayPreHook'. Mod::m_begin_play_pre_callbacks.emplace_back(Mod::LuaCallbackData{ .lua = lua, .instance_of_class = nullptr, - .registry_indexes = {lua_callback_registry_index}, + .registry_indexes = {{lua_callback_registry_index}}, }); return 0; @@ -1639,7 +1685,7 @@ No overload found for function 'RegisterBeginPlayPostHook'. Mod::m_begin_play_post_callbacks.emplace_back(Mod::LuaCallbackData{ .lua = lua, .instance_of_class = nullptr, - .registry_indexes = {lua_callback_registry_index}, + .registry_indexes = {{lua_callback_registry_index}}, }); return 0; @@ -1856,7 +1902,7 @@ No overload found for function 'RegisterProcessConsoleExecPreHook'. callback = &Mod::m_process_console_exec_pre_callbacks.emplace_back(Mod::LuaCallbackData{ *hook_lua, nullptr, {} }); lua_xmove(lua.get_lua_state(), callback->lua.get_lua_state(), 1); const int32_t lua_function_ref = callback->lua.registry().make_ref(); - callback->registry_indexes.emplace_back(lua_function_ref); + callback->registry_indexes.emplace_back(Mod::LuaCallbackData::RegistryIndex{lua_function_ref}); return 0; }); @@ -1874,7 +1920,7 @@ No overload found for function 'RegisterProcessConsoleExecPostHook'. callback = &Mod::m_process_console_exec_post_callbacks.emplace_back(Mod::LuaCallbackData{ *hook_lua, nullptr, {} }); lua_xmove(lua.get_lua_state(), callback->lua.get_lua_state(), 1); const int32_t lua_function_ref = callback->lua.registry().make_ref(); - callback->registry_indexes.emplace_back(lua_function_ref); + callback->registry_indexes.emplace_back(Mod::LuaCallbackData::RegistryIndex{lua_function_ref}); return 0; }); @@ -1892,7 +1938,7 @@ No overload found for function 'RegisterCallFunctionByNameWithArgumentsPreHook'. callback = &Mod::m_call_function_by_name_with_arguments_pre_callbacks.emplace_back(Mod::LuaCallbackData{ *hook_lua, nullptr, {} }); lua_xmove(lua.get_lua_state(), callback->lua.get_lua_state(), 1); const int32_t lua_function_ref = callback->lua.registry().make_ref(); - callback->registry_indexes.emplace_back(lua_function_ref); + callback->registry_indexes.emplace_back(Mod::LuaCallbackData::RegistryIndex{lua_function_ref}); return 0; }); @@ -1910,7 +1956,7 @@ No overload found for function 'RegisterCallFunctionByNameWithArgumentsPostHook' callback = &Mod::m_call_function_by_name_with_arguments_post_callbacks.emplace_back(Mod::LuaCallbackData{ *hook_lua, nullptr, {} }); lua_xmove(lua.get_lua_state(), callback->lua.get_lua_state(), 1); const int32_t lua_function_ref = callback->lua.registry().make_ref(); - callback->registry_indexes.emplace_back(lua_function_ref); + callback->registry_indexes.emplace_back(Mod::LuaCallbackData::RegistryIndex{lua_function_ref}); return 0; }); @@ -1928,7 +1974,7 @@ No overload found for function 'RegisterULocalPlayerExecPreHook'. callback = &Mod::m_local_player_exec_pre_callbacks.emplace_back(Mod::LuaCallbackData{ *hook_lua, nullptr, {} }); lua_xmove(lua.get_lua_state(), callback->lua.get_lua_state(), 1); const int32_t lua_function_ref = callback->lua.registry().make_ref(); - callback->registry_indexes.emplace_back(lua_function_ref); + callback->registry_indexes.emplace_back(Mod::LuaCallbackData::RegistryIndex{lua_function_ref}); return 0; }); @@ -1946,7 +1992,7 @@ No overload found for function 'RegisterULocalPlayerExecPostHook'. callback = &Mod::m_local_player_exec_post_callbacks.emplace_back(Mod::LuaCallbackData{ *hook_lua, nullptr, {} }); lua_xmove(lua.get_lua_state(), callback->lua.get_lua_state(), 1); const int32_t lua_function_ref = callback->lua.registry().make_ref(); - callback->registry_indexes.emplace_back(lua_function_ref); + callback->registry_indexes.emplace_back(Mod::LuaCallbackData::RegistryIndex{lua_function_ref}); return 0; }); @@ -1975,7 +2021,7 @@ No overload found for function 'RegisterConsoleCommandGlobalHandler'. } lua_xmove(lua.get_lua_state(), callback->lua.get_lua_state(), 1); const int32_t lua_function_ref = callback->lua.registry().make_ref(); - callback->registry_indexes.emplace_back(lua_function_ref); + callback->registry_indexes.emplace_back(Mod::LuaCallbackData::RegistryIndex{lua_function_ref}); return 0; }); @@ -2004,7 +2050,7 @@ No overload found for function 'RegisterConsoleCommandHandler'. } lua_xmove(lua.get_lua_state(), callback->lua.get_lua_state(), 1); const int32_t lua_function_ref = callback->lua.registry().make_ref(); - callback->registry_indexes.emplace_back(lua_function_ref); + callback->registry_indexes.emplace_back(Mod::LuaCallbackData::RegistryIndex{lua_function_ref}); return 0; }); @@ -2394,6 +2440,8 @@ No overload found for function 'FindObjects'. auto Mod::setup_lua_global_functions_main_state_only() const -> void { m_lua.register_function("RegisterHook", [](const LuaMadeSimple::Lua& lua) -> int { + std::lock_guard guard{Mod::m_thread_actions_mutex}; + std::string error_overload_not_found{ R"( No overload found for function 'RegisterHook'. Overloads: @@ -2423,20 +2471,51 @@ No overload found for function 'RegisterHook'. lua.throw_error("Tried to register a hook with Lua function 'RegisterHook' but no UFunction with the specified name was found."); } - auto& custom_data = g_hooked_script_function_data.emplace_back( - std::make_unique(LuaUnrealScriptFunctionData{ - 0, - 0, - unreal_function, - mod, - *hook_lua, - lua_callback_registry_index - }) - ); - auto pre_id = unreal_function->RegisterPreHook(&lua_unreal_script_function_hook_pre, custom_data.get()); - auto post_id = unreal_function->RegisterPostHook(&lua_unreal_script_function_hook_post, custom_data.get()); - custom_data->pre_callback_id = pre_id; - custom_data->post_callback_id = post_id; + Unreal::CallbackId pre_id{}; + Unreal::CallbackId post_id{}; + + auto func_ptr = unreal_function->GetFunc(); + if (func_ptr && + func_ptr != Unreal::UObject::ProcessInternalInternal.get_function_address() && + unreal_function->HasAnyFunctionFlags(Unreal::EFunctionFlags::FUNC_Native)) + { + auto& custom_data = g_hooked_script_function_data.emplace_back( + std::make_unique(LuaUnrealScriptFunctionData{ + 0, + 0, + unreal_function, + mod, + *hook_lua, + lua_callback_registry_index + }) + ); + pre_id = unreal_function->RegisterPreHook(&lua_unreal_script_function_hook_pre, custom_data.get()); + post_id = unreal_function->RegisterPostHook(&lua_unreal_script_function_hook_post, custom_data.get()); + custom_data->pre_callback_id = pre_id; + custom_data->post_callback_id = post_id; + m_native_hook_id_to_generic_hook_id.emplace(++m_last_generic_hook_id, pre_id); + m_native_hook_id_to_generic_hook_id.emplace(++m_last_generic_hook_id, post_id); + Output::send(STR("[RegisterHook] Registered native hook ({}, {}) for {}\n"), pre_id, post_id, unreal_function->GetFullName()); + } + else if (func_ptr && + func_ptr == Unreal::UObject::ProcessInternalInternal.get_function_address() && + !unreal_function->HasAnyFunctionFlags(Unreal::EFunctionFlags::FUNC_Native)) + { + ++m_last_generic_hook_id; + auto [callback_data, _] = Mod::m_script_hook_callbacks.emplace(unreal_function->GetFullName(), LuaCallbackData{lua, nullptr, {}}); + callback_data->second.registry_indexes.emplace_back(Mod::LuaCallbackData::RegistryIndex{lua_callback_registry_index, m_last_generic_hook_id}); + pre_id = m_last_generic_hook_id; + post_id = m_last_generic_hook_id; + Output::send(STR("[RegisterHook] Registered script hook ({}, {}) for {}\n"), pre_id, post_id, unreal_function->GetFullName()); + } + else + { + std::string error_message{"Was unable to register a hook with Lua function 'RegisterHook', information:\n"}; + error_message.append(std::format("UFunction::Func: {}\n", func_ptr)); + error_message.append(std::format("ProcessInternal: {}\n", Unreal::UObject::ProcessInternalInternal.get_function_address())); + error_message.append(std::format("FUNC_Native: {}\n", static_cast(unreal_function->HasAnyFunctionFlags(Unreal::EFunctionFlags::FUNC_Native)))); + lua.throw_error(error_message); + } lua.set_integer(pre_id); lua.set_integer(post_id); @@ -2464,7 +2543,7 @@ No overload found for function 'ExecuteInGameThread'. std::lock_guard guard{Mod::m_thread_actions_mutex}; mod->m_game_thread_actions.emplace_back(SimpleLuaAction{hook_lua, luaL_ref(hook_lua->get_lua_state(), LUA_REGISTRYINDEX)}); } - + if (!mod->m_is_process_event_hooked) { Unreal::Hook::RegisterProcessEventPreCallback(&process_event_hook); @@ -2807,11 +2886,13 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. LuaStatics::console_executor_enabled = false; } - static auto hook_for_custom_bp_events([[maybe_unused]]Unreal::UObject* Context, Unreal::FFrame& Stack, [[maybe_unused]]void* RESULT_DECL) -> void + static auto script_hook([[maybe_unused]]Unreal::UObject* Context, Unreal::FFrame& Stack, [[maybe_unused]]void* RESULT_DECL) -> void { - TRY([&] { - if (Mod::m_custom_event_callbacks.empty()) { return; } - if (auto it = Mod::m_custom_event_callbacks.find(Stack.Node()->GetName()); it != Mod::m_custom_event_callbacks.end()) + std::lock_guard guard{Mod::m_thread_actions_mutex}; + + auto execute_hook = [&](std::unordered_map& callback_container, bool precise_name_match) { + if (callback_container.empty()) { return; } + if (auto it = callback_container.find(precise_name_match ? Stack.Node()->GetFullName() : Stack.Node()->GetName()); it != callback_container.end()) { const auto& callback_data = it->second; for (const auto registry_index : callback_data.registry_indexes) @@ -2820,7 +2901,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. set_is_in_game_thread(lua, true); - lua.registry().get_function_ref(registry_index); + lua.registry().get_function_ref(registry_index.lua_index); static auto s_object_property_name = Unreal::FName(STR("ObjectProperty")); LuaType::RemoteUnrealParam::construct(lua, &Context, s_object_property_name); @@ -2854,7 +2935,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. } else { - lua.throw_error(std::format("[hook_for_custom_bp_events] Tried accessing unreal property without a registered handler. Property type '{}' not supported.", to_string(param_type.ToString()))); + lua.throw_error(std::format("[script_hook] Tried accessing unreal property without a registered handler. Property type '{}' not supported.", to_string(param_type.ToString()))); } return LoopAction::Continue; @@ -2903,6 +2984,11 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. set_is_in_game_thread(lua, false); } } + }; + + TRY([&] { + execute_hook(Mod::m_custom_event_callbacks, false); + execute_hook(Mod::m_script_hook_callbacks, true); }); } @@ -2917,7 +3003,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. for (const auto registry_index : callback_data.registry_indexes) { - lua.registry().get_function_ref(registry_index); + lua.registry().get_function_ref(registry_index.lua_index); static auto s_object_property_name = Unreal::FName(STR("ObjectProperty")); LuaType::RemoteUnrealParam::construct(lua, &Context, s_object_property_name); lua.call_function(1, 0); @@ -2937,7 +3023,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. for (const auto registry_index : callback_data.registry_indexes) { - lua.registry().get_function_ref(registry_index); + lua.registry().get_function_ref(registry_index.lua_index); static auto s_object_property_name = Unreal::FName(STR("ObjectProperty")); LuaType::RemoteUnrealParam::construct(lua, &Context, s_object_property_name); lua.call_function(1, 0); @@ -2957,7 +3043,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. for (const auto registry_index : callback_data.registry_indexes) { - lua.registry().get_function_ref(registry_index); + lua.registry().get_function_ref(registry_index.lua_index); static auto s_object_property_name = Unreal::FName(STR("ObjectProperty")); LuaType::RemoteUnrealParam::construct(lua, &Context, s_object_property_name); lua.call_function(1, 0); @@ -2977,7 +3063,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. for (const auto registry_index : callback_data.registry_indexes) { - lua.registry().get_function_ref(registry_index); + lua.registry().get_function_ref(registry_index.lua_index); static auto s_object_property_name = Unreal::FName(STR("ObjectProperty")); LuaType::RemoteUnrealParam::construct(lua, &Context, s_object_property_name); lua.call_function(1, 0); @@ -3000,7 +3086,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. { for (const auto& registry_index : callback_data.registry_indexes) { - callback_data.lua.registry().get_function_ref(registry_index); + callback_data.lua.registry().get_function_ref(registry_index.lua_index); LuaType::auto_construct_object(callback_data.lua, constructed_object); callback_data.lua.call_function(1, 0); } @@ -3028,7 +3114,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. for (const auto& registry_index : callback_data.registry_indexes) { - callback_data.lua.registry().get_function_ref(registry_index); + callback_data.lua.registry().get_function_ref(registry_index.lua_index); static auto s_object_property_name = Unreal::FName(STR("ObjectProperty")); LuaType::RemoteUnrealParam::construct(callback_data.lua, &context, s_object_property_name); @@ -3087,7 +3173,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. for (const auto& registry_index : callback_data.registry_indexes) { - callback_data.lua.registry().get_function_ref(registry_index); + callback_data.lua.registry().get_function_ref(registry_index.lua_index); static auto s_object_property_name = Unreal::FName(STR("ObjectProperty")); LuaType::RemoteUnrealParam::construct(callback_data.lua, &context, s_object_property_name); @@ -3146,7 +3232,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. for (const auto& registry_index : callback_data.registry_indexes) { - callback_data.lua.registry().get_function_ref(registry_index); + callback_data.lua.registry().get_function_ref(registry_index.lua_index); static auto s_object_property_name = Unreal::FName(STR("ObjectProperty")); LuaType::RemoteUnrealParam::construct(callback_data.lua, &context, s_object_property_name); @@ -3192,7 +3278,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. for (const auto& registry_index : callback_data.registry_indexes) { - callback_data.lua.registry().get_function_ref(registry_index); + callback_data.lua.registry().get_function_ref(registry_index.lua_index); static auto s_object_property_name = Unreal::FName(STR("ObjectProperty")); LuaType::RemoteUnrealParam::construct(callback_data.lua, &context, s_object_property_name); @@ -3319,7 +3405,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. for (const auto& registry_index : callback_data.registry_indexes) { - callback_data.lua.registry().get_function_ref(registry_index); + callback_data.lua.registry().get_function_ref(registry_index.lua_index); static auto s_object_property_name = Unreal::FName(STR("ObjectProperty")); LuaType::RemoteUnrealParam::construct(callback_data.lua, &context, s_object_property_name); @@ -3374,7 +3460,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. for (const auto& registry_index : callback_data.registry_indexes) { - callback_data.lua.registry().get_function_ref(registry_index); + callback_data.lua.registry().get_function_ref(registry_index.lua_index); static auto s_object_property_name = Unreal::FName(STR("ObjectProperty")); LuaType::RemoteUnrealParam::construct(callback_data.lua, &context, s_object_property_name); @@ -3445,7 +3531,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. for (const auto& registry_index : callback_data.registry_indexes) { - callback_data.lua.registry().get_function_ref(registry_index); + callback_data.lua.registry().get_function_ref(registry_index.lua_index); callback_data.lua.set_string(to_string(command)); auto params_table = callback_data.lua.prepare_new_table(); @@ -3505,7 +3591,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. for (const auto& registry_index : callback_data.registry_indexes) { - callback_data.lua.registry().get_function_ref(registry_index); + callback_data.lua.registry().get_function_ref(registry_index.lua_index); callback_data.lua.set_string(to_string(command)); auto params_table = callback_data.lua.prepare_new_table(); @@ -3540,12 +3626,12 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. if (Unreal::UObject::ProcessLocalScriptFunctionInternal.is_ready() && Unreal::Version::IsAtLeast(4, 22)) { Output::send(STR("Enabling custom events\n")); - Unreal::Hook::RegisterProcessLocalScriptFunctionPostCallback(hook_for_custom_bp_events); + Unreal::Hook::RegisterProcessLocalScriptFunctionPostCallback(script_hook); } else if (Unreal::UObject::ProcessInternalInternal.is_ready() && Unreal::Version::IsBelow(4, 22)) { Output::send(STR("Enabling custom events\n")); - Unreal::Hook::RegisterProcessInternalPostCallback(hook_for_custom_bp_events); + Unreal::Hook::RegisterProcessInternalPostCallback(script_hook); } } From 87847fc17a2f91ba576d663fcf1aa702c8889f15 Mon Sep 17 00:00:00 2001 From: UE4SS Date: Wed, 8 Mar 2023 03:43:01 +0100 Subject: [PATCH 06/55] Update API.txt --- StagingDev/API.txt | 3 +++ 1 file changed, 3 insertions(+) diff --git a/StagingDev/API.txt b/StagingDev/API.txt index e80225890..b78d56f82 100644 --- a/StagingDev/API.txt +++ b/StagingDev/API.txt @@ -163,6 +163,9 @@ Global Functions RegisterCustomEvent(string EventName, function Callback) - Registers a callback that will get called when a BP function/event is called with the name 'EventName'. + UnregisterCustomEvent(string EventName) + - Unregisters a custom event callback globally for the specified event. + RegisterInitGameStatePreHook(function Callback) - Registers a callback that will get called before AGameModeBase::InitGameState is called. - The callback params are: AGameModeBase Context From 7324122406d2ef60b0154c7bc606feeb53eeb1e4 Mon Sep 17 00:00:00 2001 From: UE4SS Date: Wed, 8 Mar 2023 22:47:52 +0100 Subject: [PATCH 07/55] Clearing script hook callbacks after mods are uninstalled. --- src/UE4SSProgram.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/UE4SSProgram.cpp b/src/UE4SSProgram.cpp index b09fcfd23..09c2fc0e0 100644 --- a/src/UE4SSProgram.cpp +++ b/src/UE4SSProgram.cpp @@ -943,6 +943,8 @@ namespace RC Mod::m_call_function_by_name_with_arguments_post_callbacks.clear(); Mod::m_local_player_exec_pre_callbacks.clear(); Mod::m_local_player_exec_post_callbacks.clear(); + Mod::m_script_hook_callbacks.clear(); + Mod::m_native_hook_id_to_generic_hook_id.clear(); } auto UE4SSProgram::reinstall_mods() -> void From d858a65a0192bfcf35699c4c6ea74b4168d8889d Mon Sep 17 00:00:00 2001 From: UE4SS Date: Fri, 10 Mar 2023 06:58:59 +0100 Subject: [PATCH 08/55] Lua: Added 'IsValid' to TArray. --- src/LuaType/LuaTArray.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/src/LuaType/LuaTArray.cpp b/src/LuaType/LuaTArray.cpp index ccadf4a5c..66928a164 100644 --- a/src/LuaType/LuaTArray.cpp +++ b/src/LuaType/LuaTArray.cpp @@ -160,6 +160,14 @@ namespace RC::LuaType return 0; }); + table.add_pair("IsValid", [](const LuaMadeSimple::Lua& lua) -> int { + auto& lua_object = lua.get_userdata(); + + lua.set_bool(lua_object.get_remote_cpp_object()); + + return 1; + }); + if constexpr (is_final == LuaMadeSimple::Type::IsFinal::Yes) { table.add_pair("type", [](const LuaMadeSimple::Lua& lua) -> int { From a64b3ce6c4375588d76830495bc54a96c601a4fe Mon Sep 17 00:00:00 2001 From: UE4SS Date: Wed, 15 Mar 2023 04:39:22 +0100 Subject: [PATCH 09/55] Added 'Player Controlled' to the live view tab. This checks if an object or any of its outers is a pawn that's controlled by the player and makes the result visible in the live view GUI. --- src/GUI/LiveView.cpp | 38 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 38 insertions(+) diff --git a/src/GUI/LiveView.cpp b/src/GUI/LiveView.cpp index f7bccdb29..69f64933f 100644 --- a/src/GUI/LiveView.cpp +++ b/src/GUI/LiveView.cpp @@ -21,6 +21,8 @@ #include #include #include +#include +#include #include #include #include @@ -1115,6 +1117,41 @@ namespace RC::GUI } } + auto is_player_controlled(UObject* object) -> bool + { + static auto IsPlayerControlled = [](UObject* pawn) -> bool { + static auto function = UObjectGlobals::StaticFindObject(nullptr, nullptr, STR("/Script/Engine.Pawn:IsPlayerControlled")); + if (!function) { return false; } + struct Params + { + bool ReturnValue{}; + }; + Params params{}; + pawn->ProcessEvent(function, ¶ms); + return params.ReturnValue; + }; + + static auto pawn = UObjectGlobals::StaticFindObject(nullptr, nullptr, STR("/Script/Engine.Pawn")); + if (!pawn) { return false; } + + if (object->IsA(pawn)) + { + return IsPlayerControlled(object); + } + + auto outer = object->GetOuterPrivate(); + while (outer) + { + if (outer->IsA(pawn) && IsPlayerControlled(outer)) + { + return true; + } + outer = outer->GetOuterPrivate(); + } + + return false; + } + auto LiveView::render_info_panel_as_object(const FUObjectItem* object_item, UObject* object) -> void { if (!object || (!object_item || object_item->IsUnreachable())) @@ -1193,6 +1230,7 @@ namespace RC::GUI } } ImGui::Unindent(); + ImGui::Text("Player Controlled: %s", is_player_controlled(object) ? "Yes" : "No"); ImGui::Separator(); // Potential sizes: 385, -180 (open) | // 385, -286 (closed) if (ImGui::CollapsingHeader("Size (total size of class + parents in parentheses)")) From cfd27b0a37cac6d01d8708dd7341f5a8df7232ae Mon Sep 17 00:00:00 2001 From: atenfyr Date: Thu, 16 Mar 2023 00:16:31 -0500 Subject: [PATCH 10/55] usmap scripts extension --- src/USMapGenerator/Generator.cpp | 30 ++++++++++++++++++++++++++++++ 1 file changed, 30 insertions(+) diff --git a/src/USMapGenerator/Generator.cpp b/src/USMapGenerator/Generator.cpp index 05b65c195..64528a32f 100644 --- a/src/USMapGenerator/Generator.cpp +++ b/src/USMapGenerator/Generator.cpp @@ -208,6 +208,8 @@ namespace RC::OutTheShade std::vector Enums; std::vector Structs; // TODO: a better way than making this completely dynamic + std::unordered_map ModulePathsMap; + std::vector ModulePathsRaw; std::function WriteProperty = [&](FProperty* Prop, EPropertyType Type) { @@ -352,6 +354,13 @@ namespace RC::OutTheShade for (auto Struct : Structs) { + std::wstring RawPathName = Struct->GetPathName(); + std::wstring::size_type PathNameStart = 0; // include first bit (Script/Game) to avoid ambiguity; to drop it, replace with RawPathName.find_first_of('/', 1) + 1; + std::wstring::size_type PathNameLength = RawPathName.find_last_of('.') - PathNameStart; + std::wstring FinalPathName = RawPathName.substr(PathNameStart, PathNameLength); + if (!ModulePathsMap.contains(FinalPathName)) ModulePathsMap.insert_or_assign(FinalPathName, 0); + ModulePathsRaw.push_back(FinalPathName); + Buffer.Write(NameMap[Struct->GetNamePrivate()]); Buffer.Write(Struct->GetSuperStruct() ? NameMap[Struct->GetSuperStruct()->GetNamePrivate()] : static_cast(0xffffffff)); @@ -385,6 +394,27 @@ namespace RC::OutTheShade } } + // extension data + Buffer.Write(1); // extensions bitflag; right now we only serialize the scripts extension + + // scripts + int CurrentModulePathsIndex = 0; + int ModulePathsMapSize = ModulePathsMap.size(); + Buffer.Write(ModulePathsMapSize); + for (auto&& M : ModulePathsMap) + { + ModulePathsMap[M.first] = CurrentModulePathsIndex++; + + std::string StringToSerialize = to_string(M.first); + Buffer.Write(static_cast(StringToSerialize.length())); + Buffer.WriteString(StringToSerialize); + } + bool isIdx16 = ModulePathsMapSize > 255; + for (auto& ky : ModulePathsRaw) + { + isIdx16 ? Buffer.Write(static_cast(ModulePathsMap[ky])) : Buffer.Write(static_cast(ModulePathsMap[ky])); + } + std::vector UsmapData; std::string UncompressedStream = Buffer.GetBuffer().str(); UsmapData.resize(UncompressedStream.size()); From 8719189bb59ed52eb42cecbd5daa1e196674f841 Mon Sep 17 00:00:00 2001 From: atenfyr Date: Thu, 16 Mar 2023 00:23:39 -0500 Subject: [PATCH 11/55] fix redundant usmap extension check --- src/USMapGenerator/Generator.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/USMapGenerator/Generator.cpp b/src/USMapGenerator/Generator.cpp index 64528a32f..905484e84 100644 --- a/src/USMapGenerator/Generator.cpp +++ b/src/USMapGenerator/Generator.cpp @@ -358,7 +358,7 @@ namespace RC::OutTheShade std::wstring::size_type PathNameStart = 0; // include first bit (Script/Game) to avoid ambiguity; to drop it, replace with RawPathName.find_first_of('/', 1) + 1; std::wstring::size_type PathNameLength = RawPathName.find_last_of('.') - PathNameStart; std::wstring FinalPathName = RawPathName.substr(PathNameStart, PathNameLength); - if (!ModulePathsMap.contains(FinalPathName)) ModulePathsMap.insert_or_assign(FinalPathName, 0); + ModulePathsMap.insert_or_assign(FinalPathName, 0); ModulePathsRaw.push_back(FinalPathName); Buffer.Write(NameMap[Struct->GetNamePrivate()]); From 442606b395189bf82120d7d8800e516f111b9040 Mon Sep 17 00:00:00 2001 From: Narknon Date: Sun, 19 Mar 2023 14:45:11 -0400 Subject: [PATCH 12/55] Fix detached submodules --- Dependencies/LuaRaw | 2 +- Dependencies/ParserBase | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Dependencies/LuaRaw b/Dependencies/LuaRaw index be3c95084..16dfdc547 160000 --- a/Dependencies/LuaRaw +++ b/Dependencies/LuaRaw @@ -1 +1 @@ -Subproject commit be3c9508447751f2daf3cf9a4f9fa5de52ae6b27 +Subproject commit 16dfdc5470a1f5e2d40863168bad0a471db6ef67 diff --git a/Dependencies/ParserBase b/Dependencies/ParserBase index 9bf006519..6f11e78ed 160000 --- a/Dependencies/ParserBase +++ b/Dependencies/ParserBase @@ -1 +1 @@ -Subproject commit 9bf0065194663e1aebe8e4f56339f65471161fea +Subproject commit 6f11e78edbd7be52c7716eebb1a4e83289ce9dd9 From d8fe7dc8743a145b59db453fd117440d5e1ee8b8 Mon Sep 17 00:00:00 2001 From: Narknon Date: Mon, 20 Mar 2023 12:16:20 -0400 Subject: [PATCH 13/55] Update settings.ini and changelog for experimental builds --- Staging/Changelog.md | 88 +++++++------------------------------- Staging/UE4SS-settings.ini | 2 +- StagingDev/Changelog.md | 88 +++++++------------------------------- 3 files changed, 33 insertions(+), 145 deletions(-) diff --git a/Staging/Changelog.md b/Staging/Changelog.md index 93587ff9b..07fcab4e9 100644 --- a/Staging/Changelog.md +++ b/Staging/Changelog.md @@ -1,72 +1,16 @@ -# v2.5.0 Changelog - -## New Features - -### Blueprint ModLoading -Added blueprint mod loading/actor spawning mod. -To enable, set BPModLoaderMod : 1 in Mods/mods.txt. -Blueprint mods go in /Game/Content/Paks/LogicMods - -Creating BP mods is the same as using UML, a tutorial can be found here: https://www.youtube.com/watch?v=fB3yT85XhVA - -Added creating LogicMods folder automatically. - -Thank you to RussellJ for permission to implement this. - -### Lua -Update to Lua 5.4.4 -Added support for UInterface. -Added several global lua functions, including 'IterateGameDirectories'. See API.txt for full details. -Added additional hooks and functions to Lua. See full list in API.txt. Note in particular: - - UnregisterHook (unregister a previously hooked function using the ids returned from the hooked function) - - RegisterCustomEvent (allows hooking of custom BP functions/events through ProcessInternal) -Non-struct out parameters now partially work. You need to create and pass a Lua table wherever there's an out-param. The value inside the table doesn't matter and is not passed to the UFunction. The table will have a field with the same name as the out-param which will contain the value. - -Lua Mods: -Update to linetrace mod to use helpers - -### Live View -Added filtering by Inheritance or Instances only when searching in the live view. Accessed by right clicking in the search bar. - -### TMap Override Dumper -Dumps TMap overrides for UAssetAPI/GUI and FModel serialization of assets. This is a json file that gets input in the relevant program to allow it to parse TMaps with untyped structs as a key or value. - -## Changes - -### Live View -The live view array now uses a lower default number of objects per visual chunk (note that the objects are no longer 1 to 1 with the true UE "Chunks" in the array). -The default number of objects per chunk can be edited in the settings. -Added UHT Dumper and CXX Generator buttons to Dumpers tab. -Add timestamp to static mesh and actor dump file names. - -### Lua -FName global function now has an optional second param. -Fixed 'EFindName' not being exposed to Lua properly. - - -## Fixes - -### CXX Gen -Generator will continue in certain events where it would previously crash. - -### UHT Generator -Generator will make a missed property comment in certain events where it would previously crash. -Fixed crash if FunctionSignature was nullptr in the UHT generator. - -### Lua -Fix mods not being enabled if carriage returns are used in mods.txt (Praydog) -Fixed 'RegisterHook' not working properly if the UFunction has spaces in its name. -Fix typo in Lua cpath causing DLLs to not get found (Praydog) -Added a lock guard for ExecuteInGameThread to prevent a crash. - -### Live View -Fixed a race condition in live view. -Fixed a crash when expanding an array of objects in live view. - - -## Other Changes - -* - - - +# Experimental Changelog +Fix more detached submodules (including Lua 5.4.4 update) +Add USMAP dumper extensions (Atenfyr) + +## Live View +Add "PlayerControlled" to liveview tab + +## Lua +Add IsValid() to TArray +Fixed UnregisterHook +Expanded RegisterHook to work on BP functions where it previously only worked on native functions +Added UnregisterCustomEvent +Fixed bug that could cause hooked functions to not process the return value properly + +## UHT Dumper +Remove predeclarations in .cpp files \ No newline at end of file diff --git a/Staging/UE4SS-settings.ini b/Staging/UE4SS-settings.ini index 280cec32e..81af9f0c0 100644 --- a/Staging/UE4SS-settings.ini +++ b/Staging/UE4SS-settings.ini @@ -86,7 +86,7 @@ MakeAllConfigsEngineConfig = 1 ; Whether to enable the external UE4SS debug console. ConsoleEnabled = 0 GuiConsoleEnabled = 1 -GuiConsoleVisible = 1 +GuiConsoleVisible = 0 ; The API that will be used to render the GUI debug window. ; Valid values (case-insensitive): dx11, d3d11, opengl diff --git a/StagingDev/Changelog.md b/StagingDev/Changelog.md index 93587ff9b..07fcab4e9 100644 --- a/StagingDev/Changelog.md +++ b/StagingDev/Changelog.md @@ -1,72 +1,16 @@ -# v2.5.0 Changelog - -## New Features - -### Blueprint ModLoading -Added blueprint mod loading/actor spawning mod. -To enable, set BPModLoaderMod : 1 in Mods/mods.txt. -Blueprint mods go in /Game/Content/Paks/LogicMods - -Creating BP mods is the same as using UML, a tutorial can be found here: https://www.youtube.com/watch?v=fB3yT85XhVA - -Added creating LogicMods folder automatically. - -Thank you to RussellJ for permission to implement this. - -### Lua -Update to Lua 5.4.4 -Added support for UInterface. -Added several global lua functions, including 'IterateGameDirectories'. See API.txt for full details. -Added additional hooks and functions to Lua. See full list in API.txt. Note in particular: - - UnregisterHook (unregister a previously hooked function using the ids returned from the hooked function) - - RegisterCustomEvent (allows hooking of custom BP functions/events through ProcessInternal) -Non-struct out parameters now partially work. You need to create and pass a Lua table wherever there's an out-param. The value inside the table doesn't matter and is not passed to the UFunction. The table will have a field with the same name as the out-param which will contain the value. - -Lua Mods: -Update to linetrace mod to use helpers - -### Live View -Added filtering by Inheritance or Instances only when searching in the live view. Accessed by right clicking in the search bar. - -### TMap Override Dumper -Dumps TMap overrides for UAssetAPI/GUI and FModel serialization of assets. This is a json file that gets input in the relevant program to allow it to parse TMaps with untyped structs as a key or value. - -## Changes - -### Live View -The live view array now uses a lower default number of objects per visual chunk (note that the objects are no longer 1 to 1 with the true UE "Chunks" in the array). -The default number of objects per chunk can be edited in the settings. -Added UHT Dumper and CXX Generator buttons to Dumpers tab. -Add timestamp to static mesh and actor dump file names. - -### Lua -FName global function now has an optional second param. -Fixed 'EFindName' not being exposed to Lua properly. - - -## Fixes - -### CXX Gen -Generator will continue in certain events where it would previously crash. - -### UHT Generator -Generator will make a missed property comment in certain events where it would previously crash. -Fixed crash if FunctionSignature was nullptr in the UHT generator. - -### Lua -Fix mods not being enabled if carriage returns are used in mods.txt (Praydog) -Fixed 'RegisterHook' not working properly if the UFunction has spaces in its name. -Fix typo in Lua cpath causing DLLs to not get found (Praydog) -Added a lock guard for ExecuteInGameThread to prevent a crash. - -### Live View -Fixed a race condition in live view. -Fixed a crash when expanding an array of objects in live view. - - -## Other Changes - -* - - - +# Experimental Changelog +Fix more detached submodules (including Lua 5.4.4 update) +Add USMAP dumper extensions (Atenfyr) + +## Live View +Add "PlayerControlled" to liveview tab + +## Lua +Add IsValid() to TArray +Fixed UnregisterHook +Expanded RegisterHook to work on BP functions where it previously only worked on native functions +Added UnregisterCustomEvent +Fixed bug that could cause hooked functions to not process the return value properly + +## UHT Dumper +Remove predeclarations in .cpp files \ No newline at end of file From 776287aca144b2f668dce2af9294e128e8ce5208 Mon Sep 17 00:00:00 2001 From: Narknon Date: Wed, 22 Mar 2023 16:31:20 -0400 Subject: [PATCH 14/55] Update luaraw with lua_lock - ParcelRot --- Dependencies/LuaRaw | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Dependencies/LuaRaw b/Dependencies/LuaRaw index 16dfdc547..445d5dea8 160000 --- a/Dependencies/LuaRaw +++ b/Dependencies/LuaRaw @@ -1 +1 @@ -Subproject commit 16dfdc5470a1f5e2d40863168bad0a471db6ef67 +Subproject commit 445d5dea8ef57b065e2fab8af7ac89c03fdde85b From 9c15506a663d85021e503e3b7114ca17ab3d071a Mon Sep 17 00:00:00 2001 From: Narknon Date: Thu, 23 Mar 2023 10:04:10 -0400 Subject: [PATCH 15/55] Initial font scaling commit; add float to settingsmanager/iniparser --- Staging/UE4SS-settings.ini | 4 +++- include/GUI/GUI.hpp | 1 + include/SettingsManager.hpp | 1 + src/GUI/GUI.cpp | 4 ++-- src/SettingsManager.cpp | 8 ++++++++ 5 files changed, 15 insertions(+), 3 deletions(-) diff --git a/Staging/UE4SS-settings.ini b/Staging/UE4SS-settings.ini index 81af9f0c0..666bb4810 100644 --- a/Staging/UE4SS-settings.ini +++ b/Staging/UE4SS-settings.ini @@ -86,7 +86,9 @@ MakeAllConfigsEngineConfig = 1 ; Whether to enable the external UE4SS debug console. ConsoleEnabled = 0 GuiConsoleEnabled = 1 -GuiConsoleVisible = 0 +GuiConsoleVisible = 1 +GuiConsoleVisible = 1 +GuiConsoleFontScaling = 3.0f ; The API that will be used to render the GUI debug window. ; Valid values (case-insensitive): dx11, d3d11, opengl diff --git a/include/GUI/GUI.hpp b/include/GUI/GUI.hpp index 6bab5c23f..4924b5e7b 100644 --- a/include/GUI/GUI.hpp +++ b/include/GUI/GUI.hpp @@ -139,6 +139,7 @@ namespace RC::GUI std::unique_ptr m_gfx_backend{}; std::unique_ptr m_os_backend{}; Console m_console{}; + float m_font_scaling{1.0f}; LiveView m_live_view{}; std::stop_token m_thread_stop_token{}; bool m_is_open{}; diff --git a/include/SettingsManager.hpp b/include/SettingsManager.hpp index cac768849..6c41ce0bd 100644 --- a/include/SettingsManager.hpp +++ b/include/SettingsManager.hpp @@ -60,6 +60,7 @@ namespace RC bool SimpleConsoleEnabled{true}; bool DebugConsoleEnabled{true}; bool DebugConsoleVisible{true}; + float DebugGUIFontScaling{14.0f}; GUI::GfxBackend GraphicsAPI{GUI::GfxBackend::GLFW3_OpenGL3}; int64_t LiveViewObjectsPerGroup{64 * 1024 / 2}; } Debug; diff --git a/src/GUI/GUI.cpp b/src/GUI/GUI.cpp index 066a4b2de..d2f5dec25 100644 --- a/src/GUI/GUI.cpp +++ b/src/GUI/GUI.cpp @@ -267,12 +267,12 @@ namespace RC::GUI gui_setup_style(); - + m_font_scaling = UE4SSProgram::settings_manager.Debug.DebugGUIFontScaling; io.Fonts->Clear(); ImFontConfig font_cfg; font_cfg.FontDataOwnedByAtlas = false; // if true it will try to free memory and fail io.Fonts->AddFontFromMemoryTTF(Roboto, sizeof(Roboto), 14, &font_cfg); - + io.FontGlobalScale = m_font_scaling; m_os_backend->init(); m_gfx_backend->init(); diff --git a/src/SettingsManager.cpp b/src/SettingsManager.cpp index 0d921dc04..7cf153f3f 100644 --- a/src/SettingsManager.cpp +++ b/src/SettingsManager.cpp @@ -23,6 +23,13 @@ try \ } \ catch (std::exception&) {} +#define REGISTER_FLOAT_SETTING(member_var, section_name, key) \ +try \ +{ \ +(member_var) = parser.get_float(section_name, STR(#key)); \ +} \ +catch (std::exception&) {} + namespace RC { auto SettingsManager::deserialize(std::filesystem::path& file_name) -> void @@ -67,6 +74,7 @@ namespace RC REGISTER_BOOL_SETTING(Debug.SimpleConsoleEnabled, section_debug, ConsoleEnabled) REGISTER_BOOL_SETTING(Debug.DebugConsoleEnabled , section_debug, GuiConsoleEnabled) REGISTER_BOOL_SETTING(Debug.DebugConsoleVisible, section_debug, GuiConsoleVisible) + REGISTER_FLOAT_SETTING(Debug.DebugGUIFontScaling, section_debug, GuiConsoleFontScaling) StringType graphics_api_string{}; REGISTER_STRING_SETTING(graphics_api_string, section_debug, GraphicsAPI) if (String::iequal(graphics_api_string, STR("DX11")) || From ab5bfb76d9f2862d10aa5a19d0b3d1d9370c31c0 Mon Sep 17 00:00:00 2001 From: Narknon Date: Thu, 23 Mar 2023 10:05:06 -0400 Subject: [PATCH 16/55] update ini parser submodule; add float setting --- Dependencies/IniParser | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Dependencies/IniParser b/Dependencies/IniParser index ce2039962..77db48325 160000 --- a/Dependencies/IniParser +++ b/Dependencies/IniParser @@ -1 +1 @@ -Subproject commit ce2039962d4ef94df357252ff9ad6617800a6af4 +Subproject commit 77db48325eed0b21eb295928e90fdbf2183991c1 From 12bb49bec1238dd29497a6a076fa1b96afab7f41 Mon Sep 17 00:00:00 2001 From: Narknon Date: Thu, 23 Mar 2023 12:18:51 -0400 Subject: [PATCH 17/55] finalize float ini parsing; finalize font scaling setting --- Dependencies/IniParser | 2 +- include/GUI/GUI.hpp | 1 - include/SettingsManager.hpp | 2 +- src/GUI/GUI.cpp | 4 +--- 4 files changed, 3 insertions(+), 6 deletions(-) diff --git a/Dependencies/IniParser b/Dependencies/IniParser index 77db48325..f2fba5fa4 160000 --- a/Dependencies/IniParser +++ b/Dependencies/IniParser @@ -1 +1 @@ -Subproject commit 77db48325eed0b21eb295928e90fdbf2183991c1 +Subproject commit f2fba5fa4d47e555600aead9ef9f78b6257ad431 diff --git a/include/GUI/GUI.hpp b/include/GUI/GUI.hpp index 4924b5e7b..6bab5c23f 100644 --- a/include/GUI/GUI.hpp +++ b/include/GUI/GUI.hpp @@ -139,7 +139,6 @@ namespace RC::GUI std::unique_ptr m_gfx_backend{}; std::unique_ptr m_os_backend{}; Console m_console{}; - float m_font_scaling{1.0f}; LiveView m_live_view{}; std::stop_token m_thread_stop_token{}; bool m_is_open{}; diff --git a/include/SettingsManager.hpp b/include/SettingsManager.hpp index 6c41ce0bd..688a18ed1 100644 --- a/include/SettingsManager.hpp +++ b/include/SettingsManager.hpp @@ -60,7 +60,7 @@ namespace RC bool SimpleConsoleEnabled{true}; bool DebugConsoleEnabled{true}; bool DebugConsoleVisible{true}; - float DebugGUIFontScaling{14.0f}; + float DebugGUIFontScaling{1.0}; GUI::GfxBackend GraphicsAPI{GUI::GfxBackend::GLFW3_OpenGL3}; int64_t LiveViewObjectsPerGroup{64 * 1024 / 2}; } Debug; diff --git a/src/GUI/GUI.cpp b/src/GUI/GUI.cpp index d2f5dec25..5d7295674 100644 --- a/src/GUI/GUI.cpp +++ b/src/GUI/GUI.cpp @@ -267,12 +267,10 @@ namespace RC::GUI gui_setup_style(); - m_font_scaling = UE4SSProgram::settings_manager.Debug.DebugGUIFontScaling; io.Fonts->Clear(); ImFontConfig font_cfg; font_cfg.FontDataOwnedByAtlas = false; // if true it will try to free memory and fail - io.Fonts->AddFontFromMemoryTTF(Roboto, sizeof(Roboto), 14, &font_cfg); - io.FontGlobalScale = m_font_scaling; + io.Fonts->AddFontFromMemoryTTF(Roboto, sizeof(Roboto), 14 * UE4SSProgram::settings_manager.Debug.DebugGUIFontScaling, &font_cfg); m_os_backend->init(); m_gfx_backend->init(); From 09892af90bf6e1bd8c87403f885bf9cafb265bd4 Mon Sep 17 00:00:00 2001 From: Narknon Date: Thu, 23 Mar 2023 13:24:03 -0400 Subject: [PATCH 18/55] update settings for font scaling --- Staging/UE4SS-settings.ini | 8 +++++--- StagingDev/UE4SS-settings.ini | 4 ++++ 2 files changed, 9 insertions(+), 3 deletions(-) diff --git a/Staging/UE4SS-settings.ini b/Staging/UE4SS-settings.ini index 666bb4810..fffe53512 100644 --- a/Staging/UE4SS-settings.ini +++ b/Staging/UE4SS-settings.ini @@ -86,9 +86,11 @@ MakeAllConfigsEngineConfig = 1 ; Whether to enable the external UE4SS debug console. ConsoleEnabled = 0 GuiConsoleEnabled = 1 -GuiConsoleVisible = 1 -GuiConsoleVisible = 1 -GuiConsoleFontScaling = 3.0f +GuiConsoleVisible = 0 + +; Multiplier for Font Size within the Debug Gui +; Default: 1 +GuiConsoleFontScaling = 1 ; The API that will be used to render the GUI debug window. ; Valid values (case-insensitive): dx11, d3d11, opengl diff --git a/StagingDev/UE4SS-settings.ini b/StagingDev/UE4SS-settings.ini index cc5f9e64d..d6cb24d4c 100644 --- a/StagingDev/UE4SS-settings.ini +++ b/StagingDev/UE4SS-settings.ini @@ -88,6 +88,10 @@ ConsoleEnabled = 1 GuiConsoleEnabled = 1 GuiConsoleVisible = 1 +; Multiplier for Font Size within the Debug Gui +; Default: 1 +GuiConsoleFontScaling = 1 + ; The API that will be used to render the GUI debug window. ; Valid values (case-insensitive): dx11, d3d11, opengl ; Default: opengl From 322ae8f2b5b3c158acacac9bf526f9dac7561e15 Mon Sep 17 00:00:00 2001 From: UE4SS Date: Mon, 27 Mar 2023 20:21:06 +0200 Subject: [PATCH 19/55] Fixed a few errors errors when compiling with clang instead of msvc. --- include/LuaType/LuaUObject.hpp | 4 ++-- src/GUI/LiveView.cpp | 4 ++-- src/UE4SSProgram.cpp | 2 +- src/UnrealCustom/CustomProperty.cpp | 1 - 4 files changed, 5 insertions(+), 6 deletions(-) diff --git a/include/LuaType/LuaUObject.hpp b/include/LuaType/LuaUObject.hpp index 9ece1950e..4280c3435 100644 --- a/include/LuaType/LuaUObject.hpp +++ b/include/LuaType/LuaUObject.hpp @@ -306,7 +306,7 @@ namespace RC::LuaType template auto static setup_member_functions(const LuaMadeSimple::Lua::Table& table) -> void { - Super::setup_member_functions(table); + Super::template setup_member_functions(table); // Add functions that are not intended to be overridden later here table.add_pair("GetFullName", [](const LuaMadeSimple::Lua& lua) -> int { @@ -350,7 +350,7 @@ namespace RC::LuaType table.add_pair("IsAnyClass", [](const LuaMadeSimple::Lua& lua) -> int { const auto& lua_object = lua.get_userdata(); - lua.set_bool(lua_object.get_remote_cpp_object()->IsA()); + lua.set_bool(lua_object.get_remote_cpp_object()->template IsA()); return 1; }); diff --git a/src/GUI/LiveView.cpp b/src/GUI/LiveView.cpp index 69f64933f..7ac1e1830 100644 --- a/src/GUI/LiveView.cpp +++ b/src/GUI/LiveView.cpp @@ -1530,7 +1530,7 @@ namespace RC::GUI } } - static auto search_field_always_callback(ImGuiInputTextCallbackData* data) -> int + static auto object_search_field_always_callback(ImGuiInputTextCallbackData* data) -> int { auto typed_this = static_cast(data->UserData); if (typed_this->was_search_field_clear_requested() && !typed_this->was_search_field_cleared()) @@ -1583,7 +1583,7 @@ namespace RC::GUI ImGui::PushItemWidth(-14.0f); bool push_inactive_text_color = !m_search_field_cleared; if (push_inactive_text_color) { ImGui::PushStyleColor(ImGuiCol_Text, g_imgui_text_inactive_color.Value); } - if (ImGui::InputText("##Search by name", m_search_by_name_buffer, m_search_buffer_capacity, ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackAlways, &search_field_always_callback, this)) + if (ImGui::InputText("##Search by name", m_search_by_name_buffer, m_search_buffer_capacity, ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackAlways, &object_search_field_always_callback, this)) { if (listeners_allowed) { diff --git a/src/UE4SSProgram.cpp b/src/UE4SSProgram.cpp index 09c2fc0e0..c8ad39ada 100644 --- a/src/UE4SSProgram.cpp +++ b/src/UE4SSProgram.cpp @@ -45,6 +45,7 @@ #include #include #include +#include namespace RC { @@ -349,7 +350,6 @@ namespace RC { // Retrieve offsets from the config file const std::wstring offset_overrides_section{L"OffsetOverrides"}; - using MemberOffsets = Unreal::StaticOffsetFinder::MemberOffsets; load_unreal_offsets_from_file(); diff --git a/src/UnrealCustom/CustomProperty.cpp b/src/UnrealCustom/CustomProperty.cpp index 89bac7d1f..f7f1e6126 100644 --- a/src/UnrealCustom/CustomProperty.cpp +++ b/src/UnrealCustom/CustomProperty.cpp @@ -1,5 +1,4 @@ #include -#include #include #include From c2dbdea58b9c7fc2126db84f3867c9a898310835 Mon Sep 17 00:00:00 2001 From: UE4SS Date: Mon, 27 Mar 2023 20:27:41 +0200 Subject: [PATCH 20/55] One more fix for clang. --- CMakeLists.txt | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index 8a7b6abb2..4ba6c5e39 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -59,8 +59,10 @@ set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE ${UE4SS_OUTPUT_RELEASE_DIR}) set(PRIVATE_COMPILE_DEFINITIONS $<${MAKE_DEPENDENCIES_SHARED}:RC_EXPORT RC_FUNCTION_EXPORTS> $<${MAKE_DEPENDENCIES_STATIC}:RC_FUNCTION_BUILD_STATIC>) -set(PRIVATE_COMPILE_OPTIONS /MP $<$:/Zi> /W3 /wd4005 /wd4251) -set(PRIVATE_MASM_COMPILE_OPTIONS /MP $<$:/Zi>) +if (${CMAKE_CXX_COMPILER_ID} STREQUAL "MSVC") + set(PRIVATE_COMPILE_OPTIONS /MP $<$:/Zi> /W3 /wd4005 /wd4251) + set(PRIVATE_MASM_COMPILE_OPTIONS /MP $<$:/Zi>) +endif () set(PRIVATE_LINK_OPTIONS /DEBUG:FULL) set(PUBLIC_COMPILE_FEATURES cxx_std_20) From fccc989d08d15f0339d4f61428eed43f9ed48172 Mon Sep 17 00:00:00 2001 From: UE4SS Date: Mon, 27 Mar 2023 21:21:54 +0200 Subject: [PATCH 21/55] Fixed misuse of CMakes STREQUAL. --- CMakeLists.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index 4ba6c5e39..aacf111ef 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -59,7 +59,7 @@ set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE ${UE4SS_OUTPUT_RELEASE_DIR}) set(PRIVATE_COMPILE_DEFINITIONS $<${MAKE_DEPENDENCIES_SHARED}:RC_EXPORT RC_FUNCTION_EXPORTS> $<${MAKE_DEPENDENCIES_STATIC}:RC_FUNCTION_BUILD_STATIC>) -if (${CMAKE_CXX_COMPILER_ID} STREQUAL "MSVC") +if (${CMAKE_CXX_COMPILER_ID} STREQUAL MSVC) set(PRIVATE_COMPILE_OPTIONS /MP $<$:/Zi> /W3 /wd4005 /wd4251) set(PRIVATE_MASM_COMPILE_OPTIONS /MP $<$:/Zi>) endif () From db60b2f93ed04fe7a7559b05d223432ba99af26a Mon Sep 17 00:00:00 2001 From: Narknon Date: Thu, 30 Mar 2023 12:49:43 -0400 Subject: [PATCH 22/55] Update luaraw submodule --- Dependencies/LuaRaw | 2 +- Staging/Changelog.md | 6 +++++- 2 files changed, 6 insertions(+), 2 deletions(-) diff --git a/Dependencies/LuaRaw b/Dependencies/LuaRaw index 445d5dea8..7804d3031 160000 --- a/Dependencies/LuaRaw +++ b/Dependencies/LuaRaw @@ -1 +1 @@ -Subproject commit 445d5dea8ef57b065e2fab8af7ac89c03fdde85b +Subproject commit 7804d3031940d9c0e769bfbc69f7f89d18aa7e82 diff --git a/Staging/Changelog.md b/Staging/Changelog.md index 07fcab4e9..13f5c2e67 100644 --- a/Staging/Changelog.md +++ b/Staging/Changelog.md @@ -11,6 +11,10 @@ Fixed UnregisterHook Expanded RegisterHook to work on BP functions where it previously only worked on native functions Added UnregisterCustomEvent Fixed bug that could cause hooked functions to not process the return value properly +Lua_lock implementation/threading fixes (ParcelRot) ## UHT Dumper -Remove predeclarations in .cpp files \ No newline at end of file +Remove predeclarations in .cpp files + +## QoL +Add font scaling setting to live view GUI \ No newline at end of file From 729f97408c28752dd883363086eee77757153ddf Mon Sep 17 00:00:00 2001 From: r00tz Date: Thu, 30 Mar 2023 17:07:00 -0400 Subject: [PATCH 23/55] Modified build number to GIT SHA --- CMakeLists.txt | 30 ++++++++++++++++-------------- generated_include/build_number.hpp | 2 +- src/UE4SSProgram.cpp | 4 ++-- 3 files changed, 19 insertions(+), 17 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index aacf111ef..fb5f125bd 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -191,6 +191,22 @@ file(WRITE ${UE4SS_GENERATED_SOURCE_DIR}/version.cache "${UE4SS_LIB_VERSION}") message("UE4SS") message("Major: ${UE4SS_LIB_VERSION_MAJOR}, Minor: ${UE4SS_LIB_VERSION_MINOR}, Hotfix: ${UE4SS_LIB_VERSION_HOTFIX}, PreRelease: ${UE4SS_LIB_VERSION_PRERELEASE}, Beta: ${UE4SS_LIB_VERSION_BETA}") +find_package(Git REQUIRED) + +# Build number is now git sha/hash + execute_process( + COMMAND ${GIT_EXECUTABLE} rev-parse --short HEAD + WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} + RESULT_VARIABLE res + OUTPUT_VARIABLE UE4SS_LIB_BUILD_GITSHA + OUTPUT_STRIP_TRAILING_WHITESPACE) + if(NOT res EQUAL 0) + set(UE4SS_LIB_BUILD_GITSHA "0") + endif() + +set(RC_BUILD_NUMBER_HEADER_FILE "${UE4SS_GENERATED_INCLUDE_DIR}/build_number.hpp") +file(WRITE ${RC_BUILD_NUMBER_HEADER_FILE} "#define UE4SS_LIB_BUILD_GITSHA \"${UE4SS_LIB_BUILD_GITSHA}\"") + # Make the hard-coded build numbers available to source files add_compile_definitions( UE4SS_LIB_VERSION_MAJOR=${UE4SS_LIB_VERSION_MAJOR} @@ -315,17 +331,3 @@ target_include_directories(${TARGET} PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/Depend target_include_directories(${XINPUT_TARGET} PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/Dependencies/GLFW/include") # GLFW -> END -# Auto incrementing build number -> START -# Fetch the auto incrementing build number -# file(READ ${UE4SS_GENERATED_SOURCE_DIR}/build_number.cache UE4SS_LIB_BUILD_NUMBER) -# message("Build #${UE4SS_LIB_BUILD_NUMBER} (Target: ${TARGET})") -# add_custom_target(IncrementBuildNumber -# COMMAND ${CMAKE_COMMAND} -# -DRC_SOURCE_DIR:PATH="${PROJECT_SOURCE_DIR}" -# -DUE4SS_GENERATED_SOURCE_DIR:PATH="${UE4SS_GENERATED_SOURCE_DIR}" -# -DUE4SS_GENERATED_INCLUDE_DIR:PATH="${UE4SS_GENERATED_INCLUDE_DIR}" -# -P "${UE4SS_GENERATED_SOURCE_DIR}/build_number.cmake" -# ) -# add_dependencies(${TARGET} IncrementBuildNumber) -# add_dependencies(${XINPUT_TARGET} IncrementBuildNumber) -# Auto incrementing build number -> END diff --git a/generated_include/build_number.hpp b/generated_include/build_number.hpp index f787cc596..d4ccd2b7f 100644 --- a/generated_include/build_number.hpp +++ b/generated_include/build_number.hpp @@ -1 +1 @@ -#define UE4SS_LIB_BUILD_NUMBER 6064 +#define UE4SS_LIB_BUILD_GITSHA "db60b2f" \ No newline at end of file diff --git a/src/UE4SSProgram.cpp b/src/UE4SSProgram.cpp index c8ad39ada..cb5af73c5 100644 --- a/src/UE4SSProgram.cpp +++ b/src/UE4SSProgram.cpp @@ -163,13 +163,13 @@ namespace RC //*/ Output::send(STR("Console created\n")); - Output::send(STR("UE4SS - v{}.{}.{}{}{} - Build #{}\n"), + Output::send(STR("UE4SS - v{}.{}.{}{}{} - Git SHA #{}\n"), UE4SS_LIB_VERSION_MAJOR, UE4SS_LIB_VERSION_MINOR, UE4SS_LIB_VERSION_HOTFIX, std::format(L"{}", UE4SS_LIB_VERSION_PRERELEASE == 0 ? L"" : std::format(L" PreRelease #{}", UE4SS_LIB_VERSION_PRERELEASE)), std::format(L"{}", UE4SS_LIB_BETA_STARTED == 0 ? L"" : (UE4SS_LIB_IS_BETA == 0 ? L" Beta #?" : std::format(L" Beta #{}", UE4SS_LIB_VERSION_BETA))), - UE4SS_LIB_BUILD_NUMBER); + to_wstring(UE4SS_LIB_BUILD_GITSHA)); #ifdef WITH_CASE_PRESERVING_NAME Output::send(STR("WITH_CASE_PRESERVING_NAME: Yes\n\n")); #else From 194b8c0fddb21339b5bbe70ef5f387df22df9c0a Mon Sep 17 00:00:00 2001 From: UE4SS Date: Fri, 31 Mar 2023 22:07:20 +0200 Subject: [PATCH 24/55] Moved most submodules into the repo. --- .gitmodules | 75 - CMakeLists.txt | 5 +- Dependencies/ASMHelper | 1 - Dependencies/ASMHelper/CMakeLists.txt | 29 + Dependencies/ASMHelper/LICENSE | 21 + .../ASMHelper/include/ASMHelper/ASMHelper.hpp | 24 + .../ASMHelper/include/ASMHelper/Common.hpp | 20 + Dependencies/ASMHelper/src/ASMHelper.cpp | 81 + Dependencies/ArgsParser | 1 - Dependencies/ArgsParser/CMakeLists.txt | 38 + .../include/ArgsParser/ArgsParser.hpp | 149 + .../ArgsParser/src/ArgsParser/main.cpp | 63 + Dependencies/Constructs | 1 - Dependencies/Constructs/CMakeLists.txt | 8 + Dependencies/Constructs/LICENSE | 21 + .../Constructs/include/Constructs/Loop.hpp | 13 + Dependencies/DynamicOutput | 1 - Dependencies/DynamicOutput/CMakeLists.txt | 32 + Dependencies/DynamicOutput/LICENSE | 21 + .../include/DynamicOutput/Common.hpp | 20 + .../DynamicOutput/DebugConsoleDevice.hpp | 49 + .../include/DynamicOutput/DynamicOutput.hpp | 23 + .../include/DynamicOutput/FileDevice.hpp | 96 + .../include/DynamicOutput/Macros.hpp | 16 + .../include/DynamicOutput/NewFileDevice.hpp | 21 + .../include/DynamicOutput/Output.hpp | 419 + .../include/DynamicOutput/OutputDevice.hpp | 79 + .../include/DynamicOutput/TestDevice.hpp | 75 + .../DynamicOutput/src/DebugConsoleDevice.cpp | 99 + Dependencies/DynamicOutput/src/Output.cpp | 52 + .../DynamicOutput/src/OutputDevice.cpp | 36 + Dependencies/File | 1 - Dependencies/File/CMakeLists.txt | 29 + Dependencies/File/LICENSE | 21 + Dependencies/File/include/File/Common.hpp | 20 + Dependencies/File/include/File/Enums.hpp | 40 + Dependencies/File/include/File/Exceptions.hpp | 16 + Dependencies/File/include/File/File.hpp | 19 + Dependencies/File/include/File/FileDef.hpp | 24 + .../File/include/File/FileType/All.hpp | 6 + .../File/include/File/FileType/FileBase.hpp | 99 + .../File/include/File/FileType/WinFile.hpp | 91 + .../File/include/File/HandleTemplate.hpp | 177 + .../File/include/File/InternalFile.hpp | 38 + Dependencies/File/include/File/Macros.hpp | 70 + Dependencies/File/src/File.cpp | 29 + Dependencies/File/src/FileType/WinFile.cpp | 471 + Dependencies/Function | 1 - Dependencies/Function/CMakeLists.txt | 8 + Dependencies/Function/LICENSE | 21 + .../Function/include/Function/Function.hpp | 107 + Dependencies/FunctionTimer | 1 - Dependencies/FunctionTimer/CMakeLists.txt | 30 + Dependencies/FunctionTimer/LICENSE | 21 + .../FunctionTimer/include/Timer/Common.hpp | 20 + .../include/Timer/FunctionTimer.hpp | 269 + .../FunctionTimer/src/FunctionTimer.cpp | 54 + Dependencies/Helpers | 1 - Dependencies/Helpers/CMakeLists.txt | 8 + Dependencies/Helpers/LICENSE | 21 + Dependencies/Helpers/include/Helpers/ASM.hpp | 167 + .../Helpers/include/Helpers/Casting.hpp | 74 + .../Helpers/include/Helpers/Format.hpp | 59 + .../Helpers/include/Helpers/Integer.hpp | 43 + .../Helpers/include/Helpers/String.hpp | 209 + Dependencies/ImGuiColorTextEdit | 1 - Dependencies/ImGuiColorTextEdit/.gitignore | 36 + Dependencies/ImGuiColorTextEdit/CONTRIBUTING | 11 + Dependencies/ImGuiColorTextEdit/LICENSE | 21 + Dependencies/ImGuiColorTextEdit/README.md | 33 + .../ImGuiColorTextEdit/TextEditor.cpp | 3217 ++++ Dependencies/ImGuiColorTextEdit/TextEditor.h | 413 + Dependencies/IniParser | 1 - Dependencies/IniParser/CMakeLists.txt | 32 + Dependencies/IniParser/LICENSE | 21 + .../IniParser/include/IniParser/Common.hpp | 20 + .../include/IniParser/Experimental.hpp | 133 + .../IniParser/include/IniParser/Ini.hpp | 55 + .../IniParser/include/IniParser/JSON.hpp | 202 + .../IniParser/include/IniParser/Section.hpp | 61 + .../include/IniParser/TokenParser.hpp | 64 + .../IniParser/include/IniParser/Tokens.hpp | 18 + .../IniParser/include/IniParser/Value.hpp | 76 + Dependencies/IniParser/src/Experimental.cpp | 651 + Dependencies/IniParser/src/Ini.cpp | 272 + Dependencies/IniParser/src/JSON.cpp | 405 + Dependencies/IniParser/src/TokenParser.cpp | 468 + Dependencies/IniParser/src/Value.cpp | 90 + Dependencies/Input | 1 - Dependencies/Input/CMakeLists.txt | 29 + Dependencies/Input/LICENSE | 21 + Dependencies/Input/include/Input/Common.hpp | 20 + Dependencies/Input/include/Input/Handler.hpp | 92 + Dependencies/Input/include/Input/KeyDef.hpp | 257 + Dependencies/Input/src/Handler.cpp | 306 + Dependencies/Input/src/KeyDef.cpp | 17 + Dependencies/JSON | 1 - Dependencies/JSON/CMakeLists.txt | 40 + Dependencies/JSON/LICENSE | 21 + Dependencies/JSON/include/JSON/Array.hpp | 84 + Dependencies/JSON/include/JSON/Bool.hpp | 29 + Dependencies/JSON/include/JSON/Common.hpp | 44 + Dependencies/JSON/include/JSON/JSON.hpp | 23 + .../JSON/include/JSON/KeyValuePair.hpp | 253 + Dependencies/JSON/include/JSON/Null.hpp | 22 + Dependencies/JSON/include/JSON/Number.hpp | 141 + Dependencies/JSON/include/JSON/Object.hpp | 87 + .../JSON/include/JSON/Parser/Parser.hpp | 18 + .../JSON/include/JSON/Parser/TokenParser.hpp | 144 + .../JSON/include/JSON/Parser/Tokens.hpp | 53 + Dependencies/JSON/include/JSON/String.hpp | 35 + Dependencies/JSON/include/JSON/Value.hpp | 82 + Dependencies/JSON/src/Array.cpp | 101 + Dependencies/JSON/src/Bool.cpp | 13 + Dependencies/JSON/src/Null.cpp | 11 + Dependencies/JSON/src/Number.cpp | 68 + Dependencies/JSON/src/Object.cpp | 125 + Dependencies/JSON/src/Parser/Parser.cpp | 62 + Dependencies/JSON/src/Parser/TokenParser.cpp | 339 + Dependencies/JSON/src/String.cpp | 11 + Dependencies/LuaBindingsGenerator | 1 - Dependencies/LuaMadeSimple | 1 - Dependencies/LuaMadeSimple/CMakeLists.txt | 31 + Dependencies/LuaMadeSimple/LICENSE | 21 + .../include/LuaMadeSimple/Common.hpp | 20 + .../include/LuaMadeSimple/LuaMadeSimple.hpp | 810 + .../include/LuaMadeSimple/LuaObject.hpp | 183 + .../LuaMadeSimple/src/LuaMadeSimple.cpp | 889 + Dependencies/LuaMadeSimple/src/LuaObject.cpp | 6 + Dependencies/LuaRaw | 1 - Dependencies/LuaRaw/CMakeLists.txt | 67 + Dependencies/LuaRaw/LICENSE | 21 + Dependencies/LuaRaw/include/lapi.h | 49 + Dependencies/LuaRaw/include/lauxlib.h | 301 + Dependencies/LuaRaw/include/lcode.h | 104 + Dependencies/LuaRaw/include/lctype.h | 101 + Dependencies/LuaRaw/include/ldebug.h | 63 + Dependencies/LuaRaw/include/ldo.h | 79 + Dependencies/LuaRaw/include/lfunc.h | 64 + Dependencies/LuaRaw/include/lgc.h | 199 + Dependencies/LuaRaw/include/ljumptab.h | 112 + Dependencies/LuaRaw/include/llex.h | 91 + Dependencies/LuaRaw/include/llimits.h | 367 + Dependencies/LuaRaw/include/lmem.h | 93 + Dependencies/LuaRaw/include/lobject.h | 800 + Dependencies/LuaRaw/include/lopcodes.h | 405 + Dependencies/LuaRaw/include/lopnames.h | 103 + Dependencies/LuaRaw/include/lparser.h | 171 + Dependencies/LuaRaw/include/lprefix.h | 45 + Dependencies/LuaRaw/include/lstate.h | 404 + Dependencies/LuaRaw/include/lstring.h | 57 + Dependencies/LuaRaw/include/ltable.h | 66 + Dependencies/LuaRaw/include/ltm.h | 103 + Dependencies/LuaRaw/include/lua.h | 522 + Dependencies/LuaRaw/include/lua.hpp | 16 + Dependencies/LuaRaw/include/luaconf.h | 787 + Dependencies/LuaRaw/include/lualib.h | 52 + Dependencies/LuaRaw/include/lundump.h | 36 + Dependencies/LuaRaw/include/lvm.h | 136 + Dependencies/LuaRaw/include/lzio.h | 66 + Dependencies/LuaRaw/src/lapi.c | 1466 ++ Dependencies/LuaRaw/src/lauxlib.c | 1106 ++ Dependencies/LuaRaw/src/lbaselib.c | 549 + Dependencies/LuaRaw/src/lcode.c | 1832 ++ Dependencies/LuaRaw/src/lcorolib.c | 210 + Dependencies/LuaRaw/src/lctype.c | 64 + Dependencies/LuaRaw/src/ldblib.c | 483 + Dependencies/LuaRaw/src/ldebug.c | 918 + Dependencies/LuaRaw/src/ldo.c | 997 ++ Dependencies/LuaRaw/src/ldump.c | 226 + Dependencies/LuaRaw/src/lfunc.c | 294 + Dependencies/LuaRaw/src/lgc.c | 1731 ++ Dependencies/LuaRaw/src/linit.c | 65 + Dependencies/LuaRaw/src/liolib.c | 828 + Dependencies/LuaRaw/src/llex.c | 581 + Dependencies/LuaRaw/src/lmathlib.c | 764 + Dependencies/LuaRaw/src/lmem.c | 201 + Dependencies/LuaRaw/src/loadlib.c | 762 + Dependencies/LuaRaw/src/lobject.c | 592 + Dependencies/LuaRaw/src/lopcodes.c | 104 + Dependencies/LuaRaw/src/loslib.c | 430 + Dependencies/LuaRaw/src/lparser.c | 1966 +++ Dependencies/LuaRaw/src/lstate.c | 440 + Dependencies/LuaRaw/src/lstring.c | 273 + Dependencies/LuaRaw/src/lstrlib.c | 1874 ++ Dependencies/LuaRaw/src/ltable.c | 980 ++ Dependencies/LuaRaw/src/ltablib.c | 430 + Dependencies/LuaRaw/src/ltm.c | 271 + Dependencies/LuaRaw/src/lua.c | 666 + Dependencies/LuaRaw/src/luac.c | 725 + Dependencies/LuaRaw/src/luauser.c | 40 + Dependencies/LuaRaw/src/lundump.c | 333 + Dependencies/LuaRaw/src/lutf8lib.c | 286 + Dependencies/LuaRaw/src/lvm.c | 1840 ++ Dependencies/LuaRaw/src/lzio.c | 68 + Dependencies/MProgram | 1 - Dependencies/MProgram/CMakeLists.txt | 8 + Dependencies/MProgram/LICENSE | 21 + Dependencies/MProgram/include/ErrorObject.hpp | 98 + Dependencies/MProgram/include/MProgram.hpp | 58 + .../include/ProgramFeatures/CanError.hpp | 78 + Dependencies/ParserBase | 1 - Dependencies/ParserBase/CMakeLists.txt | 32 + Dependencies/ParserBase/LICENSE | 21 + .../ParserBase/include/ParserBase/Common.hpp | 20 + .../ParserBase/include/ParserBase/Token.hpp | 115 + .../include/ParserBase/TokenParser.hpp | 98 + .../include/ParserBase/Tokenizer.hpp | 53 + Dependencies/ParserBase/src/Token.cpp | 78 + Dependencies/ParserBase/src/TokenParser.cpp | 276 + Dependencies/ParserBase/src/Tokenizer.cpp | 270 + Dependencies/ScopedTimer | 1 - Dependencies/ScopedTimer/CMakeLists.txt | 8 + Dependencies/ScopedTimer/LICENSE | 21 + .../ScopedTimer/include/Timer/ScopedTimer.hpp | 38 + Dependencies/SinglePassSigScanner | 1 - .../SinglePassSigScanner/CMakeLists.txt | 28 + Dependencies/SinglePassSigScanner/LICENSE | 21 + .../include/SigScanner/Common.hpp | 20 + .../SigScanner/SinglePassSigScanner.hpp | 323 + .../src/SinglePassSigScanner.cpp | 618 + Dependencies/imgui | 1 - Dependencies/imgui/.editorconfig | 28 + Dependencies/imgui/.gitattributes | 30 + Dependencies/imgui/.gitignore | 56 + Dependencies/imgui/LICENSE.txt | 21 + .../imgui/backends/imgui_impl_allegro5.cpp | 583 + .../imgui/backends/imgui_impl_allegro5.h | 32 + .../imgui/backends/imgui_impl_android.cpp | 277 + .../imgui/backends/imgui_impl_android.h | 28 + .../imgui/backends/imgui_impl_dx10.cpp | 580 + Dependencies/imgui/backends/imgui_impl_dx10.h | 25 + .../imgui/backends/imgui_impl_dx11.cpp | 596 + Dependencies/imgui/backends/imgui_impl_dx11.h | 26 + .../imgui/backends/imgui_impl_dx12.cpp | 748 + Dependencies/imgui/backends/imgui_impl_dx12.h | 38 + .../imgui/backends/imgui_impl_dx9.cpp | 379 + Dependencies/imgui/backends/imgui_impl_dx9.h | 25 + .../imgui/backends/imgui_impl_glfw.cpp | 680 + Dependencies/imgui/backends/imgui_impl_glfw.h | 42 + .../imgui/backends/imgui_impl_glut.cpp | 299 + Dependencies/imgui/backends/imgui_impl_glut.h | 39 + .../imgui/backends/imgui_impl_metal.h | 64 + .../imgui/backends/imgui_impl_metal.mm | 575 + .../imgui/backends/imgui_impl_opengl2.cpp | 287 + .../imgui/backends/imgui_impl_opengl2.h | 32 + .../imgui/backends/imgui_impl_opengl3.cpp | 890 + .../imgui/backends/imgui_impl_opengl3.h | 55 + .../backends/imgui_impl_opengl3_loader.h | 794 + Dependencies/imgui/backends/imgui_impl_osx.h | 43 + Dependencies/imgui/backends/imgui_impl_osx.mm | 766 + .../imgui/backends/imgui_impl_sdl.cpp | 571 + Dependencies/imgui/backends/imgui_impl_sdl.h | 36 + .../imgui/backends/imgui_impl_sdlrenderer.cpp | 251 + .../imgui/backends/imgui_impl_sdlrenderer.h | 29 + .../imgui/backends/imgui_impl_vulkan.cpp | 1518 ++ .../imgui/backends/imgui_impl_vulkan.h | 157 + .../imgui/backends/imgui_impl_wgpu.cpp | 716 + Dependencies/imgui/backends/imgui_impl_wgpu.h | 25 + .../imgui/backends/imgui_impl_win32.cpp | 805 + .../imgui/backends/imgui_impl_win32.h | 44 + .../imgui/backends/vulkan/generate_spv.sh | 6 + .../imgui/backends/vulkan/glsl_shader.frag | 14 + .../imgui/backends/vulkan/glsl_shader.vert | 25 + Dependencies/imgui/docs/BACKENDS.md | 144 + Dependencies/imgui/docs/CHANGELOG.txt | 3850 +++++ Dependencies/imgui/docs/CONTRIBUTING.md | 80 + Dependencies/imgui/docs/EXAMPLES.md | 246 + Dependencies/imgui/docs/FAQ.md | 684 + Dependencies/imgui/docs/FONTS.md | 401 + Dependencies/imgui/docs/README.md | 212 + Dependencies/imgui/docs/TODO.txt | 370 + Dependencies/imgui/examples/README.txt | 9 + .../imgui/examples/example_allegro5/README.md | 36 + .../example_allegro5/imconfig_allegro5.h | 11 + .../imgui/examples/example_allegro5/main.cpp | 145 + .../example_android_opengl3/CMakeLists.txt | 40 + .../android/.gitignore | 12 + .../android/app/build.gradle | 34 + .../android/app/src/main/AndroidManifest.xml | 24 + .../android/app/src/main/java/MainActivity.kt | 40 + .../android/build.gradle | 24 + 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Dependencies/imgui/examples/libs/glfw/lib-vc2010-64/glfw3.lib create mode 100644 Dependencies/imgui/examples/libs/usynergy/README.txt create mode 100644 Dependencies/imgui/examples/libs/usynergy/uSynergy.c create mode 100644 Dependencies/imgui/examples/libs/usynergy/uSynergy.h create mode 100644 Dependencies/imgui/imconfig.h create mode 100644 Dependencies/imgui/imgui.cpp create mode 100644 Dependencies/imgui/imgui.h create mode 100644 Dependencies/imgui/imgui_demo.cpp create mode 100644 Dependencies/imgui/imgui_draw.cpp create mode 100644 Dependencies/imgui/imgui_internal.h create mode 100644 Dependencies/imgui/imgui_tables.cpp create mode 100644 Dependencies/imgui/imgui_widgets.cpp create mode 100644 Dependencies/imgui/imstb_rectpack.h create mode 100644 Dependencies/imgui/imstb_textedit.h create mode 100644 Dependencies/imgui/imstb_truetype.h create mode 100644 Dependencies/imgui/misc/README.txt create mode 100644 Dependencies/imgui/misc/cpp/README.txt create mode 100644 Dependencies/imgui/misc/cpp/imgui_stdlib.cpp create mode 100644 Dependencies/imgui/misc/cpp/imgui_stdlib.h create mode 100644 Dependencies/imgui/misc/debuggers/README.txt create mode 100644 Dependencies/imgui/misc/debuggers/imgui.gdb create mode 100644 Dependencies/imgui/misc/debuggers/imgui.natstepfilter create mode 100644 Dependencies/imgui/misc/debuggers/imgui.natvis create mode 100644 Dependencies/imgui/misc/fonts/Cousine-Regular.ttf create mode 100644 Dependencies/imgui/misc/fonts/DroidSans.ttf create mode 100644 Dependencies/imgui/misc/fonts/Karla-Regular.ttf create mode 100644 Dependencies/imgui/misc/fonts/ProggyClean.ttf create mode 100644 Dependencies/imgui/misc/fonts/ProggyTiny.ttf create mode 100644 Dependencies/imgui/misc/fonts/Roboto-Medium.ttf create mode 100644 Dependencies/imgui/misc/fonts/binary_to_compressed_c.cpp create mode 100644 Dependencies/imgui/misc/freetype/README.md create mode 100644 Dependencies/imgui/misc/freetype/imgui_freetype.cpp create mode 100644 Dependencies/imgui/misc/freetype/imgui_freetype.h create mode 100644 Dependencies/imgui/misc/single_file/imgui_single_file.h diff --git a/.gitmodules b/.gitmodules index 2d8c4b797..06d559819 100644 --- a/.gitmodules +++ b/.gitmodules @@ -2,62 +2,6 @@ path = Dependencies/Unreal url = git@github.com:Re-UE4SS/UEPseudo.git branch = main -[submodule "Dependencies/Helpers"] - path = Dependencies/Helpers - url = git@github.com:UE4SS-RE/Helpers.git - branch = main -[submodule "Dependencies/File"] - path = Dependencies/File - url = git@github.com:UE4SS-RE/File.git - branch = main -[submodule "Dependencies/Function"] - path = Dependencies/Function - url = git@github.com:UE4SS-RE/Function.git - branch = main -[submodule "Dependencies/Constructs"] - path = Dependencies/Constructs - url = git@github.com:UE4SS-RE/Constructs.git - branch = main -[submodule "Dependencies/SinglePassSigScanner"] - path = Dependencies/SinglePassSigScanner - url = git@github.com:UE4SS-RE/SinglePassSigScanner.git - branch = main -[submodule "Dependencies/ScopedTimer"] - path = Dependencies/ScopedTimer - url = git@github.com:UE4SS-RE/ScopedTimer.git - branch = main -[submodule "Dependencies/DynamicOutput"] - path = Dependencies/DynamicOutput - url = git@github.com:UE4SS-RE/DynamicOutput.git - branch = main -[submodule "Dependencies/MProgram"] - path = Dependencies/MProgram - url = git@github.com:UE4SS-RE/MProgram.git - branch = main -[submodule "Dependencies/LuaMadeSimple"] - path = Dependencies/LuaMadeSimple - url = git@github.com:UE4SS-RE/LuaMadeSimple.git - branch = main -[submodule "Dependencies/Input"] - path = Dependencies/Input - url = git@github.com:UE4SS-RE/Input.git - branch = main -[submodule "Dependencies/JSON"] - path = Dependencies/JSON - url = git@github.com:UE4SS-RE/JSON.git - branch = main -[submodule "Dependencies/IniParser"] - path = Dependencies/IniParser - url = git@github.com:UE4SS-RE/IniParser.git - branch = main -[submodule "Dependencies/FunctionTimer"] - path = Dependencies/FunctionTimer - url = git@github.com:UE4SS-RE/FunctionTimer.git - branch = main -[submodule "Dependencies/LuaRaw"] - path = Dependencies/LuaRaw - url = git@github.com:UE4SS-RE/LuaRaw.git - branch = main [submodule "Dependencies/PolyHook_2_0"] path = Dependencies/PolyHook_2_0 url = git@github.com:UE4SS-RE/PolyHook_2_0.git @@ -66,25 +10,6 @@ path = Dependencies/fmt url = git@github.com:fmtlib/fmt.git branch = master -[submodule "Dependencies/ParserBase"] - path = Dependencies/ParserBase - url = git@github.com:UE4SS-RE/ParserBase.git - branch = main -[submodule "Dependencies/ImGuiColorTextEdit"] - path = Dependencies/ImGuiColorTextEdit - url = https://github.com/UE4SS-RE/ImGuiColorTextEdit.git -[submodule "Dependencies/LuaBindingsGenerator"] - path = Dependencies/LuaBindingsGenerator - url = https://github.com/UE4SS-RE/LuaBindingsGenerator.git -[submodule "Dependencies/ArgsParser"] - path = Dependencies/ArgsParser - url = https://github.com/UE4SS-RE/ArgsParser.git -[submodule "Dependencies/imgui"] - path = Dependencies/imgui - url = https://github.com/narknon/imgui.git [submodule "Dependencies/zydis"] path = Dependencies/zydis url = git@github.com:zyantific/zydis.git -[submodule "Dependencies/ASMHelper"] - path = Dependencies/ASMHelper - url = git@github.com:UE4SS-RE/ASMHelper.git diff --git a/CMakeLists.txt b/CMakeLists.txt index aacf111ef..0565a30d9 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -158,7 +158,6 @@ add_subdirectory("Dependencies/ParserBase") add_subdirectory("Dependencies/IniParser") add_subdirectory("Dependencies/JSON") add_subdirectory("Dependencies/ArgsParser") -add_subdirectory("Dependencies/LuaBindingsGenerator") # UE4SS # Settings override -> START @@ -274,7 +273,7 @@ set(${TARGET}_Sources #"${CMAKE_CURRENT_SOURCE_DIR}/Dependencies/imgui/imgui_demo.cpp" ) add_library(${TARGET} SHARED ${${TARGET}_Sources}) -target_include_directories(${TARGET} PUBLIC $ $ $) +target_include_directories(${TARGET} PUBLIC $ $) target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS}) target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) @@ -287,7 +286,7 @@ set(XINPUT_TARGET xinput1_3) enable_language(ASM_MASM) file(GLOB XINPUT_SOURCES "xinput/*") add_library(${XINPUT_TARGET} SHARED ${${TARGET}_Sources} ${XINPUT_SOURCES}) -target_include_directories(${XINPUT_TARGET} PUBLIC $ $ $) +target_include_directories(${XINPUT_TARGET} PUBLIC $ $) target_compile_features(${XINPUT_TARGET} PUBLIC cxx_std_20) target_compile_definitions(${XINPUT_TARGET} PUBLIC $<${MAKE_DEPENDENCIES_SHARED}:LUA_BUILD_AS_DLL> UE4SS_LIB_BUILD_AS_XINPUT=1) target_compile_options(${XINPUT_TARGET} PRIVATE ${PRIVATE_MASM_COMPILE_OPTIONS}) diff --git a/Dependencies/ASMHelper b/Dependencies/ASMHelper deleted file mode 160000 index fc8047c3b..000000000 --- a/Dependencies/ASMHelper +++ /dev/null @@ -1 +0,0 @@ -Subproject commit fc8047c3b03e7b7622b621d4c4c0d0b538b14b15 diff --git a/Dependencies/ASMHelper/CMakeLists.txt b/Dependencies/ASMHelper/CMakeLists.txt new file mode 100644 index 000000000..554635ffc --- /dev/null +++ b/Dependencies/ASMHelper/CMakeLists.txt @@ -0,0 +1,29 @@ +cmake_minimum_required(VERSION 3.18) + +set(TARGET ASMHelper) +project(${TARGET}) + +set(${TARGET}_Sources + "${CMAKE_CURRENT_SOURCE_DIR}/src/ASMHelper.cpp" + ) + +set(MODULE_NAME "ASM_HELPER") + +if ((NOT DEFINED BUILD_SHARED_LIBS) OR (NOT (${BUILD_SHARED_LIBS}))) + set(BUILD_STATIC 1) + set(BUILD_SHARED 0) + message("Project: ${TARGET} (STATIC)") +else () + set(BUILD_STATIC 0) + set(BUILD_SHARED 1) + message("Project: ${TARGET} (SHARED)") +endif () + +add_library(${TARGET} ${${TARGET}_Sources}) +target_include_directories(${TARGET} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include) +target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) +target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS}) +target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) +target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) + +target_link_libraries(${TARGET} PUBLIC File DynamicOutput Zydis Constructs) diff --git a/Dependencies/ASMHelper/LICENSE b/Dependencies/ASMHelper/LICENSE new file mode 100644 index 000000000..eee4c9316 --- /dev/null +++ b/Dependencies/ASMHelper/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2022 Narknon + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Dependencies/ASMHelper/include/ASMHelper/ASMHelper.hpp b/Dependencies/ASMHelper/include/ASMHelper/ASMHelper.hpp new file mode 100644 index 000000000..fe4141b85 --- /dev/null +++ b/Dependencies/ASMHelper/include/ASMHelper/ASMHelper.hpp @@ -0,0 +1,24 @@ +#ifndef RC_ASM_HELPER_HPP +#define RC_ASM_HELPER_HPP + +#include +#include + +namespace RC::ASM +{ + struct Instruction + { + void* address{}; + ZydisDecodedInstruction raw{}; + }; + + RC_ASM_API auto is_jmp_instruction(void* instruction_ptr) -> bool; + RC_ASM_API auto is_call_instruction(void* instruction_ptr) -> bool; + + RC_ASM_API auto resolve_jmp(void* instruction_ptr) -> void*; + RC_ASM_API auto resolve_call(void* instruction_ptr) -> void*; + + RC_ASM_API auto resolve_function_address_from_potential_jmp(void* function_ptr) -> void*; +} + +#endif // RC_ASM_HELPER_HPP diff --git a/Dependencies/ASMHelper/include/ASMHelper/Common.hpp b/Dependencies/ASMHelper/include/ASMHelper/Common.hpp new file mode 100644 index 000000000..212cc972a --- /dev/null +++ b/Dependencies/ASMHelper/include/ASMHelper/Common.hpp @@ -0,0 +1,20 @@ +#ifndef RC_ASM_HELPER_COMMON_HPP +#define RC_ASM_HELPER_COMMON_HPP + +#ifndef RC_ASM_HELPER_EXPORTS +#ifndef RC_ASM_HELPER_BUILD_STATIC +#ifndef RC_ASM_API +#define RC_ASM_API __declspec(dllimport) +#endif +#else +#ifndef RC_ASM_API +#define RC_ASM_API +#endif +#endif +#else +#ifndef RC_ASM_API +#define RC_ASM_API __declspec(dllexport) +#endif +#endif + +#endif //RC_ASM_HELPER_COMMON_HPP diff --git a/Dependencies/ASMHelper/src/ASMHelper.cpp b/Dependencies/ASMHelper/src/ASMHelper.cpp new file mode 100644 index 000000000..832d6c782 --- /dev/null +++ b/Dependencies/ASMHelper/src/ASMHelper.cpp @@ -0,0 +1,81 @@ +#include + +#include +#include +#include +#include + +namespace RC::ASM +{ + auto get_first_instruction_at_address(void* in_instruction_ptr) -> Instruction + { + auto instruction_ptr = static_cast(in_instruction_ptr); + ZydisDecoder decoder{}; + ZydisDecoderInit(&decoder, ZYDIS_MACHINE_MODE_LONG_64, ZYDIS_ADDRESS_WIDTH_64); + ZyanUSize offset = 0; + ZydisDecodedInstruction instruction{}; + while (ZYAN_SUCCESS(ZydisDecoderDecodeBuffer(&decoder, instruction_ptr + offset, 16 - offset, &instruction))) + { + break; + } + return {in_instruction_ptr, instruction}; + } + + auto is_jmp_instruction(void* in_instruction_ptr) -> bool + { + auto instruction = get_first_instruction_at_address(in_instruction_ptr); + return instruction.raw.mnemonic == ZYDIS_MNEMONIC_JMP; + } + + auto is_call_instruction(void* in_instruction_ptr) -> bool + { + auto instruction = get_first_instruction_at_address(in_instruction_ptr); + return instruction.raw.mnemonic == ZYDIS_MNEMONIC_CALL; + } + + + auto resolve_absolute_address(void* in_instruction_ptr) -> void* + { + auto instruction = get_first_instruction_at_address(in_instruction_ptr); + ZyanU64 resolved_address{}; + if (ZYAN_SUCCESS(ZydisCalcAbsoluteAddress(&instruction.raw, &instruction.raw.operands[0], std::bit_cast(in_instruction_ptr), &resolved_address))) + { + return std::bit_cast(resolved_address); + } + else + { + return nullptr; + } + } + + auto resolve_jmp(void* in_instruction_ptr) -> void* + { + return resolve_absolute_address(in_instruction_ptr); + } + + auto resolve_call(void* in_instruction_ptr) -> void* + { + return resolve_absolute_address(in_instruction_ptr); + } + + auto resolve_function_address_from_potential_jmp(void* function_ptr) -> void* + { + auto instruction = get_first_instruction_at_address(function_ptr); + if (instruction.raw.mnemonic == ZYDIS_MNEMONIC_JMP || instruction.raw.mnemonic == ZYDIS_MNEMONIC_CALL) + { + if (auto resolved_address = resolve_jmp(instruction.address); resolved_address) + { + return resolve_function_address_from_potential_jmp(resolved_address); + } + else + { + Output::send(STR("Was unable to resolve JMP instruction @ {:016X}"), instruction.address); + return nullptr; + } + } + else + { + return function_ptr; + } + } +} diff --git a/Dependencies/ArgsParser b/Dependencies/ArgsParser deleted file mode 160000 index 5adf80681..000000000 --- a/Dependencies/ArgsParser +++ /dev/null @@ -1 +0,0 @@ -Subproject commit 5adf8068161b3919a10e7ec1b49de915af605f18 diff --git a/Dependencies/ArgsParser/CMakeLists.txt b/Dependencies/ArgsParser/CMakeLists.txt new file mode 100644 index 000000000..d98bad65c --- /dev/null +++ b/Dependencies/ArgsParser/CMakeLists.txt @@ -0,0 +1,38 @@ +cmake_minimum_required(VERSION 3.18) + +set(TARGET ArgsParser) +project(${TARGET}) + +set(${TARGET}_Sources + #"${CMAKE_CURRENT_SOURCE_DIR}/src/${TARGET}/main.cpp" + ) + +string(REGEX REPLACE "(.)([A-Z])" "\\1_\\2" MODULE_NAME ${TARGET}) +string(TOUPPER ${MODULE_NAME} MODULE_NAME) + +if ((NOT DEFINED BUILD_SHARED_LIBS) OR (NOT (${BUILD_SHARED_LIBS}))) + set(BUILD_STATIC 1) + set(BUILD_SHARED 0) + message("Project: ${TARGET} (STATIC)") +else () + set(BUILD_STATIC 0) + set(BUILD_SHARED 1) + message("Project: ${TARGET} (SHARED)") +endif () + +add_library(${TARGET} INTERFACE) +target_include_directories(${TARGET} INTERFACE ${CMAKE_CURRENT_SOURCE_DIR}/include) +#target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) +#target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS}) +#target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) +#target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) + +#if (${BUILD_STATIC} EQUAL 1) +# target_compile_definitions(${TARGET} PRIVATE ${RC_DEPENDENCY_COMPILE_DEFINITIONS}) +#endif () + +# First-party dependencies +target_link_libraries(${TARGET} INTERFACE Helpers) + +add_executable(${TARGET}_DEV_TEST "${CMAKE_CURRENT_SOURCE_DIR}/src/${TARGET}/main.cpp") +target_link_libraries(${TARGET}_DEV_TEST ArgsParser) diff --git a/Dependencies/ArgsParser/include/ArgsParser/ArgsParser.hpp b/Dependencies/ArgsParser/include/ArgsParser/ArgsParser.hpp new file mode 100644 index 000000000..80ab272aa --- /dev/null +++ b/Dependencies/ArgsParser/include/ArgsParser/ArgsParser.hpp @@ -0,0 +1,149 @@ +#ifndef RC_ARGS_PARSER_HPP +#define RC_ARGS_PARSER_HPP + +#include +#include +#include + +namespace RC +{ + class ArgsParser + { + struct Arg + { + std::string arg_name{}; + std::string single_arg{}; + std::vector multi_arg{}; + bool contains_multiple_arguments{}; + }; + + private: + int m_arg_count{}; + char** m_raw_args{}; + std::unordered_map m_args{}; + const std::vector m_accepted_arguments{}; + + public: + ArgsParser(int argc, char* argv[], const std::vector& accepted_arguments) : m_arg_count(argc), m_raw_args(argv), m_accepted_arguments(accepted_arguments) + { + parse(); + } + + private: + auto parse() -> void + { + /* + * Format: + * Each argument must be separated by a space. + * Argument names cannot contain spaces. + * An argument must be formatted as such (no quotes): "-=". + * The argument value needs to be surrounded in double-quotes if it contains spaces. + * The strict format of argument names will be used to deal with argument values that contain spaces. + */ + + for (int current_arg = 1; current_arg < m_arg_count; ++current_arg) + { + const auto arg = std::string{m_raw_args[current_arg]}; + + //printf_s("arg: %s\n", arg.c_str()); + for (const auto& accepted_argument : m_accepted_arguments) + { + if (auto arg_name_pos = arg.find(accepted_argument); arg_name_pos != arg.npos) + { + const auto arg_name = accepted_argument; + const auto arg_value = arg.substr(arg_name_pos + accepted_argument.size() + 1); + + if (auto arg_it = m_args.find(arg_name); arg_it != m_args.end()) + { + arg_it->second.contains_multiple_arguments = true; + arg_it->second.arg_name = arg_name; + arg_it->second.multi_arg.emplace_back(arg_value); + arg_it->second.single_arg.append(" "); + arg_it->second.single_arg.append(arg_value); + } + else + { + auto& arg_ref = m_args.emplace(arg_name, Arg{}).first->second; + arg_ref.arg_name = arg_name; + + if (auto space_pos = arg_value.find(' '); space_pos != arg_value.npos) + { + arg_ref.contains_multiple_arguments = true; + arg_ref.single_arg = arg_value.substr(0, space_pos); + arg_ref.multi_arg.emplace_back(arg_ref.single_arg); + + while (space_pos != arg_value.npos) + { + auto next_space_pos = arg_value.find(' ', space_pos + 1); + auto next_arg_value = arg_value.substr(space_pos + 1, next_space_pos - space_pos - 1); + arg_ref.single_arg.append(" "); + arg_ref.single_arg.append(next_arg_value); + arg_ref.multi_arg.emplace_back(next_arg_value); + space_pos = next_space_pos; + } + } + else + { + arg_ref.multi_arg.emplace_back(arg_value); + arg_ref.single_arg = arg_value; + } + } + break; + } + } + } + + /* + printf_s("\n\n"); + for (const auto& [_, arg] : m_args) + { + if (arg.contains_multiple_arguments) + { + printf_s("contains_multiple_arguments=yes\n"); + if (!arg.single_arg.empty()) + { + printf_s("single_arg: %s\n", arg.single_arg.c_str()); + } + + for (const auto& arg_value : arg.multi_arg) + { + printf_s("arg_value: %s\n", arg_value.c_str()); + } + } + else + { + printf_s("contains_multiple_arguments=no\n"); + printf_s("single_arg: %s\n", arg.single_arg.c_str()); + } + } + //*/ + } + + public: + auto get_arg(std::string arg_name) -> std::string + { + if (auto it = m_args.find(arg_name); it != m_args.end()) + { + return it->second.single_arg; + } + else + { + return {}; + } + } + + auto get_arg_as_vector(std::string arg_name) -> std::vector + { + if (auto it = m_args.find(arg_name); it != m_args.end()) + { + return it->second.multi_arg; + } + else + { + return {}; + } + } + }; +} + +#endif //RC_ARGS_PARSER_HPP diff --git a/Dependencies/ArgsParser/src/ArgsParser/main.cpp b/Dependencies/ArgsParser/src/ArgsParser/main.cpp new file mode 100644 index 000000000..44c52805f --- /dev/null +++ b/Dependencies/ArgsParser/src/ArgsParser/main.cpp @@ -0,0 +1,63 @@ +#include + +#include + +using namespace RC; + +auto main(int argc, char* argv[]) -> int +{ + printf_s("ArgsParser Test\n"); + + try + { + ArgsParser args_parser{argc, argv, { + "arg_one", + "arg_two", + "arg_three", + "output", + "sources", + "compiler_flags", + }}; + + auto arg_one = args_parser.get_arg("arg_one"); + printf_s("arg_one: %s\n", arg_one.c_str()); + + auto arg_two = args_parser.get_arg("arg_two"); + auto arg_two_as_vector = args_parser.get_arg_as_vector("arg_two"); + printf_s("arg_two: %s\n", arg_two.c_str()); + for (const auto& arg_two_val : arg_two_as_vector) + { + printf_s("arg_two_val: %s\n", arg_two_val.c_str()); + } + + auto arg_three = args_parser.get_arg("arg_three"); + printf_s("arg_three: %s\n", arg_three.c_str()); + + auto arg_four = args_parser.get_arg("arg_four"); + auto arg_four_as_vector = args_parser.get_arg_as_vector("arg_four"); + printf_s("arg_four: %s\n", arg_four.empty() ? "empty" : arg_four.c_str()); + printf_s("arg_four_as_vector: %s\n", arg_four_as_vector.empty() ? "empty" : "not empty"); + + auto output = args_parser.get_arg("output"); + printf_s("output: %s\n", output.c_str()); + + auto sources = args_parser.get_arg_as_vector("sources"); + for (const auto& source : sources) + { + printf_s("source: %s\n", source.c_str()); + } + + auto compiler_flags = args_parser.get_arg_as_vector("compiler_flags"); + for (const auto& compiler_flag : compiler_flags) + { + printf_s("compiler_flag: %s\n", compiler_flag.c_str()); + } + } + catch (std::runtime_error& e) + { + printf_s("Error: %s\n", e.what()); + return 1; + } + + return 0; +} diff --git a/Dependencies/Constructs b/Dependencies/Constructs deleted file mode 160000 index 1bf91b0b4..000000000 --- a/Dependencies/Constructs +++ /dev/null @@ -1 +0,0 @@ -Subproject commit 1bf91b0b4c74a55285be1744582865323db286c3 diff --git a/Dependencies/Constructs/CMakeLists.txt b/Dependencies/Constructs/CMakeLists.txt new file mode 100644 index 000000000..9225c39e6 --- /dev/null +++ b/Dependencies/Constructs/CMakeLists.txt @@ -0,0 +1,8 @@ +cmake_minimum_required(VERSION 3.18) + +set(TARGET Constructs) +project(${TARGET}) +message("Project: ${TARGET} (HEADER-ONLY)") + +add_library(${TARGET} INTERFACE) +target_include_directories(${TARGET} INTERFACE ${CMAKE_CURRENT_SOURCE_DIR}/include) diff --git a/Dependencies/Constructs/LICENSE b/Dependencies/Constructs/LICENSE new file mode 100644 index 000000000..eee4c9316 --- /dev/null +++ b/Dependencies/Constructs/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2022 Narknon + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Dependencies/Constructs/include/Constructs/Loop.hpp b/Dependencies/Constructs/include/Constructs/Loop.hpp new file mode 100644 index 000000000..81219aac3 --- /dev/null +++ b/Dependencies/Constructs/include/Constructs/Loop.hpp @@ -0,0 +1,13 @@ +#ifndef UE4SS_REWRITTEN_LOOP_HPP +#define UE4SS_REWRITTEN_LOOP_HPP + +namespace RC +{ + enum class LoopAction + { + Continue, + Break, + }; +} + +#endif //UE4SS_REWRITTEN_LOOP_HPP diff --git a/Dependencies/DynamicOutput b/Dependencies/DynamicOutput deleted file mode 160000 index 2d75e5616..000000000 --- a/Dependencies/DynamicOutput +++ /dev/null @@ -1 +0,0 @@ -Subproject commit 2d75e5616fcc7d44094e55bab97bb9a9ef9d5030 diff --git a/Dependencies/DynamicOutput/CMakeLists.txt b/Dependencies/DynamicOutput/CMakeLists.txt new file mode 100644 index 000000000..2c143a63a --- /dev/null +++ b/Dependencies/DynamicOutput/CMakeLists.txt @@ -0,0 +1,32 @@ +cmake_minimum_required(VERSION 3.18) + +set(TARGET DynamicOutput) +project(${TARGET}) + +set(${TARGET}_Sources + "${CMAKE_CURRENT_SOURCE_DIR}/src/DebugConsoleDevice.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/Output.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/OutputDevice.cpp" + ) + +string(REGEX REPLACE "(.)([A-Z])" "\\1_\\2" MODULE_NAME ${TARGET}) +string(TOUPPER ${MODULE_NAME} MODULE_NAME) + +if ((NOT DEFINED BUILD_SHARED_LIBS) OR (NOT (${BUILD_SHARED_LIBS}))) + set(BUILD_STATIC 1) + set(BUILD_SHARED 0) + message("Project: ${TARGET} (STATIC)") +else () + set(BUILD_STATIC 0) + set(BUILD_SHARED 1) + message("Project: ${TARGET} (SHARED)") +endif () + +add_library(${TARGET} ${${TARGET}_Sources}) +target_include_directories(${TARGET} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include) +target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) +target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS}) +target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) +target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) + +target_link_libraries(${TARGET} PUBLIC File) diff --git a/Dependencies/DynamicOutput/LICENSE b/Dependencies/DynamicOutput/LICENSE new file mode 100644 index 000000000..eee4c9316 --- /dev/null +++ b/Dependencies/DynamicOutput/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2022 Narknon + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Dependencies/DynamicOutput/include/DynamicOutput/Common.hpp b/Dependencies/DynamicOutput/include/DynamicOutput/Common.hpp new file mode 100644 index 000000000..3370f6e08 --- /dev/null +++ b/Dependencies/DynamicOutput/include/DynamicOutput/Common.hpp @@ -0,0 +1,20 @@ +#ifndef RC_DYNAMICOUTPUT_COMMON_HPP +#define RC_DYNAMICOUTPUT_COMMON_HPP + +#ifndef RC_DYNAMIC_OUTPUT_EXPORTS +#ifndef RC_DYNAMIC_OUTPUT_BUILD_STATIC +#ifndef RC_DYNOUT_API +#define RC_DYNOUT_API __declspec(dllimport) +#endif +#else +#ifndef RC_DYNOUT_API +#define RC_DYNOUT_API +#endif +#endif +#else +#ifndef RC_DYNOUT_API +#define RC_DYNOUT_API __declspec(dllexport) +#endif +#endif + +#endif //RC_DYNAMICOUTPUT_COMMON_HPP diff --git a/Dependencies/DynamicOutput/include/DynamicOutput/DebugConsoleDevice.hpp b/Dependencies/DynamicOutput/include/DynamicOutput/DebugConsoleDevice.hpp new file mode 100644 index 000000000..87beb5a4b --- /dev/null +++ b/Dependencies/DynamicOutput/include/DynamicOutput/DebugConsoleDevice.hpp @@ -0,0 +1,49 @@ +#ifndef UE4SS_REWRITTEN_DEBUGCONSOLEDEVICE_HPP +#define UE4SS_REWRITTEN_DEBUGCONSOLEDEVICE_HPP + +#ifdef UE4SS_CONSOLE_COLORS_ENABLED +#include +#endif + +#include +#include +#include + +namespace RC::Output +{ + // Very simple class that outputs to stdout + class RC_DYNOUT_API DebugConsoleDevice : public OutputDevice + { + private: +#ifdef UE4SS_CONSOLE_COLORS_ENABLED + mutable std::recursive_mutex m_receive_mutex; +#endif + + public: + + public: +#if ENABLE_OUTPUT_DEVICE_DEBUG_MODE + DebugConsoleDevice() + { + fmt::print("DebugConsoleDevice opening...\n"); + } + + ~DebugConsoleDevice() override + { + fmt::print("DebugConsoleDevice closing...\n"); + } +#else + ~DebugConsoleDevice() override = default; +#endif + + public: + auto has_optional_arg() const -> bool override; + auto receive(File::StringViewType fmt) const -> void override; + auto receive_with_optional_arg(File::StringViewType fmt, int32_t optional_arg = 0) const -> void override; + auto lock() const -> void override; + auto unlock() const -> void override; + }; +} + + +#endif //UE4SS_REWRITTEN_DEBUGCONSOLEDEVICE_HPP diff --git a/Dependencies/DynamicOutput/include/DynamicOutput/DynamicOutput.hpp b/Dependencies/DynamicOutput/include/DynamicOutput/DynamicOutput.hpp new file mode 100644 index 000000000..0a527e65b --- /dev/null +++ b/Dependencies/DynamicOutput/include/DynamicOutput/DynamicOutput.hpp @@ -0,0 +1,23 @@ +#ifndef RC_DYNAMIC_OUTPUT_HPP +#define RC_DYNAMIC_OUTPUT_HPP + +// Include this file when using the default output devices + +#include // Line numbers etc... +#include + +#include // Internal & external utility macros +#include // Core +#include // stdout +#include // File on drive +#include // File on drive that gets deleted and re-created before receiving output +#include // Debugging & developing only, remove later + +namespace RC::Output +{ + // Change this to whatever you want the default to be for your entire system + // You can explicitly specify a different one when using non-default output devices + using DefaultFileDevice = FileDevice; +} + +#endif //RC_DYNAMIC_OUTPUT_HPP diff --git a/Dependencies/DynamicOutput/include/DynamicOutput/FileDevice.hpp b/Dependencies/DynamicOutput/include/DynamicOutput/FileDevice.hpp new file mode 100644 index 000000000..df15fe1e7 --- /dev/null +++ b/Dependencies/DynamicOutput/include/DynamicOutput/FileDevice.hpp @@ -0,0 +1,96 @@ +#ifndef UE4SS_REWRITTEN_FILEDEVICE_HPP +#define UE4SS_REWRITTEN_FILEDEVICE_HPP + +#include +#include + +#include +#include +#include +#include + +namespace RC::Output +{ + // Note: For FileDevice, 'Output::sends()' must only be called after 'FileDevice::set_file_name_and_path()' has been called + + // Less simple class that outputs to a file on a drive + // Behavior defined as: + // Create all necessary directories + // Create file if it doesn't exist + // Open a file in append mode and keep it open until ~FileDevice + // Whether to allow the file to be opened by other applications is not defined + // Write one std::wstring to the file + class FileDevice : public OutputDevice + { + private: + mutable File::Handle m_file; + std::filesystem::path m_file_name_and_path; + + protected: + bool m_always_create_file{}; + + public: +#if ENABLE_OUTPUT_DEVICE_DEBUG_MODE + FileDevice::FileDevice() +FileDevice + fmt::print("FileDevice opening...\n"); + } + + FileDevice::~FileDevice() override + { + fmt::print("FileDevice closing...\n"); + } +#else + ~FileDevice() override + { + // Do nothing if the file was never actually constructed + // That can happen if there was an error during the call to 'FileType::open_file()' + if (!m_file.is_valid()) { return; } + + m_file.close(); + } +#endif + + private: + auto start_device() const -> void + { + if (m_always_create_file) + { + m_file = File::open(m_file_name_and_path, File::OpenFor::Appending, File::OverwriteExistingFile::Yes, File::CreateIfNonExistent::Yes); + } + else + { + m_file = File::open(m_file_name_and_path, File::OpenFor::Appending, File::OverwriteExistingFile::No, File::CreateIfNonExistent::Yes); + } + + m_is_device_ready = true; + } + + public: + // OutputDevice Interface -> START + // Due to the design of the Output system the opening of the file is done in receive instead of in the constructor + // It's opened only once and stays open until the Output object (not the device) leaves scope + // The destructor is responsible for closing the file + auto receive(File::StringViewType fmt) const -> void override + { + if (!m_is_device_ready) + { + start_device(); + } + + // Do file output stuff here + // File should already be open & be ready for writing (happens in constructor) + + m_file.write_string_to_file(m_formatter(fmt)); + } + // OutputDevice Interface -> END + + auto set_file_name_and_path(const File::StringType& file_name_and_path) -> void + { + m_file_name_and_path = file_name_and_path; + } + }; +} + + +#endif //UE4SS_REWRITTEN_FILEDEVICE_HPP diff --git a/Dependencies/DynamicOutput/include/DynamicOutput/Macros.hpp b/Dependencies/DynamicOutput/include/DynamicOutput/Macros.hpp new file mode 100644 index 000000000..ec065b8c7 --- /dev/null +++ b/Dependencies/DynamicOutput/include/DynamicOutput/Macros.hpp @@ -0,0 +1,16 @@ +#ifndef DYNAMIC_OUTPUT_MACROS_HPP +#define DYNAMIC_OUTPUT_MACROS_HPP + +#define ENABLE_OUTPUT_DEVICE_DEBUG_MODE 0 + +#define ASSERT_OUTPUT_DEVICE_IS_VALID(param_device) \ +if (!param_device){ \ + THROW_INTERNAL_FILE_ERROR("[Output::send] Attempted to send to a non-valid device") \ +} \ + +#define ASSERT_DEFAULT_OUTPUT_DEVICE_IS_VALID(param_device) \ + if (DefaultTargets::get_default_devices_ref().empty() || !param_device){ \ + THROW_INTERNAL_FILE_ERROR("[Output::send] Attempted to send but there were no default devices. Please specify at least one default device or construct a Targets object and supply your own devices.") \ + } + +#endif //DYNAMIC_OUTPUT_MACROS_HPP diff --git a/Dependencies/DynamicOutput/include/DynamicOutput/NewFileDevice.hpp b/Dependencies/DynamicOutput/include/DynamicOutput/NewFileDevice.hpp new file mode 100644 index 000000000..6c9f8b1db --- /dev/null +++ b/Dependencies/DynamicOutput/include/DynamicOutput/NewFileDevice.hpp @@ -0,0 +1,21 @@ +#ifndef UE4SS_REWRITTEN_NEWFILEDEVICE_HPP +#define UE4SS_REWRITTEN_NEWFILEDEVICE_HPP + +namespace RC::Output +{ + + // Behavior defined as: + // Identical to FileDevice except it deletes the file & re-creates it before outputting anything + class NewFileDevice : public FileDevice + { + public: + NewFileDevice() + { + this->m_always_create_file = true; + } + }; + +} + + +#endif //UE4SS_REWRITTEN_NEWFILEDEVICE_HPP diff --git a/Dependencies/DynamicOutput/include/DynamicOutput/Output.hpp b/Dependencies/DynamicOutput/include/DynamicOutput/Output.hpp new file mode 100644 index 000000000..30f05bafd --- /dev/null +++ b/Dependencies/DynamicOutput/include/DynamicOutput/Output.hpp @@ -0,0 +1,419 @@ +#ifndef UE4SS_REWRITTEN_OUTPUT_HPP +#define UE4SS_REWRITTEN_OUTPUT_HPP + +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include +#include +#include +#include + +#if RC_IS_ANSI == 1 +#define RC_STD_MAKE_FORMAT_ARGS std::make_format_args +#else +#define RC_STD_MAKE_FORMAT_ARGS std::make_wformat_args +#endif + +namespace RC::Output +{ + template + concept EnumType = std::is_enum_v; + + using OutputDevicesContainerType = std::vector>; + + auto RC_DYNOUT_API has_internal_error() -> bool; + + template + auto get_device_internal(OutputDevicesContainerType& device_container) -> DeviceType& + { + if (device_container.empty()) + { + THROW_INTERNAL_FILE_ERROR("[Output::get_device_internal] tried to get_device but there were no devices.") + } + + DeviceType* ret{}; + for (auto& device : device_container) + { + ret = dynamic_cast(device.get()); + if (ret) { break; } + } + + if (!ret) { THROW_INTERNAL_FILE_ERROR(std::format("[Output::get_device_internal] tried to get_device but was unable to find device of type: {}", typeid(DeviceType).name())) } + return *ret; + } + + // Static container to hold default values + class DefaultTargets + { + private: + // Is empty unless set_default_device or set_default_devices is called + // If empty, will cause an exception to be thrown if the static send() function is called + // Otherwise it contains all of the devices that will receive output when the static send() function is called + // Keep in mind that this is static so these will stay alive until main() ends or until you manually call the close_devices() function + static inline OutputDevicesContainerType default_devices{}; + static inline int32_t default_log_level{LogLevel::Normal}; + + public: + RC_DYNOUT_API auto static set_default_log_level(int32_t log_level) -> void; + RC_DYNOUT_API auto static get_default_log_level() -> int32_t; + RC_DYNOUT_API auto static get_default_devices_ref() -> OutputDevicesContainerType&; + RC_DYNOUT_API auto static close_all_default_devices() -> void; + }; + + // RAII class for making output devices not immediately close after calling send() + // Cannot be used with default devices as those are already fully persistent, simply use the static Output::send() function instead + template + class Targets + { + private: + // Is empty unless send_to was called + // It then contains all of the devices that will receive output until either + // A. The object leaves scope + // or + // B. close_devices() is manually called on the object + OutputDevicesContainerType m_opened_devices{}; + + private: + template + auto open_device() -> void + { + m_opened_devices.emplace_back(std::make_unique()); + } + + template + auto open_device() -> void + { + m_opened_devices.emplace_back(std::make_unique()); + open_device(); + } + + public: + Targets() + { + open_device(); + }; + + template + auto send(File::StringViewType content, OptionalArg optional_arg) -> void + { + if (m_opened_devices.empty()) + { + THROW_INTERNAL_FILE_ERROR("[Output::send] Attempted to send but there were no opened devices."); + } + + for (const auto& device : m_opened_devices) + { + ASSERT_OUTPUT_DEVICE_IS_VALID(device) + + if (device->has_optional_arg()) + { + device->receive_with_optional_arg(std::vformat(content), RC_STD_MAKE_FORMAT_ARGS(static_cast(optional_arg))); + } + else + { + device->receive(std::vformat(content)); + } + } + } + + template + auto send(File::StringViewType content, FmtArgs... fmt_args) -> void + { + if (m_opened_devices.empty()) + { + THROW_INTERNAL_FILE_ERROR("[Output::send] Attempted to send but there were no opened devices."); + } + + for (const auto& device : m_opened_devices) + { + ASSERT_OUTPUT_DEVICE_IS_VALID(device) + + if (device->has_optional_arg()) + { + device->receive_with_optional_arg(std::vformat(content, RC_STD_MAKE_FORMAT_ARGS(fmt_args...)), 0); + } + else + { + device->receive(std::vformat(content, RC_STD_MAKE_FORMAT_ARGS(fmt_args...))); + } + } + } + + template + auto send(File::StringViewType content, OptionalArg optional_arg, FmtArgs... fmt_args) -> void + { + if (m_opened_devices.empty()) + { + THROW_INTERNAL_FILE_ERROR("[Output::send] Attempted to send but there were no opened devices."); + } + + for (const auto& device : m_opened_devices) + { + ASSERT_OUTPUT_DEVICE_IS_VALID(device) + if (device->has_optional_arg()) + { + device->receive_with_optional_arg(std::vformat(content, fmt_args...), RC_STD_MAKE_FORMAT_ARGS(static_cast(optional_arg))); + } + else + { + device->receive(std::vformat(content, RC_STD_MAKE_FORMAT_ARGS(fmt_args...))); + } + } + } + + auto send(const File::StringType& content) -> void + { + if (m_opened_devices.empty()) + { + THROW_INTERNAL_FILE_ERROR("[Output::send] Attempted to send but there were no opened devices."); + } + + for (const auto& device : m_opened_devices) + { + ASSERT_OUTPUT_DEVICE_IS_VALID(device) + + if (device->has_optional_arg()) + { + device->receive_with_optional_arg(content, 0); + } + else + { + device->receive(content); + } + } + } + + template + auto send(File::StringViewType content, FmtArg fmt_arg, FmtArgs... fmt_args) -> void + { + if (m_opened_devices.empty()) + { + THROW_INTERNAL_FILE_ERROR("[Output::send] Attempted to send but there were no opened devices."); + } + + for (const auto& device : m_opened_devices) + { + ASSERT_OUTPUT_DEVICE_IS_VALID(device) + if (device->has_optional_arg()) + { + device->receive_with_optional_arg(std::vformat(content, RC_STD_MAKE_FORMAT_ARGS(fmt_arg, fmt_args...)), optional_arg); + } + else + { + device->receive(std::vformat(content, RC_STD_MAKE_FORMAT_ARGS(fmt_args...))); + } + } + } + + template + auto send(const File::StringType& content) -> void + { + if (m_opened_devices.empty()) + { + THROW_INTERNAL_FILE_ERROR("[Output::send] Attempted to send but there were no opened devices."); + } + + for (const auto& device : m_opened_devices) + { + ASSERT_OUTPUT_DEVICE_IS_VALID(device) + + if (device->has_optional_arg()) + { + device->receive_with_optional_arg(content, optional_arg); + } + else + { + device->receive(content); + } + } + } + + template + auto get_device() -> DeviceType& + { + return get_device_internal(m_opened_devices); + } + }; + + // Call this once at the start of your program in order to set the default devices + // Without this you cannot use the static send function (use the non-static send_to function instead) + template + auto set_default_devices() -> DeviceType& + { + return *static_cast(DefaultTargets::get_default_devices_ref().emplace_back(std::make_unique()).get()); + } + + // Version of set_default_devices() that can take multiple devices + template + auto set_default_devices() -> void + { + DefaultTargets::get_default_devices_ref().emplace_back(std::make_unique()); + set_default_devices(); + } + + auto inline clear_all_default_devices() -> void + { + DefaultTargets::get_default_devices_ref().clear(); + } + + // Sets the log level that will be used if one isn't explicitly provided with the 'send' function + template + auto set_default_log_level() -> void + { + DefaultTargets::set_default_log_level(log_level); + } + + template + auto send(File::StringViewType content, FmtArgs... fmt_args) -> void + { + for (const auto& device : DefaultTargets::get_default_devices_ref()) + { + ASSERT_DEFAULT_OUTPUT_DEVICE_IS_VALID(device) + + if (device->has_optional_arg()) + { + device->receive_with_optional_arg(std::vformat(content, RC_STD_MAKE_FORMAT_ARGS(fmt_args...)), 0); + } + else + { + device->receive(std::vformat(content, RC_STD_MAKE_FORMAT_ARGS(fmt_args...))); + } + } + } + + template + auto send(File::StringViewType content, OptionalArg optional_arg, FmtArgs... fmt_args) -> void + { + for (const auto& device : DefaultTargets::get_default_devices_ref()) + { + ASSERT_DEFAULT_OUTPUT_DEVICE_IS_VALID(device) + + if (device->has_optional_arg()) + { + device->receive_with_optional_arg(std::vformat(content, RC_STD_MAKE_FORMAT_ARGS(fmt_args...)), static_cast(optional_arg)); + } + else + { + device->receive(std::vformat(content, RC_STD_MAKE_FORMAT_ARGS(fmt_args...))); + } + } + } + + auto RC_DYNOUT_API send(File::StringViewType content) -> void; + + template + auto send(File::StringViewType content, OptionalArg optional_arg) -> void + { + for (const auto& device : DefaultTargets::get_default_devices_ref()) + { + ASSERT_DEFAULT_OUTPUT_DEVICE_IS_VALID(device) + + if (device->has_optional_arg()) + { + device->receive_with_optional_arg(content, optional_arg); + } + else + { + device->receive(content); + } + } + } + + template + auto send(File::StringViewType content, FmtArgs... fmt_args) -> void + { + for (const auto& device : DefaultTargets::get_default_devices_ref()) + { + ASSERT_DEFAULT_OUTPUT_DEVICE_IS_VALID(device) + + if (device->has_optional_arg()) + { + device->receive_with_optional_arg(std::vformat(content, RC_STD_MAKE_FORMAT_ARGS(fmt_args...)), optional_arg); + } + else + { + device->receive(std::vformat(content, RC_STD_MAKE_FORMAT_ARGS(fmt_args...))); + } + } + } + + template + auto send(File::StringViewType content) -> void + { + for (const auto& device : DefaultTargets::get_default_devices_ref()) + { + ASSERT_DEFAULT_OUTPUT_DEVICE_IS_VALID(device) + + if (device->has_optional_arg()) + { + device->receive_with_optional_arg(content, optional_arg); + } + else + { + device->receive(content); + } + } + } + + template + auto get_device() -> DeviceType& + { + return get_device_internal(DefaultTargets::get_default_devices_ref()); + } + + auto RC_DYNOUT_API close_all_default_devices() -> void; + + // Locks an output device so that nothing else can interact with it until the lock goes out of scope. + // Used when you want to output multiple things with multiple calls to 'send' without interruptions. + class Lock + { + private: + const OutputDevice* m_output_device{}; + + public: + // Locks/Unlocks all default devices. + Lock() + { + for (const auto& device : DefaultTargets::get_default_devices_ref()) + { + device->lock(); + } + } + + Lock(OutputDevice* output_device) : m_output_device(output_device) + { + m_output_device->lock(); + } + + Lock(const OutputDevice* output_device) : m_output_device(output_device) + { + m_output_device->lock(); + } + + ~Lock() + { + if (m_output_device) + { + m_output_device->unlock(); + } + else + { + for (const auto& device : DefaultTargets::get_default_devices_ref()) + { + device->unlock(); + } + } + } + }; +} + + +#endif //UE4SS_REWRITTEN_OUTPUT_HPP diff --git a/Dependencies/DynamicOutput/include/DynamicOutput/OutputDevice.hpp b/Dependencies/DynamicOutput/include/DynamicOutput/OutputDevice.hpp new file mode 100644 index 000000000..4a08190c2 --- /dev/null +++ b/Dependencies/DynamicOutput/include/DynamicOutput/OutputDevice.hpp @@ -0,0 +1,79 @@ +#ifndef UE4SS_REWRITTEN_OUTPUTDEVICE_HPP +#define UE4SS_REWRITTEN_OUTPUTDEVICE_HPP + +#include +#include +#include + +namespace RC +{ + // Namespaced enums are used here to make them scoped + // enum class is not used here because it gets rid of an implicit conversion that I want + namespace Color + { + // Currently, this is limited by 'SetConsoleTextAttribute' + // Ideally, terminal sequences should be used instead but this doesn't work on earlier versions of Windows 10 + enum Color + { + Default, + NoColor, + Cyan, + Yellow, + Red, + Green, + Blue, + Magenta, + }; + } + namespace LogLevel + { + enum LogLevel + { + Default = Color::Default, + Normal = Color::NoColor, + Verbose = Color::Cyan, + Warning = Color::Yellow, + Error = Color::Red, + }; + } +} + +namespace RC::Output +{ + class RC_DYNOUT_API OutputDevice + { + protected: + // Whether the device is ready to process output + // It's up to each derived device to decide when they're ready and whether they use this member at all + mutable bool m_is_device_ready{}; + + // Formatter function + using Formatter = File::StringType(*)(File::StringViewType); + Formatter m_formatter{&default_format_string}; + + public: + virtual ~OutputDevice() = default; + + public: + virtual auto has_optional_arg() const -> bool; + + virtual auto receive(File::StringViewType fmt) const -> void = 0; + + // The 'optional_arg' type should be cast to the proper enum by the derived class + virtual auto receive_with_optional_arg(File::StringViewType fmt, int32_t optional_arg = 0) const -> void; + + virtual auto lock() const -> void {}; + + virtual auto unlock() const -> void {}; + + public: + auto set_formatter(Formatter new_formatter) -> void; + + protected: + auto static get_now_as_string() -> const File::StringType; + auto static default_format_string(File::StringViewType) -> File::StringType; + }; +} + + +#endif //UE4SS_REWRITTEN_OUTPUTDEVICE_HPP diff --git a/Dependencies/DynamicOutput/include/DynamicOutput/TestDevice.hpp b/Dependencies/DynamicOutput/include/DynamicOutput/TestDevice.hpp new file mode 100644 index 000000000..b0f61ed3e --- /dev/null +++ b/Dependencies/DynamicOutput/include/DynamicOutput/TestDevice.hpp @@ -0,0 +1,75 @@ +#ifndef UE4SS_REWRITTEN_TESTDEVICE_HPP +#define UE4SS_REWRITTEN_TESTDEVICE_HPP + +#include +#include + +namespace RC::Output +{ + class TestDevice : public OutputDevice + { + public: + enum class OptionalArgTest + { + ValueDefault, + ValueOne, + ValueTwo, + ValueThree, + }; + + public: +#if ENABLE_OUTPUT_DEVICE_DEBUG_MODE + TestDevice() + { + fmt::print("TestDevice opening...\n"); + } + + ~TestDevice() override + { + fmt::print("TestDevice closing...\n"); + } +#else + ~TestDevice() override = default; +#endif + + public: + auto has_optional_arg() const -> bool override + { + return true; + } + + auto receive(File::StringViewType fmt) const -> void override + { + receive_with_optional_arg(fmt, 0); + } + + auto receive_with_optional_arg(File::StringViewType fmt, int32_t optional_arg) const -> void override + { + OptionalArgTest typed_optional_arg = static_cast(optional_arg); + switch (typed_optional_arg) + { + case OptionalArgTest::ValueDefault: + printf_s("Optional Arg: ValueDefault - "); + break; + case OptionalArgTest::ValueOne: + printf_s("Optional Arg: ValueOne - "); + break; + case OptionalArgTest::ValueTwo: + printf_s("Optional Arg: ValueTwo - "); + break; + case OptionalArgTest::ValueThree: + printf_s("Optional Arg: ValueThree - "); + break; + } + +#if ENABLE_OUTPUT_DEVICE_DEBUG_MODE + printf_s("TestDevice received: %S", fmt.c_str()); +#else + printf_s("%S", fmt.data()); +#endif + } + }; +} + + +#endif //UE4SS_REWRITTEN_TESTDEVICE_HPP diff --git a/Dependencies/DynamicOutput/src/DebugConsoleDevice.cpp b/Dependencies/DynamicOutput/src/DebugConsoleDevice.cpp new file mode 100644 index 000000000..416fdd12a --- /dev/null +++ b/Dependencies/DynamicOutput/src/DebugConsoleDevice.cpp @@ -0,0 +1,99 @@ +#include +#include + +#include +#include + +// TODO: Abstract the colors system +#ifdef UE4SS_CONSOLE_COLORS_ENABLED +#define NOMINMAX +#include +#ifdef TEXT +#undef TEXT +#endif +#endif + +namespace RC::Output +{ + auto DebugConsoleDevice::has_optional_arg() const -> bool + { + return true; + } + + auto DebugConsoleDevice::receive(File::StringViewType fmt) const -> void + { + receive_with_optional_arg(fmt, Color::NoColor); + } + + auto DebugConsoleDevice::receive_with_optional_arg(File::StringViewType fmt, [[maybe_unused]]int32_t optional_arg) const -> void + { +#ifdef UE4SS_CONSOLE_COLORS_ENABLED +#if ENABLE_OUTPUT_DEVICE_DEBUG_MODE + printf_s("DebugConsoleDevice received: %S", m_formatter(fmt).c_str()); +#else + Color::Color color_enum = static_cast(optional_arg); + WORD text_attributes{FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE}; + + if (color_enum == Color::Default) + { + color_enum = static_cast(DefaultTargets::get_default_log_level()); + } + + switch (color_enum) + { + case Color::Default: + case Color::NoColor: + break; + case Color::Cyan: + text_attributes = FOREGROUND_BLUE | FOREGROUND_GREEN; + break; + case Color::Yellow: + text_attributes = FOREGROUND_RED | FOREGROUND_GREEN; + break; + case Color::Red: + text_attributes = FOREGROUND_RED; + break; + case Color::Green: + text_attributes = FOREGROUND_GREEN; + break; + case Color::Blue: + text_attributes = 9; + break; + case Color::Magenta: + text_attributes = FOREGROUND_BLUE | FOREGROUND_RED; + break; + } + + if (color_enum != Color::NoColor) + { + text_attributes |= FOREGROUND_INTENSITY; + } + + Lock output_lock{this}; + SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), text_attributes); + printf_s("%S", m_formatter(fmt).c_str()); + +#endif +#else +#if ENABLE_OUTPUT_DEVICE_DEBUG_MODE + printf_s("DebugConsoleDevice received: %S", m_formatter(fmt).c_str()); +#else + printf_s("%S", m_formatter(fmt).c_str()); +#endif +#endif + } + + auto DebugConsoleDevice::lock() const -> void + { +#ifdef UE4SS_CONSOLE_COLORS_ENABLED + m_receive_mutex.lock(); +#endif + } + + auto DebugConsoleDevice::unlock() const -> void + { +#ifdef UE4SS_CONSOLE_COLORS_ENABLED + m_receive_mutex.unlock(); +#endif + } +} diff --git a/Dependencies/DynamicOutput/src/Output.cpp b/Dependencies/DynamicOutput/src/Output.cpp new file mode 100644 index 000000000..c3f6fec29 --- /dev/null +++ b/Dependencies/DynamicOutput/src/Output.cpp @@ -0,0 +1,52 @@ +#include + +namespace RC::Output +{ + auto has_internal_error() -> bool + { + return File::Internal::StaticStorage::internal_error; + } + + auto DefaultTargets::set_default_log_level(int32_t log_level) -> void + { + default_log_level = log_level; + } + + auto DefaultTargets::get_default_log_level() -> int32_t + { + return default_log_level; + } + + auto DefaultTargets::get_default_devices_ref() -> OutputDevicesContainerType& + { + return default_devices; + } + + auto DefaultTargets::close_all_default_devices() -> void + { + // clear() will empty the container and will also call all the destructors + default_devices.clear(); + } + + auto send(File::StringViewType content) -> void + { + for (const auto& device : DefaultTargets::get_default_devices_ref()) + { + ASSERT_DEFAULT_OUTPUT_DEVICE_IS_VALID(device) + + if (device->has_optional_arg()) + { + device->receive_with_optional_arg(content, 0); + } + else + { + device->receive(content); + } + } + } + + auto close_all_default_devices() -> void + { + DefaultTargets::close_all_default_devices(); + } +} diff --git a/Dependencies/DynamicOutput/src/OutputDevice.cpp b/Dependencies/DynamicOutput/src/OutputDevice.cpp new file mode 100644 index 000000000..dc0f88027 --- /dev/null +++ b/Dependencies/DynamicOutput/src/OutputDevice.cpp @@ -0,0 +1,36 @@ +#include +#include + +#include + +namespace RC::Output +{ + auto OutputDevice::has_optional_arg() const -> bool + { + return false; + } + + auto OutputDevice::receive_with_optional_arg([[maybe_unused]]File::StringViewType fmt, [[maybe_unused]]int32_t optional_arg) const -> void + { + // This only exists to make it not required to implement + // Most devices probably won't use this + throw std::runtime_error{"OutputDevice::receive_with_optional_arg called but no derived implementation found"}; + } + + auto OutputDevice::set_formatter(Formatter new_formatter) -> void + { + m_formatter = new_formatter; + } + + auto OutputDevice::get_now_as_string() -> const File::StringType + { + auto now = std::chrono::system_clock::now(); + const File::StringType when_as_string = std::format(STR("{:%Y-%m-%d %X}"), now); + return when_as_string; + } + + auto OutputDevice::default_format_string(File::StringViewType string_to_format) -> File::StringType + { + return std::format(STR("[{}] {}"), get_now_as_string(), string_to_format); + } +} diff --git a/Dependencies/File b/Dependencies/File deleted file mode 160000 index 2c59d8c1e..000000000 --- a/Dependencies/File +++ /dev/null @@ -1 +0,0 @@ -Subproject commit 2c59d8c1e2692bdd379c33d0ebbebf14c5f1f86a diff --git a/Dependencies/File/CMakeLists.txt b/Dependencies/File/CMakeLists.txt new file mode 100644 index 000000000..a049b3288 --- /dev/null +++ b/Dependencies/File/CMakeLists.txt @@ -0,0 +1,29 @@ +cmake_minimum_required(VERSION 3.18) + +set(TARGET File) +project(${TARGET}) + +set(${TARGET}_Sources + "${CMAKE_CURRENT_SOURCE_DIR}/src/FileType/WinFile.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/File.cpp" + ) + +string(REGEX REPLACE "(.)([A-Z])" "\\1_\\2" MODULE_NAME ${TARGET}) +string(TOUPPER ${MODULE_NAME} MODULE_NAME) + +if ((NOT DEFINED BUILD_SHARED_LIBS) OR (NOT (${BUILD_SHARED_LIBS}))) + set(BUILD_STATIC 1) + set(BUILD_SHARED 0) + message("Project: ${TARGET} (STATIC)") +else () + set(BUILD_STATIC 0) + set(BUILD_SHARED 1) + message("Project: ${TARGET} (SHARED)") +endif () + +add_library(${TARGET} ${${TARGET}_Sources}) +target_include_directories(${TARGET} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include) +target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) +target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS}) +target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) +target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) diff --git a/Dependencies/File/LICENSE b/Dependencies/File/LICENSE new file mode 100644 index 000000000..eee4c9316 --- /dev/null +++ b/Dependencies/File/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2022 Narknon + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Dependencies/File/include/File/Common.hpp b/Dependencies/File/include/File/Common.hpp new file mode 100644 index 000000000..0f9143898 --- /dev/null +++ b/Dependencies/File/include/File/Common.hpp @@ -0,0 +1,20 @@ +#ifndef RC_FILE_COMMON_HPP +#define RC_FILE_COMMON_HPP + +#ifndef RC_FILE_EXPORTS +#ifndef RC_FILE_BUILD_STATIC +#ifndef RC_FILE_API +#define RC_FILE_API __declspec(dllimport) +#endif +#else +#ifndef RC_FILE_API +#define RC_FILE_API +#endif +#endif +#else +#ifndef RC_FILE_API +#define RC_FILE_API __declspec(dllexport) +#endif +#endif + +#endif //RC_FILE_COMMON_HPP diff --git a/Dependencies/File/include/File/Enums.hpp b/Dependencies/File/include/File/Enums.hpp new file mode 100644 index 000000000..b89ceeb46 --- /dev/null +++ b/Dependencies/File/include/File/Enums.hpp @@ -0,0 +1,40 @@ +#ifndef RC_FILE_ENUMS_HPP +#define RC_FILE_ENUMS_HPP + +namespace RC::File +{ + enum class OpenFor + { + Writing, + Appending, + Reading, + }; + + enum class OverwriteExistingFile + { + Yes, + No, + }; + + enum class CreateIfNonExistent + { + Yes, + No, + }; + + enum class IsCachedHandle + { + Yes, + No, + }; + + enum class GenericDataType + { + UnsignedLong, + SignedLong, + UnsignedLongLong, + SignedLongLong, + }; +} + +#endif //RC_FILE_ENUMS_HPP diff --git a/Dependencies/File/include/File/Exceptions.hpp b/Dependencies/File/include/File/Exceptions.hpp new file mode 100644 index 000000000..e7384f434 --- /dev/null +++ b/Dependencies/File/include/File/Exceptions.hpp @@ -0,0 +1,16 @@ +#ifndef RC_FILE_EXCEPTIONS_HPP +#define RC_FILE_EXCEPTIONS_HPP + +#include + +namespace RC::File +{ + class FileNotFoundException : public std::runtime_error + { + public: + explicit FileNotFoundException(const char* msg) : std::runtime_error(msg) {} + explicit FileNotFoundException(const std::string& msg) : std::runtime_error(msg) {} + }; +} + +#endif //RC_FILE_EXCEPTIONS_HPP diff --git a/Dependencies/File/include/File/File.hpp b/Dependencies/File/include/File/File.hpp new file mode 100644 index 000000000..bdf4269ba --- /dev/null +++ b/Dependencies/File/include/File/File.hpp @@ -0,0 +1,19 @@ +#ifndef RC_FILE_HPP +#define RC_FILE_HPP + +#include +#include +#include +#include RC_OS_FILE_TYPE_INCLUDE_FILE + +namespace RC::File +{ + RC_FILE_API auto open(const std::filesystem::path& file_path_and_name, + OpenFor = OpenFor::Reading, + OverwriteExistingFile = OverwriteExistingFile::No, + CreateIfNonExistent = CreateIfNonExistent::No) -> Handle; + + RC_FILE_API auto delete_file(const std::filesystem::path& file_path_and_name) -> void; +} + +#endif //RC_FILE_HPP diff --git a/Dependencies/File/include/File/FileDef.hpp b/Dependencies/File/include/File/FileDef.hpp new file mode 100644 index 000000000..74f12e219 --- /dev/null +++ b/Dependencies/File/include/File/FileDef.hpp @@ -0,0 +1,24 @@ +#ifndef RC_FILE_FILEDEF_HPP +#define RC_FILE_FILEDEF_HPP + +namespace RC::File +{ +#ifndef RC_DETECTED_OS +#ifdef _WIN32 +#define RC_DETECTED_OS _WIN32 +#else + static_assert(false, "Could not setup the 'Handle' typedef because a supported OS was not detected."); +#endif +#endif + +#if RC_DETECTED_OS == _WIN32 +#ifndef RC_OS_FILE_TYPE_INCLUDE_FILE +#define RC_OS_FILE_TYPE_INCLUDE_FILE +#else + static_assert(false, "Could not setup the 'RC_OS_FILE_TYPE_INCLUDE_FILE' macro because a supported OS was not detected."); +#endif +#endif + +} + +#endif //RC_FILE_FILEDEF_HPP diff --git a/Dependencies/File/include/File/FileType/All.hpp b/Dependencies/File/include/File/FileType/All.hpp new file mode 100644 index 000000000..8b55f7eb6 --- /dev/null +++ b/Dependencies/File/include/File/FileType/All.hpp @@ -0,0 +1,6 @@ +#ifndef RC_FILE_FILETYPE_ALL_HPP +#define RC_FILE_FILETYPE_ALL_HPP + +#include + +#endif //RC_FILE_FILETYPE_ALL_HPP diff --git a/Dependencies/File/include/File/FileType/FileBase.hpp b/Dependencies/File/include/File/FileType/FileBase.hpp new file mode 100644 index 000000000..3ba9fea2f --- /dev/null +++ b/Dependencies/File/include/File/FileType/FileBase.hpp @@ -0,0 +1,99 @@ +#ifndef RC_FILE_FILEBASE_HPP +#define RC_FILE_FILEBASE_HPP + +#include + +#include +#include +#include + +namespace RC::File +{ + template + class RC_FILE_API FileInterface + { + public: + virtual ~FileInterface() = default; + + public: + // Returns whether the underlying file handle is valid + virtual auto is_valid() noexcept -> bool = 0; + + // Invalidate the underlying file type. + // This is used in move constructors to stop destruction of the underlying file. + virtual auto invalidate_file() noexcept -> void = 0; + + // Closes & deletes the currently opened file + // Throws std::runtime_error if an error occurred + virtual auto delete_file() -> void = 0; + + /* + // Deletes a file + // Throws std::runtime_error if an error occurred + auto static delete_file(const std::filesystem::path& file_path_and_name) -> void; + */ + + // Returns a pointer to the raw handle, do not use unless you know what you're doing + virtual auto get_raw_handle() noexcept -> void* = 0; + + // Returns the full path to the file + virtual auto get_file_path() const -> const std::filesystem::path& = 0; + + // Sets the full path and file name for the serialization file associated with this file + virtual auto set_serialization_output_file(const std::filesystem::path& output_file) noexcept -> void = 0; + + // Serialize identifying properties to the serialization file + // Throws std::runtime_error if an error occurred + virtual auto serialize_identifying_properties() -> void = 0; + + // Deserialize the identifying properties from the serialization file + // Access them via 'is_deserialized_and_live_equal' + // Throws std::runtime_error if an error occurred + virtual auto deserialize_identifying_properties() -> void = 0; + + // Returns whether the deserialized identifying data is equal to the currently opened file + // Throws std::runtime_error if an error occurred + virtual auto is_deserialized_and_live_equal() -> bool = 0; + + // Invalidate the serialization file, rendering any calls to 'is_deserialized_and_live_equal' to return false + // Throws std::runtime_error if an error occurred + virtual auto invalidate_serialization() -> void = 0; + + // Serialize a custom item to the serialization file + // Must call 'set_serialization_output_file' before calling this function + // Supported data types: un/signed int, un/signed long, un/signed longlong + // Throws std::runtime_error if an error occurred + virtual auto serialize_item(const GenericItemData& data, bool is_internal_item) -> void = 0; + + // Returns a serialized item from the serialization file + // Throws std::runtime_error if an error occurred + virtual auto get_serialized_item(size_t data_size, bool is_internal_item) -> void* = 0; + + // Throws std::runtime_error if an error occurred + virtual auto close_current_file() -> void = 0; + + // Write a string to the currently opened file + // Throws std::runtime_error if an error occurred + virtual auto write_string_to_file(StringViewType) -> void = 0; + + // Returns whether the currently opened file is the same as another opened file + // Throws std::runtime_error if an error occurred + virtual auto is_same_as(InternalFileType& other_file) -> bool = 0; + + // Returns the entire contents of the currently opened file as a string + // Throws std::runtime_error if an error occurred + virtual auto read_all() const -> StringType = 0; + + /* + // Opens a file + // Throws std::runtime_error if an error occurred + auto static open_file(const std::filesystem::path& file_name_and_path, const OpenProperties& open_properties) -> InternalFileType; + */ + }; + + template + concept ImplementsFileInterface = std::is_base_of_v, FileAbstraction>; +} + + +#endif //RC_FILE_FILEBASE_HPP diff --git a/Dependencies/File/include/File/FileType/WinFile.hpp b/Dependencies/File/include/File/FileType/WinFile.hpp new file mode 100644 index 000000000..f1c3d18f8 --- /dev/null +++ b/Dependencies/File/include/File/FileType/WinFile.hpp @@ -0,0 +1,91 @@ +#ifndef RC_FILE_WINFILE_HPP +#define RC_FILE_WINFILE_HPP + +#include +#include + +#include +#include +#include + +namespace RC::File +{ + class WinFile : public FileInterface + { + private: + using HANDLE = void*; + + struct IdentifyingProperties + { + unsigned long volume_serial_number{}; + unsigned long file_index_low{}; + unsigned long file_index_high{}; + unsigned long creation_time_low{}; + unsigned long creation_time_high{}; + unsigned long last_write_time_high{}; + unsigned long last_write_time_low{}; + unsigned long file_size_low{}; + unsigned long file_size_high{}; + }; + + private: + HANDLE m_file{}; + std::filesystem::path m_file_path_and_name{}; + std::filesystem::path m_serialization_file_path_and_name{}; + IdentifyingProperties m_identifying_properties{}; + constexpr static inline size_t cache_size = 0x500; + unsigned char m_cache[cache_size]{}; + size_t m_offset_to_next_serialized_item{}; + bool m_has_cache_in_memory{}; + bool m_has_cached_identifying_properties{}; + bool m_is_file_open{}; + + public: + ~WinFile() override = default; + + private: + auto static create_all_directories(const std::filesystem::path& file_name_and_path) -> void; + + private: + auto close_file() -> void; + + public: + [[nodiscard]] auto is_file_open() const -> bool; + + public: + RC_FILE_API auto set_file(HANDLE new_file) -> void; + RC_FILE_API auto set_is_file_open(bool new_is_open) -> void; + RC_FILE_API auto get_file() -> HANDLE; + RC_FILE_API auto serialization_file_exists() -> bool; + + // File Interface -> START + RC_FILE_API auto is_valid() noexcept -> bool override; + RC_FILE_API auto invalidate_file() noexcept -> void override; + RC_FILE_API auto static delete_file(const std::filesystem::path&) -> void; + RC_FILE_API auto delete_file() -> void override; + RC_FILE_API auto get_raw_handle() noexcept -> void* override; + [[nodiscard]] RC_FILE_API auto get_file_path() const noexcept -> const std::filesystem::path& override; + RC_FILE_API auto set_serialization_output_file(const std::filesystem::path& output_file) noexcept -> void override; + RC_FILE_API auto serialize_identifying_properties() -> void override; + RC_FILE_API auto deserialize_identifying_properties() -> void override; + RC_FILE_API auto is_deserialized_and_live_equal() -> bool override; + RC_FILE_API auto invalidate_serialization() -> void override; + RC_FILE_API auto serialize_item(const GenericItemData& data, bool is_internal_item = false) -> void override; + RC_FILE_API auto get_serialized_item(size_t data_size, bool is_internal_item = false) -> void* override; + RC_FILE_API auto close_current_file() -> void override; + RC_FILE_API auto write_string_to_file(StringViewType string_to_write) -> void override; + RC_FILE_API auto is_same_as(WinFile& other_file) -> bool override; + [[nodiscard]] RC_FILE_API auto read_all() const -> StringType override; + [[nodiscard]] RC_FILE_API auto static open_file(const std::filesystem::path& file_name_and_path, const OpenProperties& open_properties) -> WinFile; + // File Interface -> END + }; + + // This file is automatically included ONLY if Windows is detected + // Therefore, it's not necessary to do any checks here + template + class HandleTemplate; + using Handle = HandleTemplate; +} + + +#endif //RC_FILE_WINFILE_HPP diff --git a/Dependencies/File/include/File/HandleTemplate.hpp b/Dependencies/File/include/File/HandleTemplate.hpp new file mode 100644 index 000000000..068589890 --- /dev/null +++ b/Dependencies/File/include/File/HandleTemplate.hpp @@ -0,0 +1,177 @@ +#ifndef RC_FILE_HANDLETEMPLATE_HPP +#define RC_FILE_HANDLETEMPLATE_HPP + +#include +#include +#include + +#include +#include +#include +#include + +namespace RC::File +{ + template + class HandleTemplate + { + public: + using FileType = UnderlyingAbstraction; + using ThisType = HandleTemplate; + + private: + friend auto construct_handle(const std::filesystem::path& file_name, const OpenProperties& open_properties) -> ThisType; + + friend auto operator==(ThisType& a, ThisType& b) -> bool + { + return a.m_internal_handle.is_same_as(b.m_internal_handle); + } + + private: + FileType m_internal_handle{}; + + protected: + explicit HandleTemplate(FileType&& internal_handle) + : m_internal_handle(std::move(internal_handle)) + { + } + + public: + HandleTemplate() = default; + HandleTemplate(const HandleTemplate&) = delete; + HandleTemplate& operator=(const HandleTemplate& original) = delete; + HandleTemplate& operator=(HandleTemplate&& original) + { + m_internal_handle = std::move(original.m_internal_handle); + original.m_internal_handle.invalidate_file(); + return *this; + }; + HandleTemplate(HandleTemplate&& original) noexcept + { + m_internal_handle = std::move(original.m_internal_handle); + original.m_internal_handle.invalidate_file(); + } + ~HandleTemplate() { close(); } + + public: + [[nodiscard]] auto is_valid() -> bool + { + return m_internal_handle.is_valid(); + } + + auto delete_file() -> void + { + m_internal_handle.delete_file(); + } + + [[nodiscard]] auto get_raw_handle() -> void* + { + return m_internal_handle.get_raw_handle(); + } + + [[nodiscard]] auto get_underlying_type() -> FileType& + { + return m_internal_handle; + } + + [[nodiscard]] auto get_file_path() -> const std::filesystem::path& + { + return m_internal_handle.get_file_path(); + } + + auto set_serialization_output_file(const std::filesystem::path& output_file) -> void + { + m_internal_handle.set_serialization_output_file(output_file); + } + + auto serialize_identifying_properties() -> void + { + m_internal_handle.serialize_identifying_properties(); + } + + auto deserialize_identifying_properties() -> void + { + m_internal_handle.deserialize_identifying_properties(); + } + + auto is_deserialized_and_live_equal() -> bool + { + return m_internal_handle.is_deserialized_and_live_equal(); + } + + auto invalidate_serialization() -> void + { + m_internal_handle.invalidate_serialization(); + } + + template + auto serialize_item(SerializedDataType data) -> void + { + throw std::runtime_error{"not reached"}; + } + + template<> + auto serialize_item(unsigned long data) -> void + { + m_internal_handle.serialize_item({.data_type = GenericDataType::UnsignedLong, .data_ulong = data}, false); + } + + template<> + auto serialize_item(signed long data) -> void + { + m_internal_handle.serialize_item({.data_type = GenericDataType::SignedLong, .data_long = data}, false); + } + + template<> + auto serialize_item(unsigned long long data) -> void + { + m_internal_handle.serialize_item({.data_type = GenericDataType::UnsignedLongLong, .data_ulonglong = data}, false); + } + + template<> + auto serialize_item(signed long long data) -> void + { + m_internal_handle.serialize_item({.data_type = GenericDataType::SignedLongLong, .data_longlong = data}, false); + } + + template<> + auto serialize_item(unsigned int data) -> void + { + serialize_item(data); + } + + template<> + auto serialize_item(signed int data) -> void + { + serialize_item(data); + } + + template + auto get_serialized_item() -> SerializedDataType + { + auto* data = static_cast(m_internal_handle.get_serialized_item(sizeof(SerializedDataType), false)); + if (!data) + { + THROW_INTERNAL_FILE_ERROR("Attempted to get serialized item but the data was nullptr") + } + return *data; + } + + auto write_string_to_file(StringViewType string_to_write) -> void + { + m_internal_handle.write_string_to_file(string_to_write); + } + + [[nodiscard]] auto read_all() const -> StringType + { + return m_internal_handle.read_all(); + } + + auto close() -> void + { + m_internal_handle.close_current_file(); + } + }; +} + +#endif //RC_FILE_HANDLETEMPLATE_HPP diff --git a/Dependencies/File/include/File/InternalFile.hpp b/Dependencies/File/include/File/InternalFile.hpp new file mode 100644 index 000000000..6daafe12d --- /dev/null +++ b/Dependencies/File/include/File/InternalFile.hpp @@ -0,0 +1,38 @@ +#ifndef RC_FILE_INTERNALFILE_HPP +#define RC_FILE_INTERNALFILE_HPP + +#include +#include + +namespace RC::File +{ + namespace Internal + { + struct StaticStorage + { + static inline bool internal_error{}; + }; + } + + struct RC_FILE_API OpenProperties + { + OpenFor open_for; + OverwriteExistingFile overwrite_existing_file; + CreateIfNonExistent create_if_non_existent; + }; + + struct RC_FILE_API GenericItemData + { + GenericDataType data_type; + + union + { + unsigned long data_ulong; + signed long data_long; + unsigned long long data_ulonglong; + signed long long data_longlong; + }; + }; +} + +#endif //RC_FILE_INTERNALFILE_HPP diff --git a/Dependencies/File/include/File/Macros.hpp b/Dependencies/File/include/File/Macros.hpp new file mode 100644 index 000000000..dfae7aeef --- /dev/null +++ b/Dependencies/File/include/File/Macros.hpp @@ -0,0 +1,70 @@ +#ifndef RC_FILE_MACROS_HPP +#define RC_FILE_MACROS_HPP + +// Set this to 1 to use ANSI (char*) instead of wide strings (wchar_t*) +#ifndef RC_IS_ANSI +#define RC_IS_ANSI 0 +#endif + + + + + +#if RC_IS_ANSI == 1 +#define STR(str) u##str +#else +#define STR(str) L##str +#endif + +#ifdef S +static_assert(false, "UE4SS define 'S' is already defined, please solve this"); +#else +#define S(str) STR(str) +#endif + +#define THROW_INTERNAL_FILE_ERROR(msg) \ + RC::File::Internal::StaticStorage::internal_error = true;\ + throw std::runtime_error{msg}; + +// This macro needs to be moved into the DynamicOutput system +/* +#define ASSERT_DEFAULT_OUTPUT_DEVICE_IS_VALID(param_device) \ + if (DefaultTargets::get_default_devices_ref().empty() || !param_device){ \ + THROW_INTERNAL_OUTPUT_ERROR("[Output::send] Attempted to send but there were no default devices. Please specify at least one default device or construct a Targets object and supply your own devices.") \ + } +//*/ + + +#include + +namespace RC::File +{ +#if RC_IS_ANSI == 1 + using StringType = std::string; + using StringViewType = std::string_view; + using CharType = char; + using StreamType = std::ifstream; + using ToString = std::tostring; + + constexpr auto ToString = [](auto&& numeric_value) constexpr -> decltype(auto) { return std::to_string(std::forward(numeric_value)); }; +#else + using StringType = std::wstring; + using StringViewType = std::wstring_view; + using CharType = wchar_t; + using StreamType = std::wifstream; + + constexpr auto ToString = [](auto&& numeric_value) constexpr -> decltype(auto) { return std::to_wstring(std::forward(numeric_value)); }; +#endif +} + +namespace RC +{ + using StringType = File::StringType; + using StringViewType = File::StringViewType; + using CharType = File::CharType; + using StreamType = File::StreamType; + + constexpr auto ToString = File::ToString; +} + +#endif //RC_FILE_MACROS_HPP diff --git a/Dependencies/File/src/File.cpp b/Dependencies/File/src/File.cpp new file mode 100644 index 000000000..55e8a6ef2 --- /dev/null +++ b/Dependencies/File/src/File.cpp @@ -0,0 +1,29 @@ +#include + +namespace RC::File +{ + auto construct_handle(const std::filesystem::path& file_name, const OpenProperties& open_properties) -> Handle + { + auto internal_handle = Handle::FileType::open_file(file_name, open_properties); + return Handle{std::move(internal_handle)}; + } + + auto open(const std::filesystem::path& file_path_and_name, + OpenFor open_for, + OverwriteExistingFile overwrite_existing_file, + CreateIfNonExistent create_if_non_existent) -> Handle + { + OpenProperties open_properties{ + .open_for = open_for, + .overwrite_existing_file = overwrite_existing_file, + .create_if_non_existent = create_if_non_existent, + }; + + return construct_handle(file_path_and_name, open_properties); + } + + auto delete_file(const std::filesystem::path& file_path_and_name) -> void + { + Handle::FileType::delete_file(file_path_and_name); + } +} \ No newline at end of file diff --git a/Dependencies/File/src/FileType/WinFile.cpp b/Dependencies/File/src/FileType/WinFile.cpp new file mode 100644 index 000000000..b031244b0 --- /dev/null +++ b/Dependencies/File/src/FileType/WinFile.cpp @@ -0,0 +1,471 @@ +#include + +#include +#include +#include + +#define NOMINMAX +#include +#ifdef TEXT +#undef TEXT +#endif + +namespace RC::File +{ + auto WinFile::is_valid() noexcept -> bool + { + return m_file != nullptr; + } + + auto WinFile::invalidate_file() noexcept -> void + { + m_file = nullptr; + } + + auto WinFile::delete_file(const std::filesystem::path& file_path_and_name) -> void + { + if constexpr (sizeof(CharType) > 1) + { + if (DeleteFileW(file_path_and_name.wstring().c_str()) == 0) + { + THROW_INTERNAL_FILE_ERROR(std::format("[WinFile::delete_file] Was unable to delete file, error: {}", GetLastError())) + } + } + else + { + if (DeleteFileA(file_path_and_name.string().c_str()) != 0) + { + THROW_INTERNAL_FILE_ERROR(std::format("[WinFile::delete_file] Was unable to delete file, error: {}", GetLastError())) + } + } + } + + auto WinFile::delete_file() -> void + { + if (m_is_file_open) + { + close_file(); + } + + delete_file(m_file_path_and_name); + } + + auto WinFile::set_file(HANDLE new_file) -> void + { + m_file = new_file; + } + + auto WinFile::get_file() -> HANDLE + { + return m_file; + } + + auto WinFile::set_is_file_open(bool new_is_open) -> void + { + m_is_file_open = new_is_open; + } + + auto WinFile::get_raw_handle() noexcept -> void* + { + return static_cast(m_file); + } + + auto WinFile::get_file_path() const noexcept -> const std::filesystem::path& + { + return m_file_path_and_name; + } + + auto WinFile::set_serialization_output_file(const std::filesystem::path& output_file) noexcept -> void + { + m_serialization_file_path_and_name = output_file; + } + + auto WinFile::serialization_file_exists() -> bool + { + return std::filesystem::exists(m_serialization_file_path_and_name); + } + + template + auto write_to_file(WinFile& file, DataType* data, DWORD num_bytes_to_write) -> void + { + if (!file.is_file_open()) { THROW_INTERNAL_FILE_ERROR("[WinFile::write_to_file] Tried writing to file but the file is not open") } + + DWORD bytes_written{}; + if (!WriteFile(file.get_file(), data, num_bytes_to_write, &bytes_written, nullptr)) + { + THROW_INTERNAL_FILE_ERROR(std::format("[WinFile::write_to_file] Tried writing to file but was unable to complete operation. Error: {}", GetLastError())) + } + } + + // Serialization Format (Windows): + // volume_serial_number + // file_index_low + // file_index_high + // creation_time_low + // creation_time_high + // last_write_time_low + // last_write_time_high + // file_size_low + // file_size_high + // user_data + auto WinFile::serialize_identifying_properties() -> void + { + if (m_serialization_file_path_and_name.empty()) + { + THROW_INTERNAL_FILE_ERROR("[WinFile::serialize_identifying_properties]: Path & file name for serialization file is empty, please call 'set_serialization_output_file'") + } + + BY_HANDLE_FILE_INFORMATION file_info{}; + GetFileInformationByHandle(m_file, &file_info); + + serialize_item(GenericItemData{.data_type = GenericDataType::UnsignedLong, .data_ulong = file_info.dwVolumeSerialNumber}, true); + + serialize_item(GenericItemData{.data_type = GenericDataType::UnsignedLong, .data_ulong = file_info.nFileIndexLow}, true); + serialize_item(GenericItemData{.data_type = GenericDataType::UnsignedLong, .data_ulong = file_info.nFileIndexHigh}, true); + + serialize_item(GenericItemData{.data_type = GenericDataType::UnsignedLong, .data_ulong = file_info.ftCreationTime.dwLowDateTime}, true); + serialize_item(GenericItemData{.data_type = GenericDataType::UnsignedLong, .data_ulong = file_info.ftCreationTime.dwHighDateTime}, true); + + serialize_item(GenericItemData{.data_type = GenericDataType::UnsignedLong, .data_ulong = file_info.ftLastWriteTime.dwLowDateTime}, true); + serialize_item(GenericItemData{.data_type = GenericDataType::UnsignedLong, .data_ulong = file_info.ftLastWriteTime.dwHighDateTime}, true); + + serialize_item(GenericItemData{.data_type = GenericDataType::UnsignedLong, .data_ulong = file_info.nFileSizeLow}, true); + serialize_item(GenericItemData{.data_type = GenericDataType::UnsignedLong, .data_ulong = file_info.nFileSizeHigh}, true); + } + + auto WinFile::deserialize_identifying_properties() -> void + { + m_identifying_properties.volume_serial_number = *static_cast(get_serialized_item(sizeof(unsigned long), true)); + m_identifying_properties.file_index_low = *static_cast(get_serialized_item(sizeof(unsigned long), true)); + m_identifying_properties.file_index_high = *static_cast(get_serialized_item(sizeof(unsigned long), true)); + m_identifying_properties.creation_time_low = *static_cast(get_serialized_item(sizeof(unsigned long), true)); + m_identifying_properties.creation_time_high = *static_cast(get_serialized_item(sizeof(unsigned long), true)); + m_identifying_properties.last_write_time_low = *static_cast(get_serialized_item(sizeof(unsigned long), true)); + m_identifying_properties.last_write_time_high = *static_cast(get_serialized_item(sizeof(unsigned long), true)); + m_identifying_properties.file_size_low = *static_cast(get_serialized_item(sizeof(unsigned long), true)); + m_identifying_properties.file_size_high = *static_cast(get_serialized_item(sizeof(unsigned long), true)); + + // The cached identifying properties should be inaccessible by user-code, + // so let's make sure that the next serialized item to be deserialized by the user-code + // is the first item after the last identifying property item + m_offset_to_next_serialized_item = sizeof(IdentifyingProperties); + + m_has_cached_identifying_properties = true; + } + + auto WinFile::is_deserialized_and_live_equal() -> bool + { + if (!m_has_cached_identifying_properties) + { + if (!std::filesystem::exists(m_serialization_file_path_and_name)) + { + return false; + } + else + { + deserialize_identifying_properties(); + } + } + + BY_HANDLE_FILE_INFORMATION live_info{}; + GetFileInformationByHandle(m_file, &live_info); + + if (live_info.dwVolumeSerialNumber != m_identifying_properties.volume_serial_number) { return false; } + if (live_info.nFileIndexLow != m_identifying_properties.file_index_low) { return false; } + if (live_info.nFileIndexHigh != m_identifying_properties.file_index_high) { return false; } + if (live_info.ftLastWriteTime.dwLowDateTime != m_identifying_properties.last_write_time_low) { return false; } + if (live_info.ftLastWriteTime.dwHighDateTime != m_identifying_properties.last_write_time_high) { return false; } + if (live_info.ftCreationTime.dwLowDateTime != m_identifying_properties.creation_time_low) { return false; } + if (live_info.ftCreationTime.dwHighDateTime != m_identifying_properties.creation_time_high) { return false; } + if (live_info.nFileSizeLow != m_identifying_properties.file_size_low) { return false; } + if (live_info.nFileSizeHigh != m_identifying_properties.file_size_high) { return false; } + return true; + } + + auto WinFile::invalidate_serialization() -> void + { + if (m_serialization_file_path_and_name.empty()) + { + THROW_INTERNAL_FILE_ERROR("[WinFile::invalidate_serialization] Could not invalidate serialization file because 'm_serialization_file_path_and_name' was empty, please call 'set_serialization_output_file'") + } + + if (std::filesystem::exists(m_serialization_file_path_and_name)) + { + delete_file(m_serialization_file_path_and_name); + } + } + + template + auto serialize_typed_item(DataType data, Handle& output_file) -> void + { + write_to_file(output_file.get_underlying_type(), &data, sizeof(DataType)); + } + + auto WinFile::serialize_item(const GenericItemData& data, bool is_internal_item) -> void + { + if (m_serialization_file_path_and_name.empty()) + { + THROW_INTERNAL_FILE_ERROR("[WinFile::serialize_item]: Path & file name for serialization file is empty, please call 'set_serialization_output_file'") + } + + if (!serialization_file_exists() && !is_internal_item) + { + // If the serialization cache file doesn't exist & this is not an identifying property item, + // then we need to serialize the identifying properties before continuing + serialize_identifying_properties(); + } + + Handle serialization_file = open(m_serialization_file_path_and_name, OpenFor::Appending, OverwriteExistingFile::No, CreateIfNonExistent::Yes); + + switch (data.data_type) + { + case GenericDataType::UnsignedLong: + serialize_typed_item(data.data_ulong, serialization_file); + serialization_file.get_underlying_type().m_offset_to_next_serialized_item += sizeof(unsigned long); + break; + case GenericDataType::SignedLong: + serialize_typed_item(data.data_long, serialization_file); + serialization_file.get_underlying_type().m_offset_to_next_serialized_item += sizeof(signed long); + break; + case GenericDataType::UnsignedLongLong: + serialize_typed_item(data.data_ulonglong, serialization_file); + serialization_file.get_underlying_type().m_offset_to_next_serialized_item += sizeof(unsigned long long); + break; + case GenericDataType::SignedLongLong: + serialize_typed_item(data.data_longlong, serialization_file); + serialization_file.get_underlying_type().m_offset_to_next_serialized_item += sizeof(signed long long); + break; + } + + serialization_file.close(); + } + + auto WinFile::get_serialized_item(size_t data_size, bool is_internal_item) -> void* + { + if (!m_has_cache_in_memory) + { + if (m_serialization_file_path_and_name.empty()) + { + THROW_INTERNAL_FILE_ERROR("[WinFile::get_serialized_item]: Path & file name for serialization file is empty, please call 'set_serialization_output_file'") + } + + Handle cache_file = open(m_serialization_file_path_and_name); + + DWORD bytes_read{}; + auto res = ReadFile(cache_file.get_raw_handle(), &m_cache, cache_size, &bytes_read, nullptr); + if (res == 0) + { + THROW_INTERNAL_FILE_ERROR(std::format("[WinFile::get_serialized_item] Tried deserializing file but was unable to complete operation. Error: {}", GetLastError())) + } + + cache_file.close(); + + m_has_cache_in_memory = true; + } + + if (!m_has_cached_identifying_properties && !is_internal_item) + { + deserialize_identifying_properties(); + } + + void* data_ptr = &m_cache[m_offset_to_next_serialized_item]; + m_offset_to_next_serialized_item += data_size; + return data_ptr; + } + + auto WinFile::close_current_file() -> void + { + close_file(); + } + + auto WinFile::create_all_directories(const std::filesystem::path& file_name_and_path) -> void + { + if (file_name_and_path.parent_path().empty()) { return; } + + try + { + std::filesystem::create_directories(file_name_and_path.parent_path()); + } + catch (const std::filesystem::filesystem_error& e) + { + THROW_INTERNAL_FILE_ERROR(std::format("[WinFile::create_all_directories] Tried creating directories '{}' but encountered an error. Error: {}", file_name_and_path.string(), e.what())) + } + } + + auto WinFile::close_file() -> void + { + if (!is_valid() || !is_file_open()) { return; } + + if (CloseHandle(m_file) == 0) + { + THROW_INTERNAL_FILE_ERROR(std::format("[WinFile::close_file] Was unable to close file, error: {}", GetLastError())) + } + else + { + set_is_file_open(false); + } + } + + auto WinFile::is_file_open() const -> bool + { + return m_is_file_open; + } + + auto WinFile::write_string_to_file(StringViewType string_to_write) -> void + { + int string_size = WideCharToMultiByte(CP_UTF8, 0, string_to_write.data(), static_cast(string_to_write.size()), NULL, 0, NULL, NULL); + if (string_size == 0) + { + THROW_INTERNAL_FILE_ERROR(std::format("[WinFile::write_string_to_file] Tried writing string to file but string_size was 0. Error: {}", GetLastError())) + } + + std::string string_converted_to_utf8(string_size, 0); + if (WideCharToMultiByte(CP_UTF8, 0, string_to_write.data(), static_cast(string_to_write.size()), &string_converted_to_utf8[0], string_size, NULL, NULL) == 0) + { + THROW_INTERNAL_FILE_ERROR(std::format("[WinFile::write_string_to_file] Tried writing string to file but could not convert to utf-8. Error: {}", GetLastError())) + } + + write_to_file(*this, string_converted_to_utf8.c_str(), string_size); + } + + auto WinFile::is_same_as(WinFile& other_file) -> bool + { + BY_HANDLE_FILE_INFORMATION file_info{}; + if (GetFileInformationByHandle(m_file, &file_info) == 0) + { + THROW_INTERNAL_FILE_ERROR(std::format("[WinFile::is_same_as] Tried retrieving file information by handle. Error: {}", GetLastError())) + } + + BY_HANDLE_FILE_INFORMATION other_file_info{}; + if (GetFileInformationByHandle(other_file.get_file(), &other_file_info) == 0) + { + THROW_INTERNAL_FILE_ERROR(std::format("[WinFile::is_same_as] Tried retrieving file information by handle. Error: {}", GetLastError())) + } + + if (file_info.dwVolumeSerialNumber != other_file_info.dwVolumeSerialNumber) { return false; } + if (file_info.nFileIndexLow != other_file_info.nFileIndexLow) { return false; } + if (file_info.nFileIndexHigh != other_file_info.nFileIndexHigh) { return false; } + if (file_info.ftLastWriteTime.dwLowDateTime != other_file_info.ftLastWriteTime.dwLowDateTime) { return false; } + if (file_info.ftLastWriteTime.dwHighDateTime != other_file_info.ftLastWriteTime.dwHighDateTime) { return false; } + if (file_info.ftCreationTime.dwLowDateTime != other_file_info.ftCreationTime.dwLowDateTime) { return false; } + if (file_info.ftCreationTime.dwHighDateTime != other_file_info.ftCreationTime.dwHighDateTime) { return false; } + if (file_info.nFileSizeLow != other_file_info.nFileSizeLow) { return false; } + if (file_info.nFileSizeHigh != other_file_info.nFileSizeHigh) { return false; } + return true; + } + + auto WinFile::read_all() const -> StringType + { + StreamType stream{get_file_path(), std::ios::in | std::ios::binary}; + if (!stream) + { + THROW_INTERNAL_FILE_ERROR(std::format("[WinFile::read_all] Tried to read entire file but returned error {}", errno)) + } + else + { + // Strip the BOM if it exists + File::StreamType::off_type start{}; + File::CharType bom[3]{}; + stream.read(bom, 3); + if (bom[0] == 0xEF && bom[1] == 0xBB && bom[2] == 0xBF) + { + // BOM: UTF-8 + start = 3; + } + + StringType file_contents; + stream.seekg(0, std::ios::end); + auto size = stream.tellg(); + if (size == -1) { return {}; } + file_contents.resize(size); + stream.seekg(start, std::ios::beg); + stream.read(&file_contents[0], file_contents.size()); + stream.close(); + return file_contents; + } + } + + auto WinFile::open_file(const std::filesystem::path& file_name_and_path, const OpenProperties& open_properties) -> WinFile + { + // Reminder: std::filesystem::canonical() will get the full path & file name on the drive + // It only works if the directory already exists so check that first + // Should CreateFile take the canonical path ? + + if (file_name_and_path.empty()) + { + THROW_INTERNAL_FILE_ERROR("[WinFile::open_file] Tried to open file but file_name_and_path was empty.") + } + + DWORD desired_access; + switch (open_properties.open_for) + { + case OpenFor::Writing: + desired_access = GENERIC_WRITE; + break; + case OpenFor::Appending: + desired_access = FILE_APPEND_DATA; + break; + case OpenFor::Reading: + desired_access = GENERIC_READ; + break; + default: + THROW_INTERNAL_FILE_ERROR("[WinFile::open_file] Tried to open file but received invalid data for the 'OpenFor' parameter.") + } + + DWORD creation_disposition; + if (open_properties.overwrite_existing_file == OverwriteExistingFile::Yes) + { + create_all_directories(file_name_and_path); + creation_disposition = CREATE_ALWAYS; + } + else if (open_properties.create_if_non_existent == CreateIfNonExistent::Yes) + { + create_all_directories(file_name_and_path); + creation_disposition = OPEN_ALWAYS; + } + else + { + creation_disposition = OPEN_EXISTING; + } + + WinFile file{}; + + // This very badly named API may create a new file or it may not but it will always open a file (unless there's an error) + if constexpr (sizeof(CharType) > 1) + { + file.set_file(CreateFileW(file_name_and_path.wstring().c_str(), desired_access, FILE_SHARE_READ | FILE_SHARE_WRITE, nullptr, creation_disposition, FILE_ATTRIBUTE_NORMAL, nullptr)); + } + else + { + file.set_file(CreateFileA(file_name_and_path.string().c_str(), desired_access, FILE_SHARE_READ | FILE_SHARE_WRITE, nullptr, creation_disposition, FILE_ATTRIBUTE_NORMAL, nullptr)); + } + + if (file.get_file() == INVALID_HANDLE_VALUE) + { + std::string_view open_type = + open_properties.open_for == OpenFor::Writing || open_properties.open_for == OpenFor::Appending ? "writing" : "reading"; + + DWORD error = GetLastError(); + if (error == 2) + { + throw FileNotFoundException{std::format("File not found: {}", file_name_and_path.filename().string())}; + } + else if (error == 3) + { + throw FileNotFoundException{std::format("Path not found: {}", file_name_and_path.filename().string())}; + } + else + { + THROW_INTERNAL_FILE_ERROR(std::format( + "[WinFile::open_file] Tried opening file for {} but encountered an error. Path & File: {} | GetLastError() = {}\n", + open_type, file_name_and_path.string(), error + )) + } + } + + file.m_file_path_and_name = file_name_and_path; + file.set_is_file_open(true); + + return file; + } +} diff --git a/Dependencies/Function b/Dependencies/Function deleted file mode 160000 index 420948d86..000000000 --- a/Dependencies/Function +++ /dev/null @@ -1 +0,0 @@ -Subproject commit 420948d86b39239f290159ec414c8202ab54aa8a diff --git a/Dependencies/Function/CMakeLists.txt b/Dependencies/Function/CMakeLists.txt new file mode 100644 index 000000000..4aa2d3b6c --- /dev/null +++ b/Dependencies/Function/CMakeLists.txt @@ -0,0 +1,8 @@ +cmake_minimum_required(VERSION 3.18) + +set(TARGET Function) +project(${TARGET}) +message("Project: ${TARGET} (HEADER-ONLY)") + +add_library(${TARGET} INTERFACE) +target_include_directories(${TARGET} INTERFACE ${CMAKE_CURRENT_SOURCE_DIR}/include) diff --git a/Dependencies/Function/LICENSE b/Dependencies/Function/LICENSE new file mode 100644 index 000000000..eee4c9316 --- /dev/null +++ b/Dependencies/Function/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2022 Narknon + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Dependencies/Function/include/Function/Function.hpp b/Dependencies/Function/include/Function/Function.hpp new file mode 100644 index 000000000..9e7be4aa1 --- /dev/null +++ b/Dependencies/Function/include/Function/Function.hpp @@ -0,0 +1,107 @@ +#ifndef RC_FUNCTION_HPP +#define RC_FUNCTION_HPP + +#include +#include + +namespace RC +{ + template + class Function; + + template + class Function + { + private: + // Make non-copyable & non-movable + Function(const Function&) = delete; + Function& operator=(const Function&) = delete; + Function(Function&&) = delete; + Function& operator=(Function&&) = delete; + + using FunctionSignature = ReturnType(*)(Params...); + FunctionSignature m_active_func; + FunctionSignature m_stored_original_func; + void* m_function_address; + bool m_is_ready = false; + + public: + // Default constructor, make sure to call 'assign_address' before calling operator() + Function() = default; + + // Constructor for assigning a proper function pointer, no need to call 'assign_address' + Function(FunctionSignature func) : m_active_func(func), m_function_address(func), m_is_ready(true) {} + + // Constructor for when you don't have a signature pointer outside this Function class + Function(void* func_address) : m_active_func(std::bit_cast(func_address)), m_function_address(func_address), m_is_ready(true) {} + + // Assign a function pointer to this Function object + auto assign_address(FunctionSignature func_ptr) -> void + { + m_active_func = func_ptr; + m_function_address = func_ptr; + m_stored_original_func = m_active_func; + m_is_ready = true; + } + + // Assign a void* to this Function object as the function address + // Used as a helper when you only have a void* and it needs to be converted to a real function pointer + auto assign_address(void* func_address) -> void + { + if (!func_address) { throw std::runtime_error{"Tried to set the function pointer of a Function object to nullptr"}; } + m_active_func = std::bit_cast(func_address); + m_stored_original_func = m_active_func; + m_function_address = m_active_func; + m_is_ready = true; + } + + // Assign a new function pointer (same type) to this Function object and store the old one + auto assign_temp_address(FunctionSignature func_ptr) -> void + { + m_active_func = func_ptr; + m_function_address = func_ptr; + m_is_ready = true; + } + + // Assign a new void* to this Function object and store the old function pointer + // Used as a helper when you only have a void* and it needs to be converted to a real function pointer + auto assign_temp_address(void* address) -> void + { + if (!address) { return; } + m_active_func = std::bit_cast(address); + m_function_address = address; + m_is_ready = true; + } + + // Reset the function pointer back to the original one + auto reset_address() -> void + { + m_active_func = m_stored_original_func; + m_function_address = m_stored_original_func; + } + + // Returns the currently active function pointer + auto get_function_pointer() -> FunctionSignature + { + return m_active_func; + } + + auto get_function_address() -> void* + { + return m_function_address; + } + + auto is_ready() -> bool + { + return m_is_ready; + } + + auto operator()(Params... params) -> ReturnType + { + if (!this->m_is_ready) { throw std::runtime_error{"Function object not ready but was called anyway"}; } + return this->m_active_func(params...); + } + }; +} + +#endif //RC_FUNCTION_HPP diff --git a/Dependencies/FunctionTimer b/Dependencies/FunctionTimer deleted file mode 160000 index 0233e52f9..000000000 --- a/Dependencies/FunctionTimer +++ /dev/null @@ -1 +0,0 @@ -Subproject commit 0233e52f9b32b21303d2d2ebb49e54b85db3ec70 diff --git a/Dependencies/FunctionTimer/CMakeLists.txt b/Dependencies/FunctionTimer/CMakeLists.txt new file mode 100644 index 000000000..233402904 --- /dev/null +++ b/Dependencies/FunctionTimer/CMakeLists.txt @@ -0,0 +1,30 @@ +cmake_minimum_required(VERSION 3.18) + +set(TARGET FunctionTimer) +project(${TARGET}) + +set(${TARGET}_Sources + "${CMAKE_CURRENT_SOURCE_DIR}/src/FunctionTimer.cpp" + ) + +string(REGEX REPLACE "(.)([A-Z])" "\\1_\\2" MODULE_NAME ${TARGET}) +string(TOUPPER ${MODULE_NAME} MODULE_NAME) + +if ((NOT DEFINED BUILD_SHARED_LIBS) OR (NOT (${BUILD_SHARED_LIBS}))) + set(BUILD_STATIC 1) + set(BUILD_SHARED 0) + message("Project: ${TARGET} (STATIC)") +else () + set(BUILD_STATIC 0) + set(BUILD_SHARED 1) + message("Project: ${TARGET} (SHARED)") +endif () + +add_library(${TARGET} ${${TARGET}_Sources}) +target_include_directories(${TARGET} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include) +target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) +target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS}) +target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) +target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) + +target_link_libraries(${TARGET} PUBLIC Helpers File DynamicOutput) diff --git a/Dependencies/FunctionTimer/LICENSE b/Dependencies/FunctionTimer/LICENSE new file mode 100644 index 000000000..eee4c9316 --- /dev/null +++ b/Dependencies/FunctionTimer/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2022 Narknon + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Dependencies/FunctionTimer/include/Timer/Common.hpp b/Dependencies/FunctionTimer/include/Timer/Common.hpp new file mode 100644 index 000000000..7f5e605ee --- /dev/null +++ b/Dependencies/FunctionTimer/include/Timer/Common.hpp @@ -0,0 +1,20 @@ +#ifndef RC_FUNCTION_TIMER_COMMON_HPP +#define RC_FUNCTION_TIMER_COMMON_HPP + +#ifndef RC_EXPORT +#ifndef RC_FUNCTION_TIMER_BUILD_STATIC +#ifndef RC_FNCTMR_API +#define RC_FNCTMR_API __declspec(dllimport) +#endif +#else +#ifndef RC_FNCTMR_API +#define RC_FNCTMR_API +#endif +#endif +#else +#ifndef RC_FNCTMR_API +#define RC_FNCTMR_API __declspec(dllexport) +#endif +#endif + +#endif //RC_FUNCTION_TIMER_COMMON_HPP diff --git a/Dependencies/FunctionTimer/include/Timer/FunctionTimer.hpp b/Dependencies/FunctionTimer/include/Timer/FunctionTimer.hpp new file mode 100644 index 000000000..447861188 --- /dev/null +++ b/Dependencies/FunctionTimer/include/Timer/FunctionTimer.hpp @@ -0,0 +1,269 @@ +#ifndef RC_FUNCTION_TIMER_HPP +#define RC_FUNCTION_TIMER_HPP + +#include +#include +#include +#include + +#include +#include +#include + +#define TIME_FUNCTION_MACRO_V2 1 + +namespace RC +{ +#if TIME_FUNCTION_MACRO_V2 == 0 + class RC_FNCTMR_API FunctionTimer + { + private: + std::chrono::time_point m_start; + std::wstring m_function_name; + + public: + FunctionTimer(std::wstring_view function_name); + FunctionTimer(std::string_view function_name); + ~FunctionTimer(); + + public: + auto get_function_name() -> std::wstring; + }; + + struct SavedFunctionTimer + { + const std::wstring function_name; + const double duration{-1}; + }; + + class RC_FNCTMR_API FunctionTimerCollection + { + private: + static inline std::vector m_timers; + + public: + auto static add_timer(FunctionTimer* timer, double duration) -> void; + auto static dump() -> void; + }; + +#if defined(TIME_FUNCTION_MACRO_ENABLED) +#ifndef TIME_FUNCTION +#define TIME_FUNCTION() \ +FunctionTimer scoped_function_timer{__FUNCSIG__}; +#endif +#else +#define TIME_FUNCTION() +#endif +#else + + using FunctionTimerIntervalUnderlyingType = double; + using FunctionTimerInterval = std::chrono::duration; + using FunctionTimerClockType = std::chrono::system_clock; + + struct RC_FNCTMR_API FunctionTimerInternalFrame + { + //std::chrono::time_point start{}; + //std::chrono::time_point end{}; + FunctionTimerInterval start{}; + FunctionTimerInterval end{}; + + auto calculate_duration() const -> FunctionTimerIntervalUnderlyingType + { + return FunctionTimerInterval{end - start}.count(); + } + }; + + class RC_FNCTMR_API FunctionTimerFrame + { + public: + std::string function_name{}; + size_t self_frame_index{}; + size_t end_frame_index{}; + size_t hits{1}; + std::vector hit_frames{}; + + public: + FunctionTimerFrame(std::string function_name) : self_frame_index(s_frame_stack.size()), end_frame_index(s_frame_stack.size()), function_name(function_name) + { + hit_frames.reserve(100000); + } + + public: + static std::vector s_frame_stack; + static std::unordered_map s_functions_on_stack; + static bool s_timer_enabled; + + public: + static auto start_profiling() -> void + { + s_frame_stack.clear(); + s_frame_stack.reserve(100); + s_functions_on_stack.clear(); + s_timer_enabled = true; + } + + static auto stop_profiling() -> void + { + s_timer_enabled = false; + } + + static auto new_frame(const std::string& function_name) -> FunctionTimerFrame* + { + FunctionTimerFrame* frame{}; + + auto it = s_functions_on_stack.find(function_name); + if (it == s_functions_on_stack.end()) + { + frame = &FunctionTimerFrame::s_frame_stack.emplace_back(function_name); + s_functions_on_stack.emplace(function_name, frame->self_frame_index); + } + else + { + frame = &FunctionTimerFrame::s_frame_stack[it->second]; + } + + frame->hits++; + return frame; + } + + static auto dump_profile() -> void + { + Output::Targets scoped_out; + auto& file_device = scoped_out.get_device(); + file_device.set_file_name_and_path(STR("UE4SS_Internal_Profiler_Results.txt")); + + scoped_out.send(STR("Duration is in seconds\n")); + scoped_out.send(STR("Scientific notation is likely a tiny number\n\n\n")); + + //std::vector vec{10, 5, 8, 3, 2, 8}; + + for (const auto& frame : s_frame_stack) + { + auto inclusive_duration = frame.calculate_duration(); + auto exclusive_duration = inclusive_duration; + + std::vector average_exclusive_vec{}; + for (size_t i = frame.self_frame_index + 1; i < frame.end_frame_index; i++) + { + const auto& called_frame = s_frame_stack[i]; + //const auto dur = called_frame.calculate_duration(); + //exclusive_duration -= dur; + + for (const auto& hit_frame : called_frame.hit_frames) + { + const auto dur = hit_frame.calculate_duration(); + exclusive_duration -= dur; + average_exclusive_vec.emplace_back(dur); + } + } + + std::vector average_inclusive_vec{}; + for (const auto& hit_frame : frame.hit_frames) + { + average_inclusive_vec.emplace_back(hit_frame.calculate_duration()); + } + + //auto average_inclusive = std::accumulate(average_inclusive_vec.begin(), average_inclusive_vec.end(), 0ll, [n = 0](auto cma, auto i) mutable { + // return cma + (i - cma) / ++n; + //}); + // + //auto average_exclusive = std::accumulate(average_exclusive_vec.begin(), average_exclusive_vec.end(), 0ll, [n = 0](auto cma, auto i) mutable { + // return cma + (i - cma) / ++n; + //}); + + FunctionTimerIntervalUnderlyingType average_inclusive{}; + if (!frame.hit_frames.empty()) + { + average_inclusive = inclusive_duration / frame.hit_frames.size(); + } + else + { + Output::send(STR("No hit_frames\n")); + } + + FunctionTimerIntervalUnderlyingType average_exclusive{}; + if (!average_exclusive_vec.empty()) + { + average_exclusive = exclusive_duration / average_exclusive_vec.size(); + } + else + { + Output::send(STR("No frames captured between the start and end of this frame\n")); + } + + //if (average_exclusive == 0) { average_exclusive = average_exclusive_vec.empty() ? exclusive_duration : average_exclusive_vec.front(); + if (average_exclusive == 0) { average_exclusive = average_inclusive; } + //if (average_inclusive == 0) { average_inclusive = average_inclusive_vec.empty() ? average_exclusive : average_inclusive_vec.front(); } + + scoped_out.send(STR("Frame: {}\n"), to_wstring(frame.function_name)); + scoped_out.send(STR("\tHits: {}\n"), frame.hits); + scoped_out.send(STR("\tDuration (ns) : {} (avg: {})\n"), exclusive_duration, average_exclusive); + scoped_out.send(STR("\tDuration (ns) : {} (avg: {})\n\n"), inclusive_duration, average_inclusive); + } + } + + public: + auto start_timer() -> void + { + hit_frames.emplace_back().start = std::chrono::duration_cast(FunctionTimerClockType::now().time_since_epoch()); + } + + auto stop_timer() -> void + { + auto& hit_frame = hit_frames.front(); + hit_frame.end = std::chrono::duration_cast(FunctionTimerClockType::now().time_since_epoch()); + end_frame_index = s_frame_stack.size() - 1; + + if (hit_frame.end.count() == 0) + { + abort(); + } + } + + auto calculate_duration() const -> FunctionTimerIntervalUnderlyingType + { + FunctionTimerIntervalUnderlyingType duration{}; + for (const auto& hit_frame : hit_frames) + { + if (hit_frame.end < hit_frame.start) { continue; } + duration += hit_frame.calculate_duration(); + } + return duration; + } + }; + + class RC_FNCTMR_API FunctionTimerFrameGuard + { + public: + size_t self_frame_index{}; + + public: + ~FunctionTimerFrameGuard() + { + if (!FunctionTimerFrame::s_frame_stack.empty() && self_frame_index != -1) + { + FunctionTimerFrame::s_frame_stack[self_frame_index].stop_timer(); + } + } + }; + +#if defined(TIME_FUNCTION_MACRO_ENABLED) +#ifndef TIME_FUNCTION +#define TIME_FUNCTION() \ +FunctionTimerFrame* function_timer_frame{}; \ +if (FunctionTimerFrame::s_timer_enabled) \ +{ \ + function_timer_frame = FunctionTimerFrame::new_frame(__FUNCSIG__); \ + function_timer_frame->start_timer(); \ +} \ +FunctionTimerFrameGuard function_timer_frame_guard{function_timer_frame ? function_timer_frame->self_frame_index : -1}; +#endif +#else +#define TIME_FUNCTION() +#endif + +#endif + +} + +#endif //RC_FUNCTION_TIMER_HPP diff --git a/Dependencies/FunctionTimer/src/FunctionTimer.cpp b/Dependencies/FunctionTimer/src/FunctionTimer.cpp new file mode 100644 index 000000000..8c2397274 --- /dev/null +++ b/Dependencies/FunctionTimer/src/FunctionTimer.cpp @@ -0,0 +1,54 @@ +#include +#include +#include + +namespace RC +{ +#if TIME_FUNCTION_MACRO_V2 == 0 + FunctionTimer::FunctionTimer(std::wstring_view function_name) : m_start(std::chrono::steady_clock::now()), m_function_name(function_name) {} + FunctionTimer::FunctionTimer(std::string_view function_name) : m_start(std::chrono::steady_clock::now()), m_function_name(to_wstring(function_name)) {} + + FunctionTimer::~FunctionTimer() + { + std::chrono::time_point end = std::chrono::steady_clock::now(); + std::chrono::duration duration = end - m_start; + FunctionTimerCollection::add_timer(this, duration.count()); + } + + auto FunctionTimer::get_function_name() -> std::wstring + { + return m_function_name; + } + + auto FunctionTimerCollection::add_timer(FunctionTimer* timer, double duration) -> void + { + // Copy the timer to permanent storage + // The original will get destroyed after its destructor finishes executing + m_timers.emplace_back(SavedFunctionTimer{ + .function_name = timer->get_function_name(), + .duration = duration + }); + } + + auto FunctionTimerCollection::dump() -> void + { +#ifdef TIME_FUNCTION_MACRO_ENABLED + Output::Targets scoped_out; + auto& file_device = scoped_out.get_device(); + file_device.set_file_name_and_path(STR("TimedFunctions.txt")); + + scoped_out.send(STR("Duration is in seconds\n")); + scoped_out.send(STR("Scientific notation is likely a tiny number\n\n")); + + for (const auto& timer : m_timers) + { + scoped_out.send(STR("{} took {}\n"), timer.function_name, timer.duration); + } +#endif + } +#else // TIME_FUNCTION_MACRO_V2 == 0 + std::vector FunctionTimerFrame::s_frame_stack{}; + std::unordered_map FunctionTimerFrame::s_functions_on_stack{}; + bool FunctionTimerFrame::s_timer_enabled{}; +#endif // TIME_FUNCTION_MACRO_V2 == 0 +} diff --git a/Dependencies/Helpers b/Dependencies/Helpers deleted file mode 160000 index f9a507712..000000000 --- a/Dependencies/Helpers +++ /dev/null @@ -1 +0,0 @@ -Subproject commit f9a50771201ac48eb20c13ab1d92e3a00f371da7 diff --git a/Dependencies/Helpers/CMakeLists.txt b/Dependencies/Helpers/CMakeLists.txt new file mode 100644 index 000000000..fc2ec6ecf --- /dev/null +++ b/Dependencies/Helpers/CMakeLists.txt @@ -0,0 +1,8 @@ +cmake_minimum_required(VERSION 3.18) + +set(TARGET Helpers) +project(${TARGET}) +message("Project: ${TARGET} (HEADER-ONLY)") + +add_library(${TARGET} INTERFACE) +target_include_directories(${TARGET} INTERFACE ${CMAKE_CURRENT_SOURCE_DIR}/include) diff --git a/Dependencies/Helpers/LICENSE b/Dependencies/Helpers/LICENSE new file mode 100644 index 000000000..eee4c9316 --- /dev/null +++ b/Dependencies/Helpers/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2022 Narknon + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Dependencies/Helpers/include/Helpers/ASM.hpp b/Dependencies/Helpers/include/Helpers/ASM.hpp new file mode 100644 index 000000000..fe577c919 --- /dev/null +++ b/Dependencies/Helpers/include/Helpers/ASM.hpp @@ -0,0 +1,167 @@ +#ifndef RC_ASM_HPP +#define RC_ASM_HPP + +#include +#include + +namespace RC::Helper::ASM +{ + enum Instruction : int32_t + { + INSTR_LEA, + INSTR_MOV, + INSTR_CALL, + INSTR_DIRECT_ADDR_CALL, + INSTR_JMP, + INSTR_INDIRECT_OFFSET_JMP, + + MAX_INSTRUCTIONS, + }; + + constexpr inline static int32_t rex_prefix = 0x48; + + struct OpCodeInfo + { + // Whether is_instr has successfully identified this opcode + bool is_verified{}; + bool has_rex_prefix{}; + }; + + inline static std::array, MAX_INSTRUCTIONS> asm_instructions{{ + // LEA + {0x8D}, + + // MOV + {0x8B}, + + // CALL + {0xE8}, + + // INSTR_DIRECT_ADDR_CALL + {0xFF}, + + // JMP + {0xE9, 0xEB}, + + // INSTR_INDIRECT_OFFSET_JMP + {0xFF} + }}; + + inline auto is_instr(const uint8_t* instr_ptr, Instruction instr) -> OpCodeInfo + { + OpCodeInfo opi{}; + + if (!instr_ptr) { return opi; } + if (instr > asm_instructions.size()) { return opi; } + + for (int i : asm_instructions[instr]) + { + if (*instr_ptr == i || (*instr_ptr == rex_prefix && *(instr_ptr + 1) == i)) + { + opi.is_verified = true; + if (*instr_ptr == rex_prefix) { opi.has_rex_prefix = true; } + return opi; + } + } + + return opi; + } + + + // Returns a pointer to the destination of a call instruction + inline auto follow_call(uint8_t* instr_ptr) -> uint8_t* + { + if (auto opi = is_instr(instr_ptr, INSTR_CALL); opi.is_verified) + { + constexpr int8_t instr_size = 0x5; + if (opi.has_rex_prefix) { ++instr_ptr; } + + uint8_t* next_instr = instr_ptr + instr_size; + int32_t offset = *static_cast(static_cast(instr_ptr + 0x1)); + return next_instr + offset; + } + + if (auto opi = is_instr(instr_ptr, INSTR_DIRECT_ADDR_CALL); opi.is_verified) + { + constexpr int8_t instr_size = 0x6; + if (opi.has_rex_prefix) { ++instr_ptr; } + + uint8_t* next_instr = instr_ptr + instr_size; + int32_t offset = *static_cast(static_cast(instr_ptr + 0x2)); + return *static_cast(static_cast(next_instr + offset)); + } + else + { + return nullptr; + } + } + + inline auto follow_jmp(uint8_t* instr_ptr) -> uint8_t* + { + if (auto opi = is_instr(instr_ptr, INSTR_JMP); opi.is_verified) + { + constexpr int8_t instr_size = 0x5; + if (opi.has_rex_prefix) { ++instr_ptr; } + + int32_t offset = *static_cast(static_cast(instr_ptr + 0x1)); + return instr_ptr + offset + instr_size; + } + + if (auto opi = is_instr(instr_ptr, INSTR_INDIRECT_OFFSET_JMP); opi.is_verified) + { + // Example w/ REX: + // 48 FF 25 41 BF 23 00 + + constexpr int8_t instr_size = 0x6; + if (opi.has_rex_prefix) { ++instr_ptr; } + + int32_t offset = *static_cast(static_cast(instr_ptr + 0x2)); + return *static_cast(static_cast(instr_ptr + offset + instr_size)); + } + else + { + return nullptr; + } + } + + template + inline auto resolve_lea(uint8_t* instr_ptr) -> LoadedType + { + if (auto opi = is_instr(instr_ptr, INSTR_LEA); opi.is_verified) + { + constexpr int8_t instr_size = 0x6; + if (opi.has_rex_prefix) { ++instr_ptr; } + + uint8_t* next_instr = instr_ptr + instr_size; + int32_t offset = *static_cast(static_cast(instr_ptr + 0x2)); + + return static_cast(static_cast(next_instr + offset)); + } + else + { + return nullptr; + } + } + + template + inline auto resolve_mov(uint8_t* instr_ptr) -> LoadedType + { + if (auto opi = is_instr(instr_ptr, INSTR_MOV); opi.is_verified) + { + // Size without the REX prefix + constexpr int8_t instr_size = 0x6; + if (opi.has_rex_prefix) { ++instr_ptr; } + + uint8_t* next_instr = instr_ptr + instr_size; + int32_t offset = *static_cast(static_cast(instr_ptr + 0x2)); + + return static_cast(static_cast(next_instr + offset)); + } + else + { + return nullptr; + } + } +} + +#endif //RC_ASM_HPP diff --git a/Dependencies/Helpers/include/Helpers/Casting.hpp b/Dependencies/Helpers/include/Helpers/Casting.hpp new file mode 100644 index 000000000..317fa8147 --- /dev/null +++ b/Dependencies/Helpers/include/Helpers/Casting.hpp @@ -0,0 +1,74 @@ +#ifndef RC_CASTING_HPP +#define RC_CASTING_HPP + +#include +#include + +#ifdef _WIN32 +#define WINDOWS +#define NOMINMAX +#include "Windows.h" +#endif + +namespace RC::Helper::Casting +{ + template + auto ptr_cast(From ptr, int32_t offset = 0) -> To + { + static_assert(std::is_pointer_v && std::is_pointer_v, "ptr_cast can only be used on pointer types"); + + return std::bit_cast(std::bit_cast(ptr) + offset); + } + + // Adds an offset to a pointer and then dereferences it + template + auto ptr_cast_deref(From ptr, int32_t offset = 0) -> To + { + static_assert(std::is_pointer_v, "ptr_cast_deref can only cast from pointer types"); + + return *std::bit_cast(std::bit_cast(ptr) + offset); + } + + // Compatibility with older code from before 'ptr_cast' existed + template + auto offset_deref(From ptr, int32_t offset) + { + return ptr_cast_deref(ptr, offset); + } + +#ifdef WINDOWS + // Adds an offset to a "pointer", checks if it's pointing to valid memory and then dereferences it + // Returns 0 if the "pointer" is not pointing to valid memory + // TODO: Figure out some way to deal with the process_handle param... it's annoying to provide it for every call + template + auto ptr_cast_deref_safe(From ptr, int32_t offset, HANDLE process_handle) -> To + { + static_assert(std::is_pointer_v, "ptr_cast_deref_safe can only cast from pointer types"); + + // For this example, To == UObject* + // Therefore: To* == UObject** + To* data_ptr = std::bit_cast(std::bit_cast(ptr) + offset); + + size_t bytes_read; + uintptr_t is_valid_ptr_buffer; + + if (!ReadProcessMemory(process_handle, data_ptr, &is_valid_ptr_buffer, 0x8, &bytes_read)) + { + return 0; + } + else + { + return *data_ptr; + } + } + + // Compatibility with older code from before 'ptr_cast' existed + template + static auto offset_deref_safe(From* base_ptr, int32_t offset, HANDLE process_handle) -> To + { + return ptr_cast_deref_safe(base_ptr, offset, process_handle); + } +#endif +} + +#endif //RC_CASTING_HPP \ No newline at end of file diff --git a/Dependencies/Helpers/include/Helpers/Format.hpp b/Dependencies/Helpers/include/Helpers/Format.hpp new file mode 100644 index 000000000..f24c99bd0 --- /dev/null +++ b/Dependencies/Helpers/include/Helpers/Format.hpp @@ -0,0 +1,59 @@ +#ifndef RC_FORMAT_HPP +#define RC_FORMAT_HPP + +#include + +namespace RC +{ + template + auto static fmt(const char* fmt, Args... args) -> std::string + { + constexpr size_t out_string_length = 1000; + char out_string[out_string_length]; + + size_t msg_len = strlen(fmt); + + // Attempt to give a hint if the buffer is too small + if (msg_len > out_string_length) + { + fmt = "An error occurred but the message was too long for the buffer."; + msg_len = strlen(fmt); + } + + // If the buffer is too small for the hint message then I guess we do nothing + // The default message will be used which can't be too small since it's calculated at compile-time + if (msg_len < out_string_length) + { + sprintf_s(out_string, out_string_length, fmt, args...); + } + + return out_string; + } + + template + auto static fmt(const wchar_t* fmt, Args... args) -> std::wstring + { + constexpr size_t out_string_length = 1000; + wchar_t out_string[out_string_length]; + + size_t msg_len = wcslen(fmt); + + // Attempt to give a hint if the buffer is too small + if (msg_len > out_string_length) + { + fmt = L"An error occurred but the message was too long for the buffer."; + msg_len = wcslen(fmt); + } + + // If the buffer is too small for the hint message then I guess we do nothing + // The default message will be used which can't be too small since it's calculated at compile-time + if (msg_len < out_string_length) + { + swprintf_s(out_string, out_string_length, fmt, args...); + } + + return out_string; + } +} + +#endif //RC_FORMAT_HPP diff --git a/Dependencies/Helpers/include/Helpers/Integer.hpp b/Dependencies/Helpers/include/Helpers/Integer.hpp new file mode 100644 index 000000000..4b4732a42 --- /dev/null +++ b/Dependencies/Helpers/include/Helpers/Integer.hpp @@ -0,0 +1,43 @@ +#ifndef RC_INTEGER_HPP +#define RC_INTEGER_HPP + +#include +#include +#include +#include + +namespace RC::Helper::Integer +{ + template + auto to(IntFrom from) -> IntTo + { + static constexpr const char* error_message{"Tried converting integer to another integral type but it was too big or too small for the resulting type"}; + + if constexpr (std::numeric_limits::is_signed) + { + auto as_signed = static_cast(from); + if (as_signed < std::numeric_limits::min() || as_signed > std::numeric_limits::max()) + { + throw std::runtime_error{error_message}; + } + else + { + return static_cast(from); + } + } + else + { + auto as_unsigned = static_cast(from); + if (as_unsigned > std::numeric_limits::max()) + { + throw std::runtime_error{error_message}; + } + else + { + return static_cast(from); + } + } + } +} + +#endif //RC_INTEGER_HPP diff --git a/Dependencies/Helpers/include/Helpers/String.hpp b/Dependencies/Helpers/include/Helpers/String.hpp new file mode 100644 index 000000000..57a9e1355 --- /dev/null +++ b/Dependencies/Helpers/include/Helpers/String.hpp @@ -0,0 +1,209 @@ +#ifndef RC_STRING_HPP +#define RC_STRING_HPP + +#include +#include +#include +#include +#include + +namespace RC +{ + /* explode_by_occurrence -> START + + FUNCTION: explode_by_occurrence + Find or explode a string by a delimiter + + The defaults for these functions are set in stone + If you change them then you'll have to review every single usage in the entire solution + */ + + enum class ExplodeType + { + FromStart, + FromEnd + }; + + auto inline explode_by_occurrence(const std::wstring& in_str_wide, const wchar_t delimiter, ExplodeType start_or_end) -> std::wstring + { + size_t occurrence = (start_or_end == ExplodeType::FromStart ? in_str_wide.find_first_of(delimiter) : in_str_wide.find_last_of(delimiter)); + + std::wstring return_value; + if (occurrence != std::wstring::npos) + { + return_value = start_or_end == ExplodeType::FromEnd ? in_str_wide.substr(occurrence + 1, std::wstring::npos) : in_str_wide.substr(0, occurrence); + } + else + { + return_value = in_str_wide; + } + + return return_value; + } + + auto inline explode_by_occurrence(const std::string& in_str, const char delimiter, ExplodeType start_or_end) -> std::string + { + size_t occurrence = (start_or_end == ExplodeType::FromStart ? in_str.find_first_of(delimiter) : in_str.find_last_of(delimiter)); + + std::string return_value; + if (occurrence != std::string::npos) + { + return_value = start_or_end == ExplodeType::FromEnd ? in_str.substr(occurrence + 1, std::string::npos) : in_str.substr(0, occurrence); + } + else + { + return_value = in_str; + } + + return return_value; + } + + auto inline explode_by_occurrence(const std::string& in_str, const char delimiter, const int32_t occurrence) -> std::string + { + size_t found_occurrence{}; + for (int64_t i = 0; i < std::count(in_str.begin(), in_str.end(), delimiter); i++) + { + found_occurrence = in_str.find(delimiter, found_occurrence + 1); + if (i + 1 == occurrence) { return in_str.substr(0, found_occurrence); } + } + + // No occurrence was found, returning empty string for now + return {}; + } + + auto inline explode_by_occurrence(const std::string& in_str, const char delimiter) -> std::vector + { + std::vector result; + + size_t counter{}; + size_t start_offset{}; + + for (const char* current_char = in_str.c_str(); *current_char; ++current_char) + { + if (*current_char == delimiter || counter == in_str.length() - 1) + { + std::string sub_str = in_str.substr(start_offset, counter - start_offset + (counter == in_str.length() - 1 ? 1 : 0)); + if (start_offset > 0) + { + sub_str.erase(0, 1); + } + result.emplace_back(sub_str); + + start_offset = counter; + } + + ++counter; + } + + return result; + } + + auto inline explode_by_occurrence(const std::wstring& in_str_wide, const wchar_t delimiter) -> std::vector + { + std::vector result; + + size_t counter{}; + size_t start_offset{}; + + for (const wchar_t* current_char = in_str_wide.c_str(); *current_char; ++current_char) + { + if (*current_char == delimiter || counter == in_str_wide.length() - 1) + { + std::wstring sub_str = in_str_wide.substr(start_offset, counter - start_offset + (counter == in_str_wide.length() - 1 ? 1 : 0)); + if (start_offset > 0) + { + sub_str.erase(0, 1); + } + result.emplace_back(sub_str); + + start_offset = counter; + } + + ++counter; + } + + return result; + } + + auto inline explode_by_occurrence(const std::wstring& in_str, const wchar_t delimiter, const int32_t occurrence) -> std::wstring + { + size_t found_occurrence{}; + for (int64_t i = 0; i < std::count(in_str.begin(), in_str.end(), delimiter); i++) + { + found_occurrence = in_str.find(delimiter, found_occurrence + 1); + if (i + 1 == occurrence) { return in_str.substr(0, found_occurrence); } + } + + // No occurrence was found, returning empty string for now + return {}; + } + /* explode_by_occurrence -> END */ + + auto inline to_wstring(std::string& input) -> std::wstring + { +#pragma warning(disable: 4996) + std::wstring_convert> converter{}; + return converter.from_bytes(input); +#pragma warning(default: 4996) + } + + auto inline to_wstring(std::string_view input) -> std::wstring + { + auto temp_input = std::string{input}; + return to_wstring(temp_input); + } + + auto inline to_string(std::wstring& input) -> std::string + { +#pragma warning(disable: 4996) + std::wstring_convert> converter{}; + return converter.to_bytes(input); +#pragma warning(default: 4996) + } + + auto inline to_string(std::wstring_view input) -> std::string + { + auto temp_input = std::wstring{input}; + return to_string(temp_input); + } + + namespace String + { + auto inline iequal(std::wstring_view a, std::wstring_view b) + { + return a.size() == b.size() && std::equal(a.begin(), a.end(), b.begin(), [](const wchar_t a_char, const wchar_t b_char) { + return std::towlower(a_char) == std::towlower(b_char); + }); + } + + auto inline iequal(std::wstring& a, const wchar_t* b) + { + return iequal(a, std::wstring_view{b}); + } + + auto inline iequal(const wchar_t* a, std::wstring& b) + { + return iequal(std::wstring_view{a}, b); + } + + auto inline iequal(std::string_view a, std::string_view b) + { + return a.size() == b.size() && std::equal(a.begin(), a.end(), b.begin(), [](const char a_char, const char b_char) { + return (std::tolower(a_char) == std::tolower(b_char)); + }); + } + + auto inline iequal(std::string& a, const char* b) + { + return iequal(a, std::string_view{b}); + } + + auto inline str_cmp_insensitive(const char* a, std::string& b) + { + return iequal(std::string_view{a}, b); + } + } +} + +#endif //RC_STRING_HPP + diff --git a/Dependencies/ImGuiColorTextEdit b/Dependencies/ImGuiColorTextEdit deleted file mode 160000 index af7821926..000000000 --- a/Dependencies/ImGuiColorTextEdit +++ /dev/null @@ -1 +0,0 @@ -Subproject commit af7821926251feca84e35f8fa83eee84dae90424 diff --git a/Dependencies/ImGuiColorTextEdit/.gitignore b/Dependencies/ImGuiColorTextEdit/.gitignore new file mode 100644 index 000000000..9e9e8678a --- /dev/null +++ b/Dependencies/ImGuiColorTextEdit/.gitignore @@ -0,0 +1,36 @@ +# Prerequisites +*.d + +# Compiled Object files +*.slo +*.lo +*.o +*.obj + +# Precompiled Headers +*.gch +*.pch + +# Compiled Dynamic libraries +*.so +*.dylib +*.dll + +# Fortran module files +*.mod +*.smod + +# Compiled Static libraries +*.lai +*.la +*.a +*.lib + +# Executables +*.exe +*.out +*.app +TextEditor.cpp.bak +*.bak +Save/TextEditor.h +Save/TextEditor.cpp diff --git a/Dependencies/ImGuiColorTextEdit/CONTRIBUTING b/Dependencies/ImGuiColorTextEdit/CONTRIBUTING new file mode 100644 index 000000000..73ab16197 --- /dev/null +++ b/Dependencies/ImGuiColorTextEdit/CONTRIBUTING @@ -0,0 +1,11 @@ +# Contributing +Pull requests are welcome, feel free to contribute if you have implemented something which might be useful for the general audience of this little piece of software. Apparently, it became kind of a community project now. :) + +Whem contributing, please follow the following guidelines. I will keep it updated as we bump into something which worth doing better. +- Try to follow the same coding and naming conventions you find in the source already. I know that everyone has its own preference/taste in coding, but please keep the source consistent in style. +- Please submit to the 'dev' branch first for testing, and it will be merged to 'main' if it seems to work fine. I would like try keep 'master' in a good working condition, as more and more people are using it. +- Please send your submissions in small, well defined requests, i. e. do not accumulate many unrelated changes in one large pull request. Keep your submissions as small as possible, it will make everyone's life easier. +- Avoid using ImGui internal since it would make the source fragile against internal changes in ImGui. +- Try to keep the perormance high within the render function. Try to avoid doing anything which leads to memory allocations (like using temporary std::string, std::vector variables), or complex algorithm. If you really have to, try to amortise it between frames. + +Thank you. :) diff --git a/Dependencies/ImGuiColorTextEdit/LICENSE b/Dependencies/ImGuiColorTextEdit/LICENSE new file mode 100644 index 000000000..d0e3543c2 --- /dev/null +++ b/Dependencies/ImGuiColorTextEdit/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2017 BalazsJako + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Dependencies/ImGuiColorTextEdit/README.md b/Dependencies/ImGuiColorTextEdit/README.md new file mode 100644 index 000000000..fae0046e2 --- /dev/null +++ b/Dependencies/ImGuiColorTextEdit/README.md @@ -0,0 +1,33 @@ +# ImGuiColorTextEdit +Syntax highlighting text editor for ImGui + +![Screenshot](https://github.com/BalazsJako/ImGuiColorTextEdit/wiki/ImGuiTextEdit.png "Screenshot") + +Demo project: https://github.com/BalazsJako/ColorTextEditorDemo + +This started as my attempt to write a relatively simple widget which provides text editing functionality with syntax highlighting. Now there are other contributors who provide valuable additions. + +While it relies on Omar Cornut's https://github.com/ocornut/imgui, it does not follow the "pure" one widget - one function approach. Since the editor has to maintain a relatively complex and large internal state, it did not seem to be practical to try and enforce fully immediate mode. It stores its internal state in an object instance which is reused across frames. + +The code is (still) work in progress, please report if you find any issues. + +# Main features + - approximates typical code editor look and feel (essential mouse/keyboard commands work - I mean, the commands _I_ normally use :)) + - undo/redo + - UTF-8 support + - works with both fixed and variable-width fonts + - extensible syntax highlighting for multiple languages + - identifier declarations: a small piece of description can be associated with an identifier. The editor displays it in a tooltip when the mouse cursor is hovered over the identifier + - error markers: the user can specify a list of error messages together the line of occurence, the editor will highligh the lines with red backround and display error message in a tooltip when the mouse cursor is hovered over the line + - large files: there is no explicit limit set on file size or number of lines (below 2GB, performance is not affected when large files are loaded (except syntax coloring, see below) + - color palette support: you can switch between different color palettes, or even define your own + - whitespace indicators (TAB, space) + +# Known issues + - syntax highligthing of most languages - except C/C++ - is based on std::regex, which is diasppointingly slow. Because of that, the highlighting process is amortized between multiple frames. C/C++ has a hand-written tokenizer which is much faster. + +Please post your screenshots if you find this little piece of software useful. :) + +# Contribute + +If you want to contribute, please refer to CONTRIBUTE file. diff --git a/Dependencies/ImGuiColorTextEdit/TextEditor.cpp b/Dependencies/ImGuiColorTextEdit/TextEditor.cpp new file mode 100644 index 000000000..26b10b220 --- /dev/null +++ b/Dependencies/ImGuiColorTextEdit/TextEditor.cpp @@ -0,0 +1,3217 @@ +#include +#include +#include +#include +#include + +#include "TextEditor.h" + +#define IMGUI_DEFINE_MATH_OPERATORS +#include "imgui.h" // for imGui::GetCurrentWindow() + +// TODO +// - multiline comments vs single-line: latter is blocking start of a ML + +template +bool equals(InputIt1 first1, InputIt1 last1, + InputIt2 first2, InputIt2 last2, BinaryPredicate p) +{ + for (; first1 != last1 && first2 != last2; ++first1, ++first2) + { + if (!p(*first1, *first2)) + return false; + } + return first1 == last1 && first2 == last2; +} + +TextEditor::TextEditor() + : mLineSpacing(1.0f) + , mUndoIndex(0) + , mTabSize(4) + , mOverwrite(false) + , mReadOnly(false) + , mWithinRender(false) + , mScrollToCursor(false) + , mScrollToTop(false) + , mTextChanged(false) + , mColorizerEnabled(true) + , mTextStart(20.0f) + , mLeftMargin(10) + , mCursorPositionChanged(false) + , mColorRangeMin(0) + , mColorRangeMax(0) + , mSelectionMode(SelectionMode::Normal) + , mCheckComments(true) + , mLastClick(-1.0f) + , mHandleKeyboardInputs(true) + , mHandleMouseInputs(true) + , mIgnoreImGuiChild(false) + , mShowWhitespaces(true) + , mStartTime(std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()).count()) + , mEnableLineNumbers(false) + , mScrollToTopOnNewText(true) + , mTextFilter(nullptr) +{ + SetPalette(GetDarkPalette()); + SetLanguageDefinition(LanguageDefinition::HLSL()); +} + +TextEditor::~TextEditor() +{ +} + +void TextEditor::SetLanguageDefinition(const LanguageDefinition & aLanguageDef) +{ + mLanguageDefinition = aLanguageDef; + mRegexList.clear(); + + for (auto& r : mLanguageDefinition.mTokenRegexStrings) + mRegexList.push_back(std::make_pair(std::regex(r.first, std::regex_constants::optimize), r.second)); + + Colorize(); +} + +void TextEditor::SetPalette(const Palette & aValue) +{ + mPaletteBase = aValue; +} + +std::string TextEditor::GetText(const Coordinates & aStart, const Coordinates & aEnd) const +{ + std::string result; + + auto lstart = aStart.mLine; + auto lend = aEnd.mLine; + auto istart = GetCharacterIndex(aStart); + auto iend = GetCharacterIndex(aEnd); + size_t s = 0; + + for (size_t i = lstart; i < lend; i++) + s += mLines[i].size(); + + result.reserve(s + s / 8); + + while (istart < iend || lstart < lend) + { + if (lstart >= (int)mLines.size()) + break; + + auto& line = mLines[lstart]; + if (istart < (int)line.size()) + { + result += line[istart].mChar; + istart++; + } + else + { + istart = 0; + ++lstart; + result += '\n'; + } + } + + return result; +} + +TextEditor::Coordinates TextEditor::GetActualCursorCoordinates() const +{ + return SanitizeCoordinates(mState.mCursorPosition); +} + +TextEditor::Coordinates TextEditor::SanitizeCoordinates(const Coordinates & aValue) const +{ + auto line = aValue.mLine; + auto column = aValue.mColumn; + if (line >= (int)mLines.size()) + { + if (mLines.empty()) + { + line = 0; + column = 0; + } + else + { + line = (int)mLines.size() - 1; + column = GetLineMaxColumn(line); + } + return Coordinates(line, column); + } + else + { + column = mLines.empty() ? 0 : std::min(column, GetLineMaxColumn(line)); + return Coordinates(line, column); + } +} + +// https://en.wikipedia.org/wiki/UTF-8 +// We assume that the char is a standalone character (<128) or a leading byte of an UTF-8 code sequence (non-10xxxxxx code) +static int UTF8CharLength(TextEditor::Char c) +{ + if ((c & 0xFE) == 0xFC) + return 6; + if ((c & 0xFC) == 0xF8) + return 5; + if ((c & 0xF8) == 0xF0) + return 4; + else if ((c & 0xF0) == 0xE0) + return 3; + else if ((c & 0xE0) == 0xC0) + return 2; + return 1; +} + +// "Borrowed" from ImGui source +static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) +{ + if (c < 0x80) + { + buf[0] = (char)c; + return 1; + } + if (c < 0x800) + { + if (buf_size < 2) return 0; + buf[0] = (char)(0xc0 + (c >> 6)); + buf[1] = (char)(0x80 + (c & 0x3f)); + return 2; + } + if (c >= 0xdc00 && c < 0xe000) + { + return 0; + } + if (c >= 0xd800 && c < 0xdc00) + { + if (buf_size < 4) return 0; + buf[0] = (char)(0xf0 + (c >> 18)); + buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); + buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[3] = (char)(0x80 + ((c) & 0x3f)); + return 4; + } + //else if (c < 0x10000) + { + if (buf_size < 3) return 0; + buf[0] = (char)(0xe0 + (c >> 12)); + buf[1] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[2] = (char)(0x80 + ((c) & 0x3f)); + return 3; + } +} + +void TextEditor::Advance(Coordinates & aCoordinates) const +{ + if (aCoordinates.mLine < (int)mLines.size()) + { + auto& line = mLines[aCoordinates.mLine]; + auto cindex = GetCharacterIndex(aCoordinates); + + if (cindex + 1 < (int)line.size()) + { + auto delta = UTF8CharLength(line[cindex].mChar); + cindex = std::min(cindex + delta, (int)line.size() - 1); + } + else + { + ++aCoordinates.mLine; + cindex = 0; + } + aCoordinates.mColumn = GetCharacterColumn(aCoordinates.mLine, cindex); + } +} + +void TextEditor::DeleteRange(const Coordinates & aStart, const Coordinates & aEnd) +{ + assert(aEnd >= aStart); + assert(!mReadOnly); + + //printf("D(%d.%d)-(%d.%d)\n", aStart.mLine, aStart.mColumn, aEnd.mLine, aEnd.mColumn); + + if (aEnd == aStart) + return; + + auto start = GetCharacterIndex(aStart); + auto end = GetCharacterIndex(aEnd); + + if (aStart.mLine == aEnd.mLine) + { + auto& line = mLines[aStart.mLine]; + auto n = GetLineMaxColumn(aStart.mLine); + if (aEnd.mColumn >= n) + line.erase(line.begin() + start, line.end()); + else + line.erase(line.begin() + start, line.begin() + end); + } + else + { + auto& firstLine = mLines[aStart.mLine]; + auto& lastLine = mLines[aEnd.mLine]; + + firstLine.erase(firstLine.begin() + start, firstLine.end()); + lastLine.erase(lastLine.begin(), lastLine.begin() + end); + + if (aStart.mLine < aEnd.mLine) + firstLine.insert(firstLine.end(), lastLine.begin(), lastLine.end()); + + if (aStart.mLine < aEnd.mLine) + RemoveLine(aStart.mLine + 1, aEnd.mLine + 1); + } + + mTextChanged = true; +} + +int TextEditor::InsertTextAt(Coordinates& /* inout */ aWhere, const char * aValue) +{ + assert(!mReadOnly); + + int cindex = GetCharacterIndex(aWhere); + int totalLines = 0; + while (*aValue != '\0') + { + assert(!mLines.empty()); + + if (*aValue == '\r') + { + // skip + ++aValue; + } + else if (*aValue == '\n') + { + if (cindex < (int)mLines[aWhere.mLine].size()) + { + auto& newLine = InsertLine(aWhere.mLine + 1); + auto& line = mLines[aWhere.mLine]; + newLine.insert(newLine.begin(), line.begin() + cindex, line.end()); + line.erase(line.begin() + cindex, line.end()); + } + else + { + InsertLine(aWhere.mLine + 1); + } + ++aWhere.mLine; + aWhere.mColumn = 0; + cindex = 0; + ++totalLines; + ++aValue; + } + else + { + auto& line = mLines[aWhere.mLine]; + auto d = UTF8CharLength(*aValue); + while (d-- > 0 && *aValue != '\0') + line.insert(line.begin() + cindex++, Glyph(*aValue++, PaletteIndex::Default)); + ++aWhere.mColumn; + } + + mTextChanged = true; + } + + return totalLines; +} + +void TextEditor::AddUndo(UndoRecord& aValue) +{ + assert(!mReadOnly); + //printf("AddUndo: (@%d.%d) +\'%s' [%d.%d .. %d.%d], -\'%s', [%d.%d .. %d.%d] (@%d.%d)\n", + // aValue.mBefore.mCursorPosition.mLine, aValue.mBefore.mCursorPosition.mColumn, + // aValue.mAdded.c_str(), aValue.mAddedStart.mLine, aValue.mAddedStart.mColumn, aValue.mAddedEnd.mLine, aValue.mAddedEnd.mColumn, + // aValue.mRemoved.c_str(), aValue.mRemovedStart.mLine, aValue.mRemovedStart.mColumn, aValue.mRemovedEnd.mLine, aValue.mRemovedEnd.mColumn, + // aValue.mAfter.mCursorPosition.mLine, aValue.mAfter.mCursorPosition.mColumn + // ); + + mUndoBuffer.resize((size_t)(mUndoIndex + 1)); + mUndoBuffer.back() = aValue; + ++mUndoIndex; +} + +TextEditor::Coordinates TextEditor::ScreenPosToCoordinates(const ImVec2& aPosition) const +{ + ImVec2 origin = ImGui::GetCursorScreenPos(); + ImVec2 local(aPosition.x - origin.x, aPosition.y - origin.y); + + int lineNo = std::max(0, (int)floor(local.y / mCharAdvance.y)); + + int columnCoord = 0; + + if (lineNo >= 0 && lineNo < (int)mLines.size()) + { + auto& line = mLines.at(lineNo); + + int columnIndex = 0; + float columnX = 0.0f; + + while ((size_t)columnIndex < line.size()) + { + float columnWidth = 0.0f; + + if (line[columnIndex].mChar == '\t') + { + float spaceSize = ImGui::GetFont()->CalcTextSizeA(ImGui::GetFontSize(), FLT_MAX, -1.0f, " ").x; + float oldX = columnX; + float newColumnX = (1.0f + std::floor((1.0f + columnX) / (float(mTabSize) * spaceSize))) * (float(mTabSize) * spaceSize); + columnWidth = newColumnX - oldX; + if (mTextStart + columnX + columnWidth * 0.5f > local.x) + break; + columnX = newColumnX; + columnCoord = (columnCoord / mTabSize) * mTabSize + mTabSize; + columnIndex++; + } + else + { + char buf[7]; + auto d = UTF8CharLength(line[columnIndex].mChar); + int i = 0; + while (i < 6 && d-- > 0) + buf[i++] = line[columnIndex++].mChar; + buf[i] = '\0'; + columnWidth = ImGui::GetFont()->CalcTextSizeA(ImGui::GetFontSize(), FLT_MAX, -1.0f, buf).x; + if (mTextStart + columnX + columnWidth * 0.5f > local.x) + break; + columnX += columnWidth; + columnCoord++; + } + } + } + + return SanitizeCoordinates(Coordinates(lineNo, columnCoord)); +} + +TextEditor::Coordinates TextEditor::FindWordStart(const Coordinates & aFrom) const +{ + Coordinates at = aFrom; + if (at.mLine >= (int)mLines.size()) + return at; + + auto& line = mLines[at.mLine]; + auto cindex = GetCharacterIndex(at); + + if (cindex >= (int)line.size()) + return at; + + while (cindex > 0 && isspace(line[cindex].mChar)) + --cindex; + + auto cstart = (PaletteIndex)line[cindex].mColorIndex; + while (cindex > 0) + { + auto c = line[cindex].mChar; + if ((c & 0xC0) != 0x80) // not UTF code sequence 10xxxxxx + { + if (c <= 32 && isspace(c)) + { + cindex++; + break; + } + if (cstart != (PaletteIndex)line[size_t(cindex - 1)].mColorIndex) + break; + } + --cindex; + } + return Coordinates(at.mLine, GetCharacterColumn(at.mLine, cindex)); +} + +TextEditor::Coordinates TextEditor::FindWordEnd(const Coordinates & aFrom) const +{ + Coordinates at = aFrom; + if (at.mLine >= (int)mLines.size()) + return at; + + auto& line = mLines[at.mLine]; + auto cindex = GetCharacterIndex(at); + + if (cindex >= (int)line.size()) + return at; + + bool prevspace = (bool)isspace(line[cindex].mChar); + auto cstart = (PaletteIndex)line[cindex].mColorIndex; + while (cindex < (int)line.size()) + { + auto c = line[cindex].mChar; + auto d = UTF8CharLength(c); + if (cstart != (PaletteIndex)line[cindex].mColorIndex) + break; + + if (prevspace != !!isspace(c)) + { + if (isspace(c)) + while (cindex < (int)line.size() && isspace(line[cindex].mChar)) + ++cindex; + break; + } + cindex += d; + } + return Coordinates(aFrom.mLine, GetCharacterColumn(aFrom.mLine, cindex)); +} + +TextEditor::Coordinates TextEditor::FindNextWord(const Coordinates & aFrom) const +{ + Coordinates at = aFrom; + if (at.mLine >= (int)mLines.size()) + return at; + + // skip to the next non-word character + auto cindex = GetCharacterIndex(aFrom); + bool isword = false; + bool skip = false; + if (cindex < (int)mLines[at.mLine].size()) + { + auto& line = mLines[at.mLine]; + isword = isalnum(line[cindex].mChar); + skip = isword; + } + + while (!isword || skip) + { + if (at.mLine >= mLines.size()) + { + auto l = std::max(0, (int) mLines.size() - 1); + return Coordinates(l, GetLineMaxColumn(l)); + } + + auto& line = mLines[at.mLine]; + if (cindex < (int)line.size()) + { + isword = isalnum(line[cindex].mChar); + + if (isword && !skip) + return Coordinates(at.mLine, GetCharacterColumn(at.mLine, cindex)); + + if (!isword) + skip = false; + + cindex++; + } + else + { + cindex = 0; + ++at.mLine; + skip = false; + isword = false; + } + } + + return at; +} + +int TextEditor::GetCharacterIndex(const Coordinates& aCoordinates) const +{ + if (aCoordinates.mLine >= mLines.size()) + return -1; + auto& line = mLines[aCoordinates.mLine]; + int c = 0; + int i = 0; + for (; i < line.size() && c < aCoordinates.mColumn;) + { + if (line[i].mChar == '\t') + c = (c / mTabSize) * mTabSize + mTabSize; + else + ++c; + i += UTF8CharLength(line[i].mChar); + } + return i; +} + +int TextEditor::GetCharacterColumn(int aLine, int aIndex) const +{ + if (aLine >= mLines.size()) + return 0; + auto& line = mLines[aLine]; + int col = 0; + int i = 0; + while (i < aIndex && i < (int)line.size()) + { + auto c = line[i].mChar; + i += UTF8CharLength(c); + if (c == '\t') + col = (col / mTabSize) * mTabSize + mTabSize; + else + col++; + } + return col; +} + +int TextEditor::GetLineCharacterCount(int aLine) const +{ + if (aLine >= mLines.size()) + return 0; + auto& line = mLines[aLine]; + int c = 0; + for (unsigned i = 0; i < line.size(); c++) + i += UTF8CharLength(line[i].mChar); + return c; +} + +int TextEditor::GetLineMaxColumn(int aLine) const +{ + if (aLine >= mLines.size()) + return 0; + auto& line = mLines[aLine]; + int col = 0; + for (unsigned i = 0; i < line.size(); ) + { + auto c = line[i].mChar; + if (c == '\t') + col = (col / mTabSize) * mTabSize + mTabSize; + else + col++; + i += UTF8CharLength(c); + } + return col; +} + +bool TextEditor::IsOnWordBoundary(const Coordinates & aAt) const +{ + if (aAt.mLine >= (int)mLines.size() || aAt.mColumn == 0) + return true; + + auto& line = mLines[aAt.mLine]; + auto cindex = GetCharacterIndex(aAt); + if (cindex >= (int)line.size()) + return true; + + if (mColorizerEnabled) + return line[cindex].mColorIndex != line[size_t(cindex - 1)].mColorIndex; + + return isspace(line[cindex].mChar) != isspace(line[cindex - 1].mChar); +} + +void TextEditor::RemoveLine(int aStart, int aEnd) +{ + assert(!mReadOnly); + assert(aEnd >= aStart); + assert(mLines.size() > (size_t)(aEnd - aStart)); + + ErrorMarkers etmp; + for (auto& i : mErrorMarkers) + { + ErrorMarkers::value_type e(i.first >= aStart ? i.first - 1 : i.first, i.second); + if (e.first >= aStart && e.first <= aEnd) + continue; + etmp.insert(e); + } + mErrorMarkers = std::move(etmp); + + Breakpoints btmp; + for (auto i : mBreakpoints) + { + if (i >= aStart && i <= aEnd) + continue; + btmp.insert(i >= aStart ? i - 1 : i); + } + mBreakpoints = std::move(btmp); + + mLines.erase(mLines.begin() + aStart, mLines.begin() + aEnd); + assert(!mLines.empty()); + + mTextChanged = true; +} + +void TextEditor::RemoveLine(int aIndex) +{ + assert(!mReadOnly); + assert(mLines.size() > 1); + + ErrorMarkers etmp; + for (auto& i : mErrorMarkers) + { + ErrorMarkers::value_type e(i.first > aIndex ? i.first - 1 : i.first, i.second); + if (e.first - 1 == aIndex) + continue; + etmp.insert(e); + } + mErrorMarkers = std::move(etmp); + + Breakpoints btmp; + for (auto i : mBreakpoints) + { + if (i == aIndex) + continue; + btmp.insert(i >= aIndex ? i - 1 : i); + } + mBreakpoints = std::move(btmp); + + mLines.erase(mLines.begin() + aIndex); + assert(!mLines.empty()); + + mTextChanged = true; +} + +TextEditor::Line& TextEditor::InsertLine(int aIndex) +{ + assert(!mReadOnly); + + auto& result = *mLines.insert(mLines.begin() + aIndex, Line()); + + ErrorMarkers etmp; + for (auto& i : mErrorMarkers) + etmp.insert(ErrorMarkers::value_type(i.first >= aIndex ? i.first + 1 : i.first, i.second)); + mErrorMarkers = std::move(etmp); + + Breakpoints btmp; + for (auto i : mBreakpoints) + btmp.insert(i >= aIndex ? i + 1 : i); + mBreakpoints = std::move(btmp); + + return result; +} + +std::string TextEditor::GetWordUnderCursor() const +{ + auto c = GetCursorPosition(); + return GetWordAt(c); +} + +std::string TextEditor::GetWordAt(const Coordinates & aCoords) const +{ + auto start = FindWordStart(aCoords); + auto end = FindWordEnd(aCoords); + + std::string r; + + auto istart = GetCharacterIndex(start); + auto iend = GetCharacterIndex(end); + + for (auto it = istart; it < iend; ++it) + r.push_back(mLines[aCoords.mLine][it].mChar); + + return r; +} + +ImU32 TextEditor::GetGlyphColor(const Glyph & aGlyph) const +{ + if (!mColorizerEnabled) + return mPalette[(int)PaletteIndex::Default]; + if (aGlyph.mComment) + return mPalette[(int)PaletteIndex::Comment]; + if (aGlyph.mMultiLineComment) + return mPalette[(int)PaletteIndex::MultiLineComment]; + auto const color = mPalette[(int)aGlyph.mColorIndex]; + if (aGlyph.mPreprocessor) + { + const auto ppcolor = mPalette[(int)PaletteIndex::Preprocessor]; + const int c0 = ((ppcolor & 0xff) + (color & 0xff)) / 2; + const int c1 = (((ppcolor >> 8) & 0xff) + ((color >> 8) & 0xff)) / 2; + const int c2 = (((ppcolor >> 16) & 0xff) + ((color >> 16) & 0xff)) / 2; + const int c3 = (((ppcolor >> 24) & 0xff) + ((color >> 24) & 0xff)) / 2; + return ImU32(c0 | (c1 << 8) | (c2 << 16) | (c3 << 24)); + } + return color; +} + +void TextEditor::HandleKeyboardInputs() +{ + ImGuiIO& io = ImGui::GetIO(); + auto shift = io.KeyShift; + auto ctrl = io.ConfigMacOSXBehaviors ? io.KeySuper : io.KeyCtrl; + auto alt = io.ConfigMacOSXBehaviors ? io.KeyCtrl : io.KeyAlt; + + if (ImGui::IsWindowFocused()) + { + if (ImGui::IsWindowHovered()) + ImGui::SetMouseCursor(ImGuiMouseCursor_TextInput); + //ImGui::CaptureKeyboardFromApp(true); + + io.WantCaptureKeyboard = true; + io.WantTextInput = true; + + if (!IsReadOnly() && ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Z))) + Undo(); + else if (!IsReadOnly() && !ctrl && !shift && alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Backspace))) + Undo(); + else if (!IsReadOnly() && ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Y))) + Redo(); + else if (!ctrl && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_UpArrow))) + MoveUp(1, shift); + else if (!ctrl && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_DownArrow))) + MoveDown(1, shift); + else if (!alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_LeftArrow))) + MoveLeft(1, shift, ctrl); + else if (!alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_RightArrow))) + MoveRight(1, shift, ctrl); + else if (!alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_PageUp))) + MoveUp(GetPageSize() - 4, shift); + else if (!alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_PageDown))) + MoveDown(GetPageSize() - 4, shift); + else if (!alt && ctrl && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Home))) + MoveTop(shift); + else if (ctrl && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_End))) + MoveBottom(shift); + else if (!ctrl && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Home))) + MoveHome(shift); + else if (!ctrl && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_End))) + MoveEnd(shift); + else if (!IsReadOnly() && !ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Delete))) + Delete(); + else if (!IsReadOnly() && !ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Backspace))) + Backspace(); + else if (!ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Insert))) + mOverwrite ^= true; + else if (ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Insert))) + Copy(); + else if (ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) + Copy(); + else if (!IsReadOnly() && !ctrl && shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Insert))) + Paste(); + else if (!IsReadOnly() && ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_V))) + Paste(); + else if (ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_X))) + Cut(); + else if (!ctrl && shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Delete))) + Cut(); + else if (ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_A))) + SelectAll(); + else if (!IsReadOnly() && !ctrl && !shift && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Enter))) + EnterCharacter('\n', false); + else if (!IsReadOnly() && !ctrl && !alt && ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Tab))) + EnterCharacter('\t', shift); + + if (!IsReadOnly() && !io.InputQueueCharacters.empty()) + { + for (int i = 0; i < io.InputQueueCharacters.Size; i++) + { + auto c = io.InputQueueCharacters[i]; + if (c != 0 && (c == '\n' || c >= 32)) + EnterCharacter(c, shift); + } + io.InputQueueCharacters.resize(0); + } + } +} + +void TextEditor::HandleMouseInputs() +{ + ImGuiIO& io = ImGui::GetIO(); + auto shift = io.KeyShift; + auto ctrl = io.ConfigMacOSXBehaviors ? io.KeySuper : io.KeyCtrl; + auto alt = io.ConfigMacOSXBehaviors ? io.KeyCtrl : io.KeyAlt; + + if (ImGui::IsWindowHovered()) + { + if (!shift && !alt) + { + auto click = ImGui::IsMouseClicked(0); + auto doubleClick = ImGui::IsMouseDoubleClicked(0); + auto t = ImGui::GetTime(); + auto tripleClick = click && !doubleClick && (mLastClick != -1.0f && (t - mLastClick) < io.MouseDoubleClickTime); + + /* + Left mouse button triple click + */ + + if (tripleClick) + { + if (!ctrl) + { + mState.mCursorPosition = mInteractiveStart = mInteractiveEnd = ScreenPosToCoordinates(ImGui::GetMousePos()); + mSelectionMode = SelectionMode::Line; + SetSelection(mInteractiveStart, mInteractiveEnd, mSelectionMode); + } + + mLastClick = -1.0f; + } + + /* + Left mouse button double click + */ + + else if (doubleClick) + { + if (!ctrl) + { + mState.mCursorPosition = mInteractiveStart = mInteractiveEnd = ScreenPosToCoordinates(ImGui::GetMousePos()); + if (mSelectionMode == SelectionMode::Line) + mSelectionMode = SelectionMode::Normal; + else + mSelectionMode = SelectionMode::Word; + SetSelection(mInteractiveStart, mInteractiveEnd, mSelectionMode); + } + + mLastClick = (float)ImGui::GetTime(); + } + + /* + Left mouse button click + */ + else if (click) + { + mState.mCursorPosition = mInteractiveStart = mInteractiveEnd = ScreenPosToCoordinates(ImGui::GetMousePos()); + if (ctrl) + mSelectionMode = SelectionMode::Word; + else + mSelectionMode = SelectionMode::Normal; + SetSelection(mInteractiveStart, mInteractiveEnd, mSelectionMode); + + mLastClick = (float)ImGui::GetTime(); + } + // Mouse left button dragging (=> update selection) + else if (ImGui::IsMouseDragging(0) && ImGui::IsMouseDown(0)) + { + io.WantCaptureMouse = true; + mState.mCursorPosition = mInteractiveEnd = ScreenPosToCoordinates(ImGui::GetMousePos()); + SetSelection(mInteractiveStart, mInteractiveEnd, mSelectionMode); + } + } + } +} + +void TextEditor::Render() +{ + Lines originalLines{}; + bool originalLinesAltered{}; + if (mTextFilter) + { + originalLines = mLines; + mLines.erase(std::remove_if(mLines.begin(), mLines.end(), [&](Line& line) -> bool { + if (mTextFilter && !mTextFilter->PassFilter(std::string{line.begin(), line.end()}.c_str())) + { + originalLinesAltered = true; + return true; + } + else + { + return false; + } + }), mLines.end()); + } + + /* Compute mCharAdvance regarding to scaled font size (Ctrl + mouse wheel)*/ + const float fontSize = ImGui::GetFont()->CalcTextSizeA(ImGui::GetFontSize(), FLT_MAX, -1.0f, "#", nullptr, nullptr).x; + mCharAdvance = ImVec2(fontSize, ImGui::GetTextLineHeightWithSpacing() * mLineSpacing); + + /* Update palette with the current alpha from style */ + for (int i = 0; i < (int)PaletteIndex::Max; ++i) + { + auto color = ImGui::ColorConvertU32ToFloat4(mPaletteBase[i]); + color.w *= ImGui::GetStyle().Alpha; + mPalette[i] = ImGui::ColorConvertFloat4ToU32(color); + } + + assert(mLineBuffer.empty()); + + auto contentSize = ImGui::GetWindowContentRegionMax(); + auto drawList = ImGui::GetWindowDrawList(); + float longest(mTextStart); + + if (mScrollToTop) + { + mScrollToTop = false; + ImGui::SetScrollY(0.f); + } + + ImVec2 cursorScreenPos = ImGui::GetCursorScreenPos(); + auto scrollX = ImGui::GetScrollX(); + auto scrollY = ImGui::GetScrollY(); + + auto lineNo = (int)floor(scrollY / mCharAdvance.y); + auto globalLineMax = (int)mLines.size(); + auto lineMax = std::max(0, std::min((int)mLines.size() - 1, lineNo + (int)floor((scrollY + contentSize.y) / mCharAdvance.y))); + + // Deduce mTextStart by evaluating mLines size (global lineMax) plus two spaces as text width + char buf[16]; + if (mEnableLineNumbers) + { + snprintf(buf, 16, " %d ", globalLineMax); + mTextStart = ImGui::GetFont()->CalcTextSizeA(ImGui::GetFontSize(), FLT_MAX, -1.0f, buf, nullptr, nullptr).x + mLeftMargin; + } + + if (!mLines.empty()) + { + float spaceSize = ImGui::GetFont()->CalcTextSizeA(ImGui::GetFontSize(), FLT_MAX, -1.0f, " ", nullptr, nullptr).x; + + while (lineNo <= lineMax) + { + ImVec2 lineStartScreenPos = ImVec2(cursorScreenPos.x, cursorScreenPos.y + lineNo * mCharAdvance.y); + ImVec2 textScreenPos = ImVec2(lineStartScreenPos.x + mTextStart, lineStartScreenPos.y); + + auto& line = mLines[lineNo]; + longest = std::max(mTextStart + TextDistanceToLineStart(Coordinates(lineNo, GetLineMaxColumn(lineNo))), longest); + auto columnNo = 0; + Coordinates lineStartCoord(lineNo, 0); + Coordinates lineEndCoord(lineNo, GetLineMaxColumn(lineNo)); + + // Draw selection for the current line + float sstart = -1.0f; + float ssend = -1.0f; + + assert(mState.mSelectionStart <= mState.mSelectionEnd); + if (mState.mSelectionStart <= lineEndCoord) + sstart = mState.mSelectionStart > lineStartCoord ? TextDistanceToLineStart(mState.mSelectionStart) : 0.0f; + if (mState.mSelectionEnd > lineStartCoord) + ssend = TextDistanceToLineStart(mState.mSelectionEnd < lineEndCoord ? mState.mSelectionEnd : lineEndCoord); + + if (mState.mSelectionEnd.mLine > lineNo) + ssend += mCharAdvance.x; + + if (sstart != -1 && ssend != -1 && sstart < ssend) + { + ImVec2 vstart(lineStartScreenPos.x + mTextStart + sstart, lineStartScreenPos.y); + ImVec2 vend(lineStartScreenPos.x + mTextStart + ssend, lineStartScreenPos.y + mCharAdvance.y); + drawList->AddRectFilled(vstart, vend, mPalette[(int)PaletteIndex::Selection]); + } + + // Draw breakpoints + auto start = ImVec2(lineStartScreenPos.x + scrollX, lineStartScreenPos.y); + + if (mBreakpoints.count(lineNo + 1) != 0) + { + auto end = ImVec2(lineStartScreenPos.x + contentSize.x + 2.0f * scrollX, lineStartScreenPos.y + mCharAdvance.y); + drawList->AddRectFilled(start, end, mPalette[(int)PaletteIndex::Breakpoint]); + } + + // Draw error markers + auto errorIt = mErrorMarkers.find(lineNo + 1); + if (errorIt != mErrorMarkers.end()) + { + auto end = ImVec2(lineStartScreenPos.x + contentSize.x + 2.0f * scrollX, lineStartScreenPos.y + mCharAdvance.y); + drawList->AddRectFilled(start, end, mPalette[(int)PaletteIndex::ErrorMarker]); + + if (ImGui::IsMouseHoveringRect(lineStartScreenPos, end)) + { + ImGui::BeginTooltip(); + ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.2f, 0.2f, 1.0f)); + ImGui::Text("Error at line %d:", errorIt->first); + ImGui::PopStyleColor(); + ImGui::Separator(); + ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 1.0f, 0.2f, 1.0f)); + ImGui::Text("%s", errorIt->second.c_str()); + ImGui::PopStyleColor(); + ImGui::EndTooltip(); + } + } + + // Draw line color markers + auto lineColorMarkerIt = mLineColorMarkers.find(lineNo + 1); + bool lineHasColorMarker = lineColorMarkerIt != mLineColorMarkers.end(); + if (lineHasColorMarker) + { + auto end = ImVec2(lineStartScreenPos.x + contentSize.x + 2.0f * scrollX, lineStartScreenPos.y + mCharAdvance.y); + drawList->AddRectFilled(start, end, lineColorMarkerIt->second.first); + } + + // Draw line number (right aligned) + if (mEnableLineNumbers) + { + snprintf(buf, 16, "%d ", lineNo + 1); + + auto lineNoWidth = ImGui::GetFont()->CalcTextSizeA(ImGui::GetFontSize(), FLT_MAX, -1.0f, buf, nullptr, nullptr).x; + drawList->AddText(ImVec2(lineStartScreenPos.x + mTextStart - lineNoWidth, lineStartScreenPos.y), mPalette[(int)PaletteIndex::LineNumber], buf); + } + + if (mState.mCursorPosition.mLine == lineNo) + { + auto focused = ImGui::IsWindowFocused(); + + // Highlight the current line (where the cursor is) + if (!HasSelection()) + { + auto end = ImVec2(start.x + contentSize.x + scrollX, start.y + mCharAdvance.y); + drawList->AddRectFilled(start, end, mPalette[(int)(focused ? PaletteIndex::CurrentLineFill : PaletteIndex::CurrentLineFillInactive)]); + drawList->AddRect(start, end, mPalette[(int)PaletteIndex::CurrentLineEdge], 1.0f); + } + + // Render the cursor + if (focused) + { + auto timeEnd = std::chrono::duration_cast(std::chrono::system_clock::now().time_since_epoch()).count(); + auto elapsed = timeEnd - mStartTime; + if (elapsed > 400) + { + float width = 1.0f; + auto cindex = GetCharacterIndex(mState.mCursorPosition); + float cx = TextDistanceToLineStart(mState.mCursorPosition); + + if (mOverwrite && cindex < (int)line.size()) + { + auto c = line[cindex].mChar; + if (c == '\t') + { + auto x = (1.0f + std::floor((1.0f + cx) / (float(mTabSize) * spaceSize))) * (float(mTabSize) * spaceSize); + width = x - cx; + } + else + { + char buf2[2]; + buf2[0] = line[cindex].mChar; + buf2[1] = '\0'; + width = ImGui::GetFont()->CalcTextSizeA(ImGui::GetFontSize(), FLT_MAX, -1.0f, buf2).x; + } + } + ImVec2 cstart(textScreenPos.x + cx, lineStartScreenPos.y); + ImVec2 cend(textScreenPos.x + cx + width, lineStartScreenPos.y + mCharAdvance.y); + drawList->AddRectFilled(cstart, cend, mPalette[(int)PaletteIndex::Cursor]); + if (elapsed > 800) + mStartTime = timeEnd; + } + } + } + + // Render colorized text + auto prevColor = line.empty() ? mPalette[(int)PaletteIndex::Default] : GetGlyphColor(line[0]); + ImVec2 bufferOffset; + + for (int i = 0; i < line.size();) + { + auto& glyph = line[i]; + auto color = lineHasColorMarker ? ImGui::ColorConvertFloat4ToU32(lineColorMarkerIt->second.second) : GetGlyphColor(glyph); + + if ((color != prevColor || glyph.mChar == '\t' || glyph.mChar == ' ') && !mLineBuffer.empty()) + { + const ImVec2 newOffset(textScreenPos.x + bufferOffset.x, textScreenPos.y + bufferOffset.y); + drawList->AddText(newOffset, prevColor, mLineBuffer.c_str()); + auto textSize = ImGui::GetFont()->CalcTextSizeA(ImGui::GetFontSize(), FLT_MAX, -1.0f, mLineBuffer.c_str(), nullptr, nullptr); + bufferOffset.x += textSize.x; + mLineBuffer.clear(); + } + prevColor = color; + + if (glyph.mChar == '\t') + { + auto oldX = bufferOffset.x; + bufferOffset.x = (1.0f + std::floor((1.0f + bufferOffset.x) / (float(mTabSize) * spaceSize))) * (float(mTabSize) * spaceSize); + ++i; + + if (mShowWhitespaces) + { + const auto s = ImGui::GetFontSize(); + const auto x1 = textScreenPos.x + oldX + 1.0f; + const auto x2 = textScreenPos.x + bufferOffset.x - 1.0f; + const auto y = textScreenPos.y + bufferOffset.y + s * 0.5f; + const ImVec2 p1(x1, y); + const ImVec2 p2(x2, y); + const ImVec2 p3(x2 - s * 0.2f, y - s * 0.2f); + const ImVec2 p4(x2 - s * 0.2f, y + s * 0.2f); + drawList->AddLine(p1, p2, 0x90909090); + drawList->AddLine(p2, p3, 0x90909090); + drawList->AddLine(p2, p4, 0x90909090); + } + } + else if (glyph.mChar == ' ') + { + if (mShowWhitespaces) + { + const auto s = ImGui::GetFontSize(); + const auto x = textScreenPos.x + bufferOffset.x + spaceSize * 0.5f; + const auto y = textScreenPos.y + bufferOffset.y + s * 0.5f; + drawList->AddCircleFilled(ImVec2(x, y), 1.5f, 0x80808080, 4); + } + bufferOffset.x += spaceSize; + i++; + } + else + { + auto l = UTF8CharLength(glyph.mChar); + while (l-- > 0) + mLineBuffer.push_back(line[i++].mChar); + } + ++columnNo; + } + + if (!mLineBuffer.empty()) + { + const ImVec2 newOffset(textScreenPos.x + bufferOffset.x, textScreenPos.y + bufferOffset.y); + drawList->AddText(newOffset, prevColor, mLineBuffer.c_str()); + mLineBuffer.clear(); + } + + ++lineNo; + } + + // Draw a tooltip on known identifiers/preprocessor symbols + if (ImGui::IsMousePosValid()) + { + auto id = GetWordAt(ScreenPosToCoordinates(ImGui::GetMousePos())); + if (!id.empty()) + { + auto it = mLanguageDefinition.mIdentifiers.find(id); + if (it != mLanguageDefinition.mIdentifiers.end()) + { + ImGui::BeginTooltip(); + ImGui::TextUnformatted(it->second.mDeclaration.c_str()); + ImGui::EndTooltip(); + } + else + { + auto pi = mLanguageDefinition.mPreprocIdentifiers.find(id); + if (pi != mLanguageDefinition.mPreprocIdentifiers.end()) + { + ImGui::BeginTooltip(); + ImGui::TextUnformatted(pi->second.mDeclaration.c_str()); + ImGui::EndTooltip(); + } + } + } + } + } + + + ImGui::Dummy(ImVec2((longest + 2), mLines.size() * mCharAdvance.y)); + + if (mScrollToCursor) + { + EnsureCursorVisible(); + ImGui::SetWindowFocus(); + mScrollToCursor = false; + } + + if (originalLinesAltered) + { + mLines = originalLines; + } +} + +void TextEditor::Render(const char* aTitle, const ImVec2& aSize, bool aBorder) +{ + mWithinRender = true; + mTextChanged = false; + mCursorPositionChanged = false; + + ImGui::PushStyleColor(ImGuiCol_ChildBg, ImGui::ColorConvertU32ToFloat4(mPalette[(int)PaletteIndex::Background])); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0.0f, 0.0f)); + if (!mIgnoreImGuiChild) + ImGui::BeginChild(aTitle, aSize, aBorder, ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NoMove); + + if (mHandleKeyboardInputs) + { + HandleKeyboardInputs(); + ImGui::PushAllowKeyboardFocus(true); + } + + if (mHandleMouseInputs) + HandleMouseInputs(); + + ColorizeInternal(); + Render(); + + if (mHandleKeyboardInputs) + ImGui::PopAllowKeyboardFocus(); + + if (!mIgnoreImGuiChild) + ImGui::EndChild(); + + ImGui::PopStyleVar(); + ImGui::PopStyleColor(); + + mWithinRender = false; +} + +void TextEditor::SetText(const std::string & aText, bool aOverrideExistingText) +{ + if (aOverrideExistingText) + mLines.clear(); + mLines.emplace_back(Line()); + for (auto chr : aText) + { + if (chr == '\r') + { + // ignore the carriage return character + } + else if (chr == '\n') + mLines.emplace_back(Line()); + else + { + mLines.back().emplace_back(Glyph(chr, PaletteIndex::Default)); + } + } + + mTextChanged = true; + if (mScrollToTopOnNewText) + mScrollToTop = true; + + mUndoBuffer.clear(); + mUndoIndex = 0; + + Colorize(); +} + +void TextEditor::SetTextLines(const std::vector & aLines) +{ + mLines.clear(); + + if (aLines.empty()) + { + mLines.emplace_back(Line()); + } + else + { + mLines.resize(aLines.size()); + + for (size_t i = 0; i < aLines.size(); ++i) + { + const std::string & aLine = aLines[i]; + + mLines[i].reserve(aLine.size()); + for (size_t j = 0; j < aLine.size(); ++j) + mLines[i].emplace_back(Glyph(aLine[j], PaletteIndex::Default)); + } + } + + mTextChanged = true; + if (mScrollToTopOnNewText) + mScrollToTop = true; + + mUndoBuffer.clear(); + mUndoIndex = 0; + + Colorize(); +} + +void TextEditor::EnterCharacter(ImWchar aChar, bool aShift) +{ + assert(!mReadOnly); + + UndoRecord u; + + u.mBefore = mState; + + if (HasSelection()) + { + if (aChar == '\t' && mState.mSelectionStart.mLine != mState.mSelectionEnd.mLine) + { + + auto start = mState.mSelectionStart; + auto end = mState.mSelectionEnd; + auto originalEnd = end; + + if (start > end) + std::swap(start, end); + start.mColumn = 0; + // end.mColumn = end.mLine < mLines.size() ? mLines[end.mLine].size() : 0; + if (end.mColumn == 0 && end.mLine > 0) + --end.mLine; + if (end.mLine >= (int)mLines.size()) + end.mLine = mLines.empty() ? 0 : (int)mLines.size() - 1; + end.mColumn = GetLineMaxColumn(end.mLine); + + //if (end.mColumn >= GetLineMaxColumn(end.mLine)) + // end.mColumn = GetLineMaxColumn(end.mLine) - 1; + + u.mRemovedStart = start; + u.mRemovedEnd = end; + u.mRemoved = GetText(start, end); + + bool modified = false; + + for (int i = start.mLine; i <= end.mLine; i++) + { + auto& line = mLines[i]; + if (aShift) + { + if (!line.empty()) + { + if (line.front().mChar == '\t') + { + line.erase(line.begin()); + modified = true; + } + else + { + for (int j = 0; j < mTabSize && !line.empty() && line.front().mChar == ' '; j++) + { + line.erase(line.begin()); + modified = true; + } + } + } + } + else + { + line.insert(line.begin(), Glyph('\t', TextEditor::PaletteIndex::Background)); + modified = true; + } + } + + if (modified) + { + start = Coordinates(start.mLine, GetCharacterColumn(start.mLine, 0)); + Coordinates rangeEnd; + if (originalEnd.mColumn != 0) + { + end = Coordinates(end.mLine, GetLineMaxColumn(end.mLine)); + rangeEnd = end; + u.mAdded = GetText(start, end); + } + else + { + end = Coordinates(originalEnd.mLine, 0); + rangeEnd = Coordinates(end.mLine - 1, GetLineMaxColumn(end.mLine - 1)); + u.mAdded = GetText(start, rangeEnd); + } + + u.mAddedStart = start; + u.mAddedEnd = rangeEnd; + u.mAfter = mState; + + mState.mSelectionStart = start; + mState.mSelectionEnd = end; + AddUndo(u); + + mTextChanged = true; + + EnsureCursorVisible(); + } + + return; + } // c == '\t' + else + { + u.mRemoved = GetSelectedText(); + u.mRemovedStart = mState.mSelectionStart; + u.mRemovedEnd = mState.mSelectionEnd; + DeleteSelection(); + } + } // HasSelection + + auto coord = GetActualCursorCoordinates(); + u.mAddedStart = coord; + + assert(!mLines.empty()); + + if (aChar == '\n') + { + InsertLine(coord.mLine + 1); + auto& line = mLines[coord.mLine]; + auto& newLine = mLines[coord.mLine + 1]; + + if (mLanguageDefinition.mAutoIndentation) + for (size_t it = 0; it < line.size() && isascii(line[it].mChar) && isblank(line[it].mChar); ++it) + newLine.push_back(line[it]); + + const size_t whitespaceSize = newLine.size(); + auto cindex = GetCharacterIndex(coord); + newLine.insert(newLine.end(), line.begin() + cindex, line.end()); + line.erase(line.begin() + cindex, line.begin() + line.size()); + SetCursorPosition(Coordinates(coord.mLine + 1, GetCharacterColumn(coord.mLine + 1, (int)whitespaceSize))); + u.mAdded = (char)aChar; + } + else + { + char buf[7]; + int e = ImTextCharToUtf8(buf, 7, aChar); + if (e > 0) + { + buf[e] = '\0'; + auto& line = mLines[coord.mLine]; + auto cindex = GetCharacterIndex(coord); + + if (mOverwrite && cindex < (int)line.size()) + { + auto d = UTF8CharLength(line[cindex].mChar); + + u.mRemovedStart = mState.mCursorPosition; + u.mRemovedEnd = Coordinates(coord.mLine, GetCharacterColumn(coord.mLine, cindex + d)); + + while (d-- > 0 && cindex < (int)line.size()) + { + u.mRemoved += line[cindex].mChar; + line.erase(line.begin() + cindex); + } + } + + for (auto p = buf; *p != '\0'; p++, ++cindex) + line.insert(line.begin() + cindex, Glyph(*p, PaletteIndex::Default)); + u.mAdded = buf; + + SetCursorPosition(Coordinates(coord.mLine, GetCharacterColumn(coord.mLine, cindex))); + } + else + return; + } + + mTextChanged = true; + + u.mAddedEnd = GetActualCursorCoordinates(); + u.mAfter = mState; + + AddUndo(u); + + Colorize(coord.mLine - 1, 3); + EnsureCursorVisible(); +} + +void TextEditor::SetReadOnly(bool aValue) +{ + mReadOnly = aValue; +} + +void TextEditor::SetColorizerEnable(bool aValue) +{ + mColorizerEnabled = aValue; +} + +void TextEditor::SetCursorPosition(const Coordinates & aPosition) +{ + if (mState.mCursorPosition != aPosition) + { + mState.mCursorPosition = aPosition; + mCursorPositionChanged = true; + EnsureCursorVisible(); + } +} + +void TextEditor::SetConsoleMode(bool aValue) +{ + SetEnableLineNumbers(!aValue); + SetDefaultTextStart(aValue ? 0.0f : 20.0f); + SetReadOnly(aValue); + SetShowWhitespaces(!aValue); + mScrollToTopOnNewText = !aValue; +} + +void TextEditor::SetSelectionStart(const Coordinates & aPosition) +{ + mState.mSelectionStart = SanitizeCoordinates(aPosition); + if (mState.mSelectionStart > mState.mSelectionEnd) + std::swap(mState.mSelectionStart, mState.mSelectionEnd); +} + +void TextEditor::SetSelectionEnd(const Coordinates & aPosition) +{ + mState.mSelectionEnd = SanitizeCoordinates(aPosition); + if (mState.mSelectionStart > mState.mSelectionEnd) + std::swap(mState.mSelectionStart, mState.mSelectionEnd); +} + +void TextEditor::SetSelection(const Coordinates & aStart, const Coordinates & aEnd, SelectionMode aMode) +{ + auto oldSelStart = mState.mSelectionStart; + auto oldSelEnd = mState.mSelectionEnd; + + mState.mSelectionStart = SanitizeCoordinates(aStart); + mState.mSelectionEnd = SanitizeCoordinates(aEnd); + if (mState.mSelectionStart > mState.mSelectionEnd) + std::swap(mState.mSelectionStart, mState.mSelectionEnd); + + switch (aMode) + { + case TextEditor::SelectionMode::Normal: + break; + case TextEditor::SelectionMode::Word: + { + mState.mSelectionStart = FindWordStart(mState.mSelectionStart); + if (!IsOnWordBoundary(mState.mSelectionEnd)) + mState.mSelectionEnd = FindWordEnd(FindWordStart(mState.mSelectionEnd)); + break; + } + case TextEditor::SelectionMode::Line: + { + const auto lineNo = mState.mSelectionEnd.mLine; + const auto lineSize = (size_t)lineNo < mLines.size() ? mLines[lineNo].size() : 0; + mState.mSelectionStart = Coordinates(mState.mSelectionStart.mLine, 0); + mState.mSelectionEnd = Coordinates(lineNo, GetLineMaxColumn(lineNo)); + break; + } + default: + break; + } + + if (mState.mSelectionStart != oldSelStart || + mState.mSelectionEnd != oldSelEnd) + mCursorPositionChanged = true; +} + +void TextEditor::SetTabSize(int aValue) +{ + mTabSize = std::max(0, std::min(32, aValue)); +} + +void TextEditor::InsertText(const std::string & aValue) +{ + InsertText(aValue.c_str()); +} + +void TextEditor::InsertText(const char * aValue) +{ + if (aValue == nullptr) + return; + + auto pos = GetActualCursorCoordinates(); + auto start = std::min(pos, mState.mSelectionStart); + int totalLines = pos.mLine - start.mLine; + + totalLines += InsertTextAt(pos, aValue); + + SetSelection(pos, pos); + SetCursorPosition(pos); + Colorize(start.mLine - 1, totalLines + 2); +} + +void TextEditor::DeleteSelection() +{ + assert(mState.mSelectionEnd >= mState.mSelectionStart); + + if (mState.mSelectionEnd == mState.mSelectionStart) + return; + + DeleteRange(mState.mSelectionStart, mState.mSelectionEnd); + + SetSelection(mState.mSelectionStart, mState.mSelectionStart); + SetCursorPosition(mState.mSelectionStart); + Colorize(mState.mSelectionStart.mLine, 1); +} + +void TextEditor::MoveUp(int aAmount, bool aSelect) +{ + auto oldPos = mState.mCursorPosition; + mState.mCursorPosition.mLine = std::max(0, mState.mCursorPosition.mLine - aAmount); + if (oldPos != mState.mCursorPosition) + { + if (aSelect) + { + if (oldPos == mInteractiveStart) + mInteractiveStart = mState.mCursorPosition; + else if (oldPos == mInteractiveEnd) + mInteractiveEnd = mState.mCursorPosition; + else + { + mInteractiveStart = mState.mCursorPosition; + mInteractiveEnd = oldPos; + } + } + else + mInteractiveStart = mInteractiveEnd = mState.mCursorPosition; + SetSelection(mInteractiveStart, mInteractiveEnd); + + EnsureCursorVisible(); + } +} + +void TextEditor::MoveDown(int aAmount, bool aSelect) +{ + assert(mState.mCursorPosition.mColumn >= 0); + auto oldPos = mState.mCursorPosition; + mState.mCursorPosition.mLine = std::max(0, std::min((int)mLines.size() - 1, mState.mCursorPosition.mLine + aAmount)); + + if (mState.mCursorPosition != oldPos) + { + if (aSelect) + { + if (oldPos == mInteractiveEnd) + mInteractiveEnd = mState.mCursorPosition; + else if (oldPos == mInteractiveStart) + mInteractiveStart = mState.mCursorPosition; + else + { + mInteractiveStart = oldPos; + mInteractiveEnd = mState.mCursorPosition; + } + } + else + mInteractiveStart = mInteractiveEnd = mState.mCursorPosition; + SetSelection(mInteractiveStart, mInteractiveEnd); + + EnsureCursorVisible(); + } +} + +static bool IsUTFSequence(char c) +{ + return (c & 0xC0) == 0x80; +} + +void TextEditor::MoveLeft(int aAmount, bool aSelect, bool aWordMode) +{ + if (mLines.empty()) + return; + + auto oldPos = mState.mCursorPosition; + mState.mCursorPosition = GetActualCursorCoordinates(); + auto line = mState.mCursorPosition.mLine; + auto cindex = GetCharacterIndex(mState.mCursorPosition); + + while (aAmount-- > 0) + { + if (cindex == 0) + { + if (line > 0) + { + --line; + if ((int)mLines.size() > line) + cindex = (int)mLines[line].size(); + else + cindex = 0; + } + } + else + { + --cindex; + if (cindex > 0) + { + if ((int)mLines.size() > line) + { + while (cindex > 0 && IsUTFSequence(mLines[line][cindex].mChar)) + --cindex; + } + } + } + + mState.mCursorPosition = Coordinates(line, GetCharacterColumn(line, cindex)); + if (aWordMode) + { + mState.mCursorPosition = FindWordStart(mState.mCursorPosition); + cindex = GetCharacterIndex(mState.mCursorPosition); + } + } + + mState.mCursorPosition = Coordinates(line, GetCharacterColumn(line, cindex)); + + assert(mState.mCursorPosition.mColumn >= 0); + if (aSelect) + { + if (oldPos == mInteractiveStart) + mInteractiveStart = mState.mCursorPosition; + else if (oldPos == mInteractiveEnd) + mInteractiveEnd = mState.mCursorPosition; + else + { + mInteractiveStart = mState.mCursorPosition; + mInteractiveEnd = oldPos; + } + } + else + mInteractiveStart = mInteractiveEnd = mState.mCursorPosition; + SetSelection(mInteractiveStart, mInteractiveEnd, aSelect && aWordMode ? SelectionMode::Word : SelectionMode::Normal); + + EnsureCursorVisible(); +} + +void TextEditor::MoveRight(int aAmount, bool aSelect, bool aWordMode) +{ + auto oldPos = mState.mCursorPosition; + + if (mLines.empty() || oldPos.mLine >= mLines.size()) + return; + + auto cindex = GetCharacterIndex(mState.mCursorPosition); + while (aAmount-- > 0) + { + auto lindex = mState.mCursorPosition.mLine; + auto& line = mLines[lindex]; + + if (cindex >= line.size()) + { + if (mState.mCursorPosition.mLine < mLines.size() - 1) + { + mState.mCursorPosition.mLine = std::max(0, std::min((int)mLines.size() - 1, mState.mCursorPosition.mLine + 1)); + mState.mCursorPosition.mColumn = 0; + } + else + return; + } + else + { + cindex += UTF8CharLength(line[cindex].mChar); + mState.mCursorPosition = Coordinates(lindex, GetCharacterColumn(lindex, cindex)); + if (aWordMode) + mState.mCursorPosition = FindNextWord(mState.mCursorPosition); + } + } + + if (aSelect) + { + if (oldPos == mInteractiveEnd) + mInteractiveEnd = SanitizeCoordinates(mState.mCursorPosition); + else if (oldPos == mInteractiveStart) + mInteractiveStart = mState.mCursorPosition; + else + { + mInteractiveStart = oldPos; + mInteractiveEnd = mState.mCursorPosition; + } + } + else + mInteractiveStart = mInteractiveEnd = mState.mCursorPosition; + SetSelection(mInteractiveStart, mInteractiveEnd, aSelect && aWordMode ? SelectionMode::Word : SelectionMode::Normal); + + EnsureCursorVisible(); +} + +void TextEditor::MoveTop(bool aSelect) +{ + auto oldPos = mState.mCursorPosition; + SetCursorPosition(Coordinates(0, 0)); + + if (mState.mCursorPosition != oldPos) + { + if (aSelect) + { + mInteractiveEnd = oldPos; + mInteractiveStart = mState.mCursorPosition; + } + else + mInteractiveStart = mInteractiveEnd = mState.mCursorPosition; + SetSelection(mInteractiveStart, mInteractiveEnd); + } +} + +void TextEditor::TextEditor::MoveBottom(bool aSelect) +{ + auto oldPos = GetCursorPosition(); + auto newPos = Coordinates((int)mLines.size() - 1, 0); + SetCursorPosition(newPos); + if (aSelect) + { + mInteractiveStart = oldPos; + mInteractiveEnd = newPos; + } + else + mInteractiveStart = mInteractiveEnd = newPos; + SetSelection(mInteractiveStart, mInteractiveEnd); +} + +void TextEditor::MoveHome(bool aSelect) +{ + auto oldPos = mState.mCursorPosition; + SetCursorPosition(Coordinates(mState.mCursorPosition.mLine, 0)); + + if (mState.mCursorPosition != oldPos) + { + if (aSelect) + { + if (oldPos == mInteractiveStart) + mInteractiveStart = mState.mCursorPosition; + else if (oldPos == mInteractiveEnd) + mInteractiveEnd = mState.mCursorPosition; + else + { + mInteractiveStart = mState.mCursorPosition; + mInteractiveEnd = oldPos; + } + } + else + mInteractiveStart = mInteractiveEnd = mState.mCursorPosition; + SetSelection(mInteractiveStart, mInteractiveEnd); + } +} + +void TextEditor::MoveEnd(bool aSelect) +{ + auto oldPos = mState.mCursorPosition; + SetCursorPosition(Coordinates(mState.mCursorPosition.mLine, GetLineMaxColumn(oldPos.mLine))); + + if (mState.mCursorPosition != oldPos) + { + if (aSelect) + { + if (oldPos == mInteractiveEnd) + mInteractiveEnd = mState.mCursorPosition; + else if (oldPos == mInteractiveStart) + mInteractiveStart = mState.mCursorPosition; + else + { + mInteractiveStart = oldPos; + mInteractiveEnd = mState.mCursorPosition; + } + } + else + mInteractiveStart = mInteractiveEnd = mState.mCursorPosition; + SetSelection(mInteractiveStart, mInteractiveEnd); + } +} + +void TextEditor::Delete() +{ + assert(!mReadOnly); + + if (mLines.empty()) + return; + + UndoRecord u; + u.mBefore = mState; + + if (HasSelection()) + { + u.mRemoved = GetSelectedText(); + u.mRemovedStart = mState.mSelectionStart; + u.mRemovedEnd = mState.mSelectionEnd; + + DeleteSelection(); + } + else + { + auto pos = GetActualCursorCoordinates(); + SetCursorPosition(pos); + auto& line = mLines[pos.mLine]; + + if (pos.mColumn == GetLineMaxColumn(pos.mLine)) + { + if (pos.mLine == (int)mLines.size() - 1) + return; + + u.mRemoved = '\n'; + u.mRemovedStart = u.mRemovedEnd = GetActualCursorCoordinates(); + Advance(u.mRemovedEnd); + + auto& nextLine = mLines[pos.mLine + 1]; + line.insert(line.end(), nextLine.begin(), nextLine.end()); + RemoveLine(pos.mLine + 1); + } + else + { + auto cindex = GetCharacterIndex(pos); + u.mRemovedStart = u.mRemovedEnd = GetActualCursorCoordinates(); + u.mRemovedEnd.mColumn++; + u.mRemoved = GetText(u.mRemovedStart, u.mRemovedEnd); + + auto d = UTF8CharLength(line[cindex].mChar); + while (d-- > 0 && cindex < (int)line.size()) + line.erase(line.begin() + cindex); + } + + mTextChanged = true; + + Colorize(pos.mLine, 1); + } + + u.mAfter = mState; + AddUndo(u); +} + +void TextEditor::Backspace() +{ + assert(!mReadOnly); + + if (mLines.empty()) + return; + + UndoRecord u; + u.mBefore = mState; + + if (HasSelection()) + { + u.mRemoved = GetSelectedText(); + u.mRemovedStart = mState.mSelectionStart; + u.mRemovedEnd = mState.mSelectionEnd; + + DeleteSelection(); + } + else + { + auto pos = GetActualCursorCoordinates(); + SetCursorPosition(pos); + + if (mState.mCursorPosition.mColumn == 0) + { + if (mState.mCursorPosition.mLine == 0) + return; + + u.mRemoved = '\n'; + u.mRemovedStart = u.mRemovedEnd = Coordinates(pos.mLine - 1, GetLineMaxColumn(pos.mLine - 1)); + Advance(u.mRemovedEnd); + + auto& line = mLines[mState.mCursorPosition.mLine]; + auto& prevLine = mLines[mState.mCursorPosition.mLine - 1]; + auto prevSize = GetLineMaxColumn(mState.mCursorPosition.mLine - 1); + prevLine.insert(prevLine.end(), line.begin(), line.end()); + + ErrorMarkers etmp; + for (auto& i : mErrorMarkers) + etmp.insert(ErrorMarkers::value_type(i.first - 1 == mState.mCursorPosition.mLine ? i.first - 1 : i.first, i.second)); + mErrorMarkers = std::move(etmp); + + RemoveLine(mState.mCursorPosition.mLine); + --mState.mCursorPosition.mLine; + mState.mCursorPosition.mColumn = prevSize; + } + else + { + auto& line = mLines[mState.mCursorPosition.mLine]; + auto cindex = GetCharacterIndex(pos) - 1; + auto cend = cindex + 1; + while (cindex > 0 && IsUTFSequence(line[cindex].mChar)) + --cindex; + + //if (cindex > 0 && UTF8CharLength(line[cindex].mChar) > 1) + // --cindex; + + u.mRemovedStart = u.mRemovedEnd = GetActualCursorCoordinates(); + --u.mRemovedStart.mColumn; + --mState.mCursorPosition.mColumn; + + while (cindex < line.size() && cend-- > cindex) + { + u.mRemoved += line[cindex].mChar; + line.erase(line.begin() + cindex); + } + } + + mTextChanged = true; + + EnsureCursorVisible(); + Colorize(mState.mCursorPosition.mLine, 1); + } + + u.mAfter = mState; + AddUndo(u); +} + +void TextEditor::SelectWordUnderCursor() +{ + auto c = GetCursorPosition(); + SetSelection(FindWordStart(c), FindWordEnd(c)); +} + +void TextEditor::SelectAll() +{ + SetSelection(Coordinates(0, 0), Coordinates((int)mLines.size(), 0)); +} + +bool TextEditor::HasSelection() const +{ + return mState.mSelectionEnd > mState.mSelectionStart; +} + +void TextEditor::Copy() +{ + if (HasSelection()) + { + ImGui::SetClipboardText(GetSelectedText().c_str()); + } + else + { + if (!mLines.empty()) + { + std::string str; + auto& line = mLines[GetActualCursorCoordinates().mLine]; + for (auto& g : line) + str.push_back(g.mChar); + ImGui::SetClipboardText(str.c_str()); + } + } +} + +void TextEditor::Cut() +{ + if (IsReadOnly()) + { + Copy(); + } + else + { + if (HasSelection()) + { + UndoRecord u; + u.mBefore = mState; + u.mRemoved = GetSelectedText(); + u.mRemovedStart = mState.mSelectionStart; + u.mRemovedEnd = mState.mSelectionEnd; + + Copy(); + DeleteSelection(); + + u.mAfter = mState; + AddUndo(u); + } + } +} + +void TextEditor::Paste() +{ + if (IsReadOnly()) + return; + + auto clipText = ImGui::GetClipboardText(); + if (clipText != nullptr && strlen(clipText) > 0) + { + UndoRecord u; + u.mBefore = mState; + + if (HasSelection()) + { + u.mRemoved = GetSelectedText(); + u.mRemovedStart = mState.mSelectionStart; + u.mRemovedEnd = mState.mSelectionEnd; + DeleteSelection(); + } + + u.mAdded = clipText; + u.mAddedStart = GetActualCursorCoordinates(); + + InsertText(clipText); + + u.mAddedEnd = GetActualCursorCoordinates(); + u.mAfter = mState; + AddUndo(u); + } +} + +bool TextEditor::CanUndo() const +{ + return !mReadOnly && mUndoIndex > 0; +} + +bool TextEditor::CanRedo() const +{ + return !mReadOnly && mUndoIndex < (int)mUndoBuffer.size(); +} + +void TextEditor::Undo(int aSteps) +{ + while (CanUndo() && aSteps-- > 0) + mUndoBuffer[--mUndoIndex].Undo(this); +} + +void TextEditor::Redo(int aSteps) +{ + while (CanRedo() && aSteps-- > 0) + mUndoBuffer[mUndoIndex++].Redo(this); +} + +const TextEditor::Palette & TextEditor::GetDarkPalette() +{ + const static Palette p = { { + 0xff7f7f7f, // Default + 0xffd69c56, // Keyword + 0xff00ff00, // Number + 0xff7070e0, // String + 0xff70a0e0, // Char literal + 0xffffffff, // Punctuation + 0xff408080, // Preprocessor + 0xffaaaaaa, // Identifier + 0xff9bc64d, // Known identifier + 0xffc040a0, // Preproc identifier + 0xff206020, // Comment (single line) + 0xff406020, // Comment (multi line) + 0xff101010, // Background + 0xffe0e0e0, // Cursor + 0x80a06020, // Selection + 0x800020ff, // ErrorMarker + 0x40f08000, // Breakpoint + 0xff707000, // Line number + 0x40000000, // Current line fill + 0x40808080, // Current line fill (inactive) + 0x40a0a0a0, // Current line edge + } }; + return p; +} + +const TextEditor::Palette & TextEditor::GetLightPalette() +{ + const static Palette p = { { + 0xff7f7f7f, // None + 0xffff0c06, // Keyword + 0xff008000, // Number + 0xff2020a0, // String + 0xff304070, // Char literal + 0xff000000, // Punctuation + 0xff406060, // Preprocessor + 0xff404040, // Identifier + 0xff606010, // Known identifier + 0xffc040a0, // Preproc identifier + 0xff205020, // Comment (single line) + 0xff405020, // Comment (multi line) + 0xffffffff, // Background + 0xff000000, // Cursor + 0x80600000, // Selection + 0xa00010ff, // ErrorMarker + 0x80f08000, // Breakpoint + 0xff505000, // Line number + 0x40000000, // Current line fill + 0x40808080, // Current line fill (inactive) + 0x40000000, // Current line edge + } }; + return p; +} + +const TextEditor::Palette & TextEditor::GetRetroBluePalette() +{ + const static Palette p = { { + 0xff00ffff, // None + 0xffffff00, // Keyword + 0xff00ff00, // Number + 0xff808000, // String + 0xff808000, // Char literal + 0xffffffff, // Punctuation + 0xff008000, // Preprocessor + 0xff00ffff, // Identifier + 0xffffffff, // Known identifier + 0xffff00ff, // Preproc identifier + 0xff808080, // Comment (single line) + 0xff404040, // Comment (multi line) + 0xff800000, // Background + 0xff0080ff, // Cursor + 0x80ffff00, // Selection + 0xa00000ff, // ErrorMarker + 0x80ff8000, // Breakpoint + 0xff808000, // Line number + 0x40000000, // Current line fill + 0x40808080, // Current line fill (inactive) + 0x40000000, // Current line edge + } }; + return p; +} + + +std::string TextEditor::GetText() const +{ + return GetText(Coordinates(), Coordinates((int)mLines.size(), 0)); +} + +std::vector TextEditor::GetTextLines() const +{ + std::vector result; + + result.reserve(mLines.size()); + + for (auto & line : mLines) + { + std::string text; + + text.resize(line.size()); + + for (size_t i = 0; i < line.size(); ++i) + text[i] = line[i].mChar; + + result.emplace_back(std::move(text)); + } + + return result; +} + +void TextEditor::AddTextLine(const std::string & aText) +{ + SetText(aText, false); +} + +std::string TextEditor::GetSelectedText() const +{ + return GetText(mState.mSelectionStart, mState.mSelectionEnd); +} + +std::string TextEditor::GetCurrentLineText()const +{ + auto lineLength = GetLineMaxColumn(mState.mCursorPosition.mLine); + return GetText( + Coordinates(mState.mCursorPosition.mLine, 0), + Coordinates(mState.mCursorPosition.mLine, lineLength)); +} + +void TextEditor::ProcessInputs() +{ +} + +void TextEditor::Colorize(int aFromLine, int aLines) +{ + int toLine = aLines == -1 ? (int)mLines.size() : std::min((int)mLines.size(), aFromLine + aLines); + mColorRangeMin = std::min(mColorRangeMin, aFromLine); + mColorRangeMax = std::max(mColorRangeMax, toLine); + mColorRangeMin = std::max(0, mColorRangeMin); + mColorRangeMax = std::max(mColorRangeMin, mColorRangeMax); + mCheckComments = true; +} + +void TextEditor::ColorizeRange(int aFromLine, int aToLine) +{ + if (mLines.empty() || aFromLine >= aToLine) + return; + + std::string buffer; + std::cmatch results; + std::string id; + + int endLine = std::max(0, std::min((int)mLines.size(), aToLine)); + for (int i = aFromLine; i < endLine; ++i) + { + auto& line = mLines[i]; + + if (line.empty()) + continue; + + buffer.resize(line.size()); + for (size_t j = 0; j < line.size(); ++j) + { + auto& col = line[j]; + buffer[j] = col.mChar; + col.mColorIndex = PaletteIndex::Default; + } + + const char * bufferBegin = &buffer.front(); + const char * bufferEnd = bufferBegin + buffer.size(); + + auto last = bufferEnd; + + for (auto first = bufferBegin; first != last; ) + { + const char * token_begin = nullptr; + const char * token_end = nullptr; + PaletteIndex token_color = PaletteIndex::Default; + + bool hasTokenizeResult = false; + + if (mLanguageDefinition.mTokenize != nullptr) + { + if (mLanguageDefinition.mTokenize(first, last, token_begin, token_end, token_color)) + hasTokenizeResult = true; + } + + if (hasTokenizeResult == false) + { + // todo : remove + //printf("using regex for %.*s\n", first + 10 < last ? 10 : int(last - first), first); + + for (auto& p : mRegexList) + { + if (std::regex_search(first, last, results, p.first, std::regex_constants::match_continuous)) + { + hasTokenizeResult = true; + + auto& v = *results.begin(); + token_begin = v.first; + token_end = v.second; + token_color = p.second; + break; + } + } + } + + if (hasTokenizeResult == false) + { + first++; + } + else + { + const size_t token_length = token_end - token_begin; + + if (token_color == PaletteIndex::Identifier) + { + id.assign(token_begin, token_end); + + // todo : allmost all language definitions use lower case to specify keywords, so shouldn't this use ::tolower ? + if (!mLanguageDefinition.mCaseSensitive) + std::transform(id.begin(), id.end(), id.begin(), ::toupper); + + if (!line[first - bufferBegin].mPreprocessor) + { + if (mLanguageDefinition.mKeywords.count(id) != 0) + token_color = PaletteIndex::Keyword; + else if (mLanguageDefinition.mIdentifiers.count(id) != 0) + token_color = PaletteIndex::KnownIdentifier; + else if (mLanguageDefinition.mPreprocIdentifiers.count(id) != 0) + token_color = PaletteIndex::PreprocIdentifier; + } + else + { + if (mLanguageDefinition.mPreprocIdentifiers.count(id) != 0) + token_color = PaletteIndex::PreprocIdentifier; + } + } + + for (size_t j = 0; j < token_length; ++j) + line[(token_begin - bufferBegin) + j].mColorIndex = token_color; + + first = token_end; + } + } + } +} + +void TextEditor::ColorizeInternal() +{ + if (mLines.empty() || !mColorizerEnabled) + return; + + if (mCheckComments) + { + auto endLine = mLines.size(); + auto endIndex = 0; + auto commentStartLine = endLine; + auto commentStartIndex = endIndex; + auto withinString = false; + auto withinSingleLineComment = false; + auto withinPreproc = false; + auto firstChar = true; // there is no other non-whitespace characters in the line before + auto concatenate = false; // '\' on the very end of the line + auto currentLine = 0; + auto currentIndex = 0; + while (currentLine < endLine || currentIndex < endIndex) + { + auto& line = mLines[currentLine]; + + if (currentIndex == 0 && !concatenate) + { + withinSingleLineComment = false; + withinPreproc = false; + firstChar = true; + } + + concatenate = false; + + if (!line.empty()) + { + auto& g = line[currentIndex]; + auto c = g.mChar; + + if (c != mLanguageDefinition.mPreprocChar && !isspace(c)) + firstChar = false; + + if (currentIndex == (int)line.size() - 1 && line[line.size() - 1].mChar == '\\') + concatenate = true; + + bool inComment = (commentStartLine < currentLine || (commentStartLine == currentLine && commentStartIndex <= currentIndex)); + + if (withinString) + { + line[currentIndex].mMultiLineComment = inComment; + + if (c == '\"') + { + if (currentIndex + 1 < (int)line.size() && line[currentIndex + 1].mChar == '\"') + { + currentIndex += 1; + if (currentIndex < (int)line.size()) + line[currentIndex].mMultiLineComment = inComment; + } + else + withinString = false; + } + else if (c == '\\') + { + currentIndex += 1; + if (currentIndex < (int)line.size()) + line[currentIndex].mMultiLineComment = inComment; + } + } + else + { + if (firstChar && c == mLanguageDefinition.mPreprocChar) + withinPreproc = true; + + if (c == '\"') + { + withinString = true; + line[currentIndex].mMultiLineComment = inComment; + } + else + { + auto pred = [](const char& a, const Glyph& b) { return a == b.mChar; }; + auto from = line.begin() + currentIndex; + auto& startStr = mLanguageDefinition.mCommentStart; + auto& singleStartStr = mLanguageDefinition.mSingleLineComment; + + if (singleStartStr.size() > 0 && + currentIndex + singleStartStr.size() <= line.size() && + equals(singleStartStr.begin(), singleStartStr.end(), from, from + singleStartStr.size(), pred)) + { + withinSingleLineComment = true; + } + else if (!withinSingleLineComment && currentIndex + startStr.size() <= line.size() && + equals(startStr.begin(), startStr.end(), from, from + startStr.size(), pred)) + { + commentStartLine = currentLine; + commentStartIndex = currentIndex; + } + + inComment = inComment = (commentStartLine < currentLine || (commentStartLine == currentLine && commentStartIndex <= currentIndex)); + + line[currentIndex].mMultiLineComment = inComment; + line[currentIndex].mComment = withinSingleLineComment; + + auto& endStr = mLanguageDefinition.mCommentEnd; + if (currentIndex + 1 >= (int)endStr.size() && + equals(endStr.begin(), endStr.end(), from + 1 - endStr.size(), from + 1, pred)) + { + commentStartIndex = endIndex; + commentStartLine = endLine; + } + } + } + line[currentIndex].mPreprocessor = withinPreproc; + currentIndex += UTF8CharLength(c); + if (currentIndex >= (int)line.size()) + { + currentIndex = 0; + ++currentLine; + } + } + else + { + currentIndex = 0; + ++currentLine; + } + } + mCheckComments = false; + } + + if (mColorRangeMin < mColorRangeMax) + { + const int increment = (mLanguageDefinition.mTokenize == nullptr) ? 10 : 10000; + const int to = std::min(mColorRangeMin + increment, mColorRangeMax); + ColorizeRange(mColorRangeMin, to); + mColorRangeMin = to; + + if (mColorRangeMax == mColorRangeMin) + { + mColorRangeMin = std::numeric_limits::max(); + mColorRangeMax = 0; + } + return; + } +} + +float TextEditor::TextDistanceToLineStart(const Coordinates& aFrom) const +{ + auto& line = mLines[aFrom.mLine]; + float distance = 0.0f; + float spaceSize = ImGui::GetFont()->CalcTextSizeA(ImGui::GetFontSize(), FLT_MAX, -1.0f, " ", nullptr, nullptr).x; + int colIndex = GetCharacterIndex(aFrom); + for (size_t it = 0u; it < line.size() && it < colIndex; ) + { + if (line[it].mChar == '\t') + { + distance = (1.0f + std::floor((1.0f + distance) / (float(mTabSize) * spaceSize))) * (float(mTabSize) * spaceSize); + ++it; + } + else + { + auto d = UTF8CharLength(line[it].mChar); + char tempCString[7]; + int i = 0; + for (; i < 6 && d-- > 0 && it < (int)line.size(); i++, it++) + tempCString[i] = line[it].mChar; + + tempCString[i] = '\0'; + distance += ImGui::GetFont()->CalcTextSizeA(ImGui::GetFontSize(), FLT_MAX, -1.0f, tempCString, nullptr, nullptr).x; + } + } + + return distance; +} + +void TextEditor::EnsureCursorVisible() +{ + if (!mWithinRender) + { + mScrollToCursor = true; + return; + } + + float scrollX = ImGui::GetScrollX(); + float scrollY = ImGui::GetScrollY(); + + auto height = ImGui::GetWindowHeight(); + auto width = ImGui::GetWindowWidth(); + + auto top = 1 + (int)ceil(scrollY / mCharAdvance.y); + auto bottom = (int)ceil((scrollY + height) / mCharAdvance.y); + + auto left = (int)ceil(scrollX / mCharAdvance.x); + auto right = (int)ceil((scrollX + width) / mCharAdvance.x); + + auto pos = GetActualCursorCoordinates(); + auto len = TextDistanceToLineStart(pos); + + if (pos.mLine < top) + ImGui::SetScrollY(std::max(0.0f, (pos.mLine - 1) * mCharAdvance.y)); + if (pos.mLine > bottom - 4) + ImGui::SetScrollY(std::max(0.0f, (pos.mLine + 4) * mCharAdvance.y - height)); + if (len + mTextStart < left + 4) + ImGui::SetScrollX(std::max(0.0f, len + mTextStart - 4)); + if (len + mTextStart > right - 4) + ImGui::SetScrollX(std::max(0.0f, len + mTextStart + 4 - width)); +} + +int TextEditor::GetPageSize() const +{ + auto height = ImGui::GetWindowHeight() - 20.0f; + return (int)floor(height / mCharAdvance.y); +} + +TextEditor::UndoRecord::UndoRecord( + const std::string& aAdded, + const TextEditor::Coordinates aAddedStart, + const TextEditor::Coordinates aAddedEnd, + const std::string& aRemoved, + const TextEditor::Coordinates aRemovedStart, + const TextEditor::Coordinates aRemovedEnd, + TextEditor::EditorState& aBefore, + TextEditor::EditorState& aAfter) + : mAdded(aAdded) + , mAddedStart(aAddedStart) + , mAddedEnd(aAddedEnd) + , mRemoved(aRemoved) + , mRemovedStart(aRemovedStart) + , mRemovedEnd(aRemovedEnd) + , mBefore(aBefore) + , mAfter(aAfter) +{ + assert(mAddedStart <= mAddedEnd); + assert(mRemovedStart <= mRemovedEnd); +} + +void TextEditor::UndoRecord::Undo(TextEditor * aEditor) +{ + if (!mAdded.empty()) + { + aEditor->DeleteRange(mAddedStart, mAddedEnd); + aEditor->Colorize(mAddedStart.mLine - 1, mAddedEnd.mLine - mAddedStart.mLine + 2); + } + + if (!mRemoved.empty()) + { + auto start = mRemovedStart; + aEditor->InsertTextAt(start, mRemoved.c_str()); + aEditor->Colorize(mRemovedStart.mLine - 1, mRemovedEnd.mLine - mRemovedStart.mLine + 2); + } + + aEditor->mState = mBefore; + aEditor->EnsureCursorVisible(); + +} + +void TextEditor::UndoRecord::Redo(TextEditor * aEditor) +{ + if (!mRemoved.empty()) + { + aEditor->DeleteRange(mRemovedStart, mRemovedEnd); + aEditor->Colorize(mRemovedStart.mLine - 1, mRemovedEnd.mLine - mRemovedStart.mLine + 1); + } + + if (!mAdded.empty()) + { + auto start = mAddedStart; + aEditor->InsertTextAt(start, mAdded.c_str()); + aEditor->Colorize(mAddedStart.mLine - 1, mAddedEnd.mLine - mAddedStart.mLine + 1); + } + + aEditor->mState = mAfter; + aEditor->EnsureCursorVisible(); +} + +static bool TokenizeCStyleString(const char * in_begin, const char * in_end, const char *& out_begin, const char *& out_end) +{ + const char * p = in_begin; + + if (*p == '"') + { + p++; + + while (p < in_end) + { + // handle end of string + if (*p == '"') + { + out_begin = in_begin; + out_end = p + 1; + return true; + } + + // handle escape character for " + if (*p == '\\' && p + 1 < in_end && p[1] == '"') + p++; + + p++; + } + } + + return false; +} + +static bool TokenizeCStyleCharacterLiteral(const char * in_begin, const char * in_end, const char *& out_begin, const char *& out_end) +{ + const char * p = in_begin; + + if (*p == '\'') + { + p++; + + // handle escape characters + if (p < in_end && *p == '\\') + p++; + + if (p < in_end) + p++; + + // handle end of character literal + if (p < in_end && *p == '\'') + { + out_begin = in_begin; + out_end = p + 1; + return true; + } + } + + return false; +} + +static bool TokenizeCStyleIdentifier(const char * in_begin, const char * in_end, const char *& out_begin, const char *& out_end) +{ + const char * p = in_begin; + + if ((*p >= 'a' && *p <= 'z') || (*p >= 'A' && *p <= 'Z') || *p == '_') + { + p++; + + while ((p < in_end) && ((*p >= 'a' && *p <= 'z') || (*p >= 'A' && *p <= 'Z') || (*p >= '0' && *p <= '9') || *p == '_')) + p++; + + out_begin = in_begin; + out_end = p; + return true; + } + + return false; +} + +static bool TokenizeCStyleNumber(const char * in_begin, const char * in_end, const char *& out_begin, const char *& out_end) +{ + const char * p = in_begin; + + const bool startsWithNumber = *p >= '0' && *p <= '9'; + + if (*p != '+' && *p != '-' && !startsWithNumber) + return false; + + p++; + + bool hasNumber = startsWithNumber; + + while (p < in_end && (*p >= '0' && *p <= '9')) + { + hasNumber = true; + + p++; + } + + if (hasNumber == false) + return false; + + bool isFloat = false; + bool isHex = false; + bool isBinary = false; + + if (p < in_end) + { + if (*p == '.') + { + isFloat = true; + + p++; + + while (p < in_end && (*p >= '0' && *p <= '9')) + p++; + } + else if (*p == 'x' || *p == 'X') + { + // hex formatted integer of the type 0xef80 + + isHex = true; + + p++; + + while (p < in_end && ((*p >= '0' && *p <= '9') || (*p >= 'a' && *p <= 'f') || (*p >= 'A' && *p <= 'F'))) + p++; + } + else if (*p == 'b' || *p == 'B') + { + // binary formatted integer of the type 0b01011101 + + isBinary = true; + + p++; + + while (p < in_end && (*p >= '0' && *p <= '1')) + p++; + } + } + + if (isHex == false && isBinary == false) + { + // floating point exponent + if (p < in_end && (*p == 'e' || *p == 'E')) + { + isFloat = true; + + p++; + + if (p < in_end && (*p == '+' || *p == '-')) + p++; + + bool hasDigits = false; + + while (p < in_end && (*p >= '0' && *p <= '9')) + { + hasDigits = true; + + p++; + } + + if (hasDigits == false) + return false; + } + + // single precision floating point type + if (p < in_end && *p == 'f') + p++; + } + + if (isFloat == false) + { + // integer size type + while (p < in_end && (*p == 'u' || *p == 'U' || *p == 'l' || *p == 'L')) + p++; + } + + out_begin = in_begin; + out_end = p; + return true; +} + +static bool TokenizeCStylePunctuation(const char * in_begin, const char * in_end, const char *& out_begin, const char *& out_end) +{ + (void)in_end; + + switch (*in_begin) + { + case '[': + case ']': + case '{': + case '}': + case '!': + case '%': + case '^': + case '&': + case '*': + case '(': + case ')': + case '-': + case '+': + case '=': + case '~': + case '|': + case '<': + case '>': + case '?': + case ':': + case '/': + case ';': + case ',': + case '.': + out_begin = in_begin; + out_end = in_begin + 1; + return true; + } + + return false; +} + +const TextEditor::LanguageDefinition& TextEditor::LanguageDefinition::CPlusPlus() +{ + static bool inited = false; + static LanguageDefinition langDef; + if (!inited) + { + static const char* const cppKeywords[] = { + "alignas", "alignof", "and", "and_eq", "asm", "atomic_cancel", "atomic_commit", "atomic_noexcept", "auto", "bitand", "bitor", "bool", "break", "case", "catch", "char", "char16_t", "char32_t", "class", + "compl", "concept", "const", "constexpr", "const_cast", "continue", "decltype", "default", "delete", "do", "double", "dynamic_cast", "else", "enum", "explicit", "export", "extern", "false", "float", + "for", "friend", "goto", "if", "import", "inline", "int", "long", "module", "mutable", "namespace", "new", "noexcept", "not", "not_eq", "nullptr", "operator", "or", "or_eq", "private", "protected", "public", + "register", "reinterpret_cast", "requires", "return", "short", "signed", "sizeof", "static", "static_assert", "static_cast", "struct", "switch", "synchronized", "template", "this", "thread_local", + "throw", "true", "try", "typedef", "typeid", "typename", "union", "unsigned", "using", "virtual", "void", "volatile", "wchar_t", "while", "xor", "xor_eq" + }; + for (auto& k : cppKeywords) + langDef.mKeywords.insert(k); + + static const char* const identifiers[] = { + "abort", "abs", "acos", "asin", "atan", "atexit", "atof", "atoi", "atol", "ceil", "clock", "cosh", "ctime", "div", "exit", "fabs", "floor", "fmod", "getchar", "getenv", "isalnum", "isalpha", "isdigit", "isgraph", + "ispunct", "isspace", "isupper", "kbhit", "log10", "log2", "log", "memcmp", "modf", "pow", "printf", "sprintf", "snprintf", "putchar", "putenv", "puts", "rand", "remove", "rename", "sinh", "sqrt", "srand", "strcat", "strcmp", "strerror", "time", "tolower", "toupper", + "std", "string", "vector", "map", "unordered_map", "set", "unordered_set", "min", "max" + }; + for (auto& k : identifiers) + { + Identifier id; + id.mDeclaration = "Built-in function"; + langDef.mIdentifiers.insert(std::make_pair(std::string(k), id)); + } + + langDef.mTokenize = [](const char * in_begin, const char * in_end, const char *& out_begin, const char *& out_end, PaletteIndex & paletteIndex) -> bool + { + paletteIndex = PaletteIndex::Max; + + while (in_begin < in_end && isascii(*in_begin) && isblank(*in_begin)) + in_begin++; + + if (in_begin == in_end) + { + out_begin = in_end; + out_end = in_end; + paletteIndex = PaletteIndex::Default; + } + else if (TokenizeCStyleString(in_begin, in_end, out_begin, out_end)) + paletteIndex = PaletteIndex::String; + else if (TokenizeCStyleCharacterLiteral(in_begin, in_end, out_begin, out_end)) + paletteIndex = PaletteIndex::CharLiteral; + else if (TokenizeCStyleIdentifier(in_begin, in_end, out_begin, out_end)) + paletteIndex = PaletteIndex::Identifier; + else if (TokenizeCStyleNumber(in_begin, in_end, out_begin, out_end)) + paletteIndex = PaletteIndex::Number; + else if (TokenizeCStylePunctuation(in_begin, in_end, out_begin, out_end)) + paletteIndex = PaletteIndex::Punctuation; + + return paletteIndex != PaletteIndex::Max; + }; + + langDef.mCommentStart = "/*"; + langDef.mCommentEnd = "*/"; + langDef.mSingleLineComment = "//"; + + langDef.mCaseSensitive = true; + langDef.mAutoIndentation = true; + + langDef.mName = "C++"; + + inited = true; + } + return langDef; +} + +const TextEditor::LanguageDefinition& TextEditor::LanguageDefinition::HLSL() +{ + static bool inited = false; + static LanguageDefinition langDef; + if (!inited) + { + static const char* const keywords[] = { + "AppendStructuredBuffer", "asm", "asm_fragment", "BlendState", "bool", "break", "Buffer", "ByteAddressBuffer", "case", "cbuffer", "centroid", "class", "column_major", "compile", "compile_fragment", + "CompileShader", "const", "continue", "ComputeShader", "ConsumeStructuredBuffer", "default", "DepthStencilState", "DepthStencilView", "discard", "do", "double", "DomainShader", "dword", "else", + "export", "extern", "false", "float", "for", "fxgroup", "GeometryShader", "groupshared", "half", "Hullshader", "if", "in", "inline", "inout", "InputPatch", "int", "interface", "line", "lineadj", + "linear", "LineStream", "matrix", "min16float", "min10float", "min16int", "min12int", "min16uint", "namespace", "nointerpolation", "noperspective", "NULL", "out", "OutputPatch", "packoffset", + "pass", "pixelfragment", "PixelShader", "point", "PointStream", "precise", "RasterizerState", "RenderTargetView", "return", "register", "row_major", "RWBuffer", "RWByteAddressBuffer", "RWStructuredBuffer", + "RWTexture1D", "RWTexture1DArray", "RWTexture2D", "RWTexture2DArray", "RWTexture3D", "sample", "sampler", "SamplerState", "SamplerComparisonState", "shared", "snorm", "stateblock", "stateblock_state", + "static", "string", "struct", "switch", "StructuredBuffer", "tbuffer", "technique", "technique10", "technique11", "texture", "Texture1D", "Texture1DArray", "Texture2D", "Texture2DArray", "Texture2DMS", + "Texture2DMSArray", "Texture3D", "TextureCube", "TextureCubeArray", "true", "typedef", "triangle", "triangleadj", "TriangleStream", "uint", "uniform", "unorm", "unsigned", "vector", "vertexfragment", + "VertexShader", "void", "volatile", "while", + "bool1","bool2","bool3","bool4","double1","double2","double3","double4", "float1", "float2", "float3", "float4", "int1", "int2", "int3", "int4", "in", "out", "inout", + "uint1", "uint2", "uint3", "uint4", "dword1", "dword2", "dword3", "dword4", "half1", "half2", "half3", "half4", + "float1x1","float2x1","float3x1","float4x1","float1x2","float2x2","float3x2","float4x2", + "float1x3","float2x3","float3x3","float4x3","float1x4","float2x4","float3x4","float4x4", + "half1x1","half2x1","half3x1","half4x1","half1x2","half2x2","half3x2","half4x2", + "half1x3","half2x3","half3x3","half4x3","half1x4","half2x4","half3x4","half4x4", + }; + for (auto& k : keywords) + langDef.mKeywords.insert(k); + + static const char* const identifiers[] = { + "abort", "abs", "acos", "all", "AllMemoryBarrier", "AllMemoryBarrierWithGroupSync", "any", "asdouble", "asfloat", "asin", "asint", "asint", "asuint", + "asuint", "atan", "atan2", "ceil", "CheckAccessFullyMapped", "clamp", "clip", "cos", "cosh", "countbits", "cross", "D3DCOLORtoUBYTE4", "ddx", + "ddx_coarse", "ddx_fine", "ddy", "ddy_coarse", "ddy_fine", "degrees", "determinant", "DeviceMemoryBarrier", "DeviceMemoryBarrierWithGroupSync", + "distance", "dot", "dst", "errorf", "EvaluateAttributeAtCentroid", "EvaluateAttributeAtSample", "EvaluateAttributeSnapped", "exp", "exp2", + "f16tof32", "f32tof16", "faceforward", "firstbithigh", "firstbitlow", "floor", "fma", "fmod", "frac", "frexp", "fwidth", "GetRenderTargetSampleCount", + "GetRenderTargetSamplePosition", "GroupMemoryBarrier", "GroupMemoryBarrierWithGroupSync", "InterlockedAdd", "InterlockedAnd", "InterlockedCompareExchange", + "InterlockedCompareStore", "InterlockedExchange", "InterlockedMax", "InterlockedMin", "InterlockedOr", "InterlockedXor", "isfinite", "isinf", "isnan", + "ldexp", "length", "lerp", "lit", "log", "log10", "log2", "mad", "max", "min", "modf", "msad4", "mul", "noise", "normalize", "pow", "printf", + "Process2DQuadTessFactorsAvg", "Process2DQuadTessFactorsMax", "Process2DQuadTessFactorsMin", "ProcessIsolineTessFactors", "ProcessQuadTessFactorsAvg", + "ProcessQuadTessFactorsMax", "ProcessQuadTessFactorsMin", "ProcessTriTessFactorsAvg", "ProcessTriTessFactorsMax", "ProcessTriTessFactorsMin", + "radians", "rcp", "reflect", "refract", "reversebits", "round", "rsqrt", "saturate", "sign", "sin", "sincos", "sinh", "smoothstep", "sqrt", "step", + "tan", "tanh", "tex1D", "tex1D", "tex1Dbias", "tex1Dgrad", "tex1Dlod", "tex1Dproj", "tex2D", "tex2D", "tex2Dbias", "tex2Dgrad", "tex2Dlod", "tex2Dproj", + "tex3D", "tex3D", "tex3Dbias", "tex3Dgrad", "tex3Dlod", "tex3Dproj", "texCUBE", "texCUBE", "texCUBEbias", "texCUBEgrad", "texCUBElod", "texCUBEproj", "transpose", "trunc" + }; + for (auto& k : identifiers) + { + Identifier id; + id.mDeclaration = "Built-in function"; + langDef.mIdentifiers.insert(std::make_pair(std::string(k), id)); + } + + langDef.mTokenRegexStrings.push_back(std::make_pair("[ \\t]*#[ \\t]*[a-zA-Z_]+", PaletteIndex::Preprocessor)); + langDef.mTokenRegexStrings.push_back(std::make_pair("L?\\\"(\\\\.|[^\\\"])*\\\"", PaletteIndex::String)); + langDef.mTokenRegexStrings.push_back(std::make_pair("\\'\\\\?[^\\']\\'", PaletteIndex::CharLiteral)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[+-]?([0-9]+([.][0-9]*)?|[.][0-9]+)([eE][+-]?[0-9]+)?[fF]?", PaletteIndex::Number)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[+-]?[0-9]+[Uu]?[lL]?[lL]?", PaletteIndex::Number)); + langDef.mTokenRegexStrings.push_back(std::make_pair("0[0-7]+[Uu]?[lL]?[lL]?", PaletteIndex::Number)); + langDef.mTokenRegexStrings.push_back(std::make_pair("0[xX][0-9a-fA-F]+[uU]?[lL]?[lL]?", PaletteIndex::Number)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[a-zA-Z_][a-zA-Z0-9_]*", PaletteIndex::Identifier)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[\\[\\]\\{\\}\\!\\%\\^\\&\\*\\(\\)\\-\\+\\=\\~\\|\\<\\>\\?\\/\\;\\,\\.]", PaletteIndex::Punctuation)); + + langDef.mCommentStart = "/*"; + langDef.mCommentEnd = "*/"; + langDef.mSingleLineComment = "//"; + + langDef.mCaseSensitive = true; + langDef.mAutoIndentation = true; + + langDef.mName = "HLSL"; + + inited = true; + } + return langDef; +} + +const TextEditor::LanguageDefinition& TextEditor::LanguageDefinition::GLSL() +{ + static bool inited = false; + static LanguageDefinition langDef; + if (!inited) + { + static const char* const keywords[] = { + "auto", "break", "case", "char", "const", "continue", "default", "do", "double", "else", "enum", "extern", "float", "for", "goto", "if", "inline", "int", "long", "register", "restrict", "return", "short", + "signed", "sizeof", "static", "struct", "switch", "typedef", "union", "unsigned", "void", "volatile", "while", "_Alignas", "_Alignof", "_Atomic", "_Bool", "_Complex", "_Generic", "_Imaginary", + "_Noreturn", "_Static_assert", "_Thread_local" + }; + for (auto& k : keywords) + langDef.mKeywords.insert(k); + + static const char* const identifiers[] = { + "abort", "abs", "acos", "asin", "atan", "atexit", "atof", "atoi", "atol", "ceil", "clock", "cosh", "ctime", "div", "exit", "fabs", "floor", "fmod", "getchar", "getenv", "isalnum", "isalpha", "isdigit", "isgraph", + "ispunct", "isspace", "isupper", "kbhit", "log10", "log2", "log", "memcmp", "modf", "pow", "putchar", "putenv", "puts", "rand", "remove", "rename", "sinh", "sqrt", "srand", "strcat", "strcmp", "strerror", "time", "tolower", "toupper" + }; + for (auto& k : identifiers) + { + Identifier id; + id.mDeclaration = "Built-in function"; + langDef.mIdentifiers.insert(std::make_pair(std::string(k), id)); + } + + langDef.mTokenRegexStrings.push_back(std::make_pair("[ \\t]*#[ \\t]*[a-zA-Z_]+", PaletteIndex::Preprocessor)); + langDef.mTokenRegexStrings.push_back(std::make_pair("L?\\\"(\\\\.|[^\\\"])*\\\"", PaletteIndex::String)); + langDef.mTokenRegexStrings.push_back(std::make_pair("\\'\\\\?[^\\']\\'", PaletteIndex::CharLiteral)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[+-]?([0-9]+([.][0-9]*)?|[.][0-9]+)([eE][+-]?[0-9]+)?[fF]?", PaletteIndex::Number)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[+-]?[0-9]+[Uu]?[lL]?[lL]?", PaletteIndex::Number)); + langDef.mTokenRegexStrings.push_back(std::make_pair("0[0-7]+[Uu]?[lL]?[lL]?", PaletteIndex::Number)); + langDef.mTokenRegexStrings.push_back(std::make_pair("0[xX][0-9a-fA-F]+[uU]?[lL]?[lL]?", PaletteIndex::Number)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[a-zA-Z_][a-zA-Z0-9_]*", PaletteIndex::Identifier)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[\\[\\]\\{\\}\\!\\%\\^\\&\\*\\(\\)\\-\\+\\=\\~\\|\\<\\>\\?\\/\\;\\,\\.]", PaletteIndex::Punctuation)); + + langDef.mCommentStart = "/*"; + langDef.mCommentEnd = "*/"; + langDef.mSingleLineComment = "//"; + + langDef.mCaseSensitive = true; + langDef.mAutoIndentation = true; + + langDef.mName = "GLSL"; + + inited = true; + } + return langDef; +} + +const TextEditor::LanguageDefinition& TextEditor::LanguageDefinition::C() +{ + static bool inited = false; + static LanguageDefinition langDef; + if (!inited) + { + static const char* const keywords[] = { + "auto", "break", "case", "char", "const", "continue", "default", "do", "double", "else", "enum", "extern", "float", "for", "goto", "if", "inline", "int", "long", "register", "restrict", "return", "short", + "signed", "sizeof", "static", "struct", "switch", "typedef", "union", "unsigned", "void", "volatile", "while", "_Alignas", "_Alignof", "_Atomic", "_Bool", "_Complex", "_Generic", "_Imaginary", + "_Noreturn", "_Static_assert", "_Thread_local" + }; + for (auto& k : keywords) + langDef.mKeywords.insert(k); + + static const char* const identifiers[] = { + "abort", "abs", "acos", "asin", "atan", "atexit", "atof", "atoi", "atol", "ceil", "clock", "cosh", "ctime", "div", "exit", "fabs", "floor", "fmod", "getchar", "getenv", "isalnum", "isalpha", "isdigit", "isgraph", + "ispunct", "isspace", "isupper", "kbhit", "log10", "log2", "log", "memcmp", "modf", "pow", "putchar", "putenv", "puts", "rand", "remove", "rename", "sinh", "sqrt", "srand", "strcat", "strcmp", "strerror", "time", "tolower", "toupper" + }; + for (auto& k : identifiers) + { + Identifier id; + id.mDeclaration = "Built-in function"; + langDef.mIdentifiers.insert(std::make_pair(std::string(k), id)); + } + + langDef.mTokenize = [](const char * in_begin, const char * in_end, const char *& out_begin, const char *& out_end, PaletteIndex & paletteIndex) -> bool + { + paletteIndex = PaletteIndex::Max; + + while (in_begin < in_end && isascii(*in_begin) && isblank(*in_begin)) + in_begin++; + + if (in_begin == in_end) + { + out_begin = in_end; + out_end = in_end; + paletteIndex = PaletteIndex::Default; + } + else if (TokenizeCStyleString(in_begin, in_end, out_begin, out_end)) + paletteIndex = PaletteIndex::String; + else if (TokenizeCStyleCharacterLiteral(in_begin, in_end, out_begin, out_end)) + paletteIndex = PaletteIndex::CharLiteral; + else if (TokenizeCStyleIdentifier(in_begin, in_end, out_begin, out_end)) + paletteIndex = PaletteIndex::Identifier; + else if (TokenizeCStyleNumber(in_begin, in_end, out_begin, out_end)) + paletteIndex = PaletteIndex::Number; + else if (TokenizeCStylePunctuation(in_begin, in_end, out_begin, out_end)) + paletteIndex = PaletteIndex::Punctuation; + + return paletteIndex != PaletteIndex::Max; + }; + + langDef.mCommentStart = "/*"; + langDef.mCommentEnd = "*/"; + langDef.mSingleLineComment = "//"; + + langDef.mCaseSensitive = true; + langDef.mAutoIndentation = true; + + langDef.mName = "C"; + + inited = true; + } + return langDef; +} + +const TextEditor::LanguageDefinition& TextEditor::LanguageDefinition::SQL() +{ + static bool inited = false; + static LanguageDefinition langDef; + if (!inited) + { + static const char* const keywords[] = { + "ADD", "EXCEPT", "PERCENT", "ALL", "EXEC", "PLAN", "ALTER", "EXECUTE", "PRECISION", "AND", "EXISTS", "PRIMARY", "ANY", "EXIT", "PRINT", "AS", "FETCH", "PROC", "ASC", "FILE", "PROCEDURE", + "AUTHORIZATION", "FILLFACTOR", "PUBLIC", "BACKUP", "FOR", "RAISERROR", "BEGIN", "FOREIGN", "READ", "BETWEEN", "FREETEXT", "READTEXT", "BREAK", "FREETEXTTABLE", "RECONFIGURE", + "BROWSE", "FROM", "REFERENCES", "BULK", "FULL", "REPLICATION", "BY", "FUNCTION", "RESTORE", "CASCADE", "GOTO", "RESTRICT", "CASE", "GRANT", "RETURN", "CHECK", "GROUP", "REVOKE", + "CHECKPOINT", "HAVING", "RIGHT", "CLOSE", "HOLDLOCK", "ROLLBACK", "CLUSTERED", "IDENTITY", "ROWCOUNT", "COALESCE", "IDENTITY_INSERT", "ROWGUIDCOL", "COLLATE", "IDENTITYCOL", "RULE", + "COLUMN", "IF", "SAVE", "COMMIT", "IN", "SCHEMA", "COMPUTE", "INDEX", "SELECT", "CONSTRAINT", "INNER", "SESSION_USER", "CONTAINS", "INSERT", "SET", "CONTAINSTABLE", "INTERSECT", "SETUSER", + "CONTINUE", "INTO", "SHUTDOWN", "CONVERT", "IS", "SOME", "CREATE", "JOIN", "STATISTICS", "CROSS", "KEY", "SYSTEM_USER", "CURRENT", "KILL", "TABLE", "CURRENT_DATE", "LEFT", "TEXTSIZE", + "CURRENT_TIME", "LIKE", "THEN", "CURRENT_TIMESTAMP", "LINENO", "TO", "CURRENT_USER", "LOAD", "TOP", "CURSOR", "NATIONAL", "TRAN", "DATABASE", "NOCHECK", "TRANSACTION", + "DBCC", "NONCLUSTERED", "TRIGGER", "DEALLOCATE", "NOT", "TRUNCATE", "DECLARE", "NULL", "TSEQUAL", "DEFAULT", "NULLIF", "UNION", "DELETE", "OF", "UNIQUE", "DENY", "OFF", "UPDATE", + "DESC", "OFFSETS", "UPDATETEXT", "DISK", "ON", "USE", "DISTINCT", "OPEN", "USER", "DISTRIBUTED", "OPENDATASOURCE", "VALUES", "DOUBLE", "OPENQUERY", "VARYING","DROP", "OPENROWSET", "VIEW", + "DUMMY", "OPENXML", "WAITFOR", "DUMP", "OPTION", "WHEN", "ELSE", "OR", "WHERE", "END", "ORDER", "WHILE", "ERRLVL", "OUTER", "WITH", "ESCAPE", "OVER", "WRITETEXT" + }; + + for (auto& k : keywords) + langDef.mKeywords.insert(k); + + static const char* const identifiers[] = { + "ABS", "ACOS", "ADD_MONTHS", "ASCII", "ASCIISTR", "ASIN", "ATAN", "ATAN2", "AVG", "BFILENAME", "BIN_TO_NUM", "BITAND", "CARDINALITY", "CASE", "CAST", "CEIL", + "CHARTOROWID", "CHR", "COALESCE", "COMPOSE", "CONCAT", "CONVERT", "CORR", "COS", "COSH", "COUNT", "COVAR_POP", "COVAR_SAMP", "CUME_DIST", "CURRENT_DATE", + "CURRENT_TIMESTAMP", "DBTIMEZONE", "DECODE", "DECOMPOSE", "DENSE_RANK", "DUMP", "EMPTY_BLOB", "EMPTY_CLOB", "EXP", "EXTRACT", "FIRST_VALUE", "FLOOR", "FROM_TZ", "GREATEST", + "GROUP_ID", "HEXTORAW", "INITCAP", "INSTR", "INSTR2", "INSTR4", "INSTRB", "INSTRC", "LAG", "LAST_DAY", "LAST_VALUE", "LEAD", "LEAST", "LENGTH", "LENGTH2", "LENGTH4", + "LENGTHB", "LENGTHC", "LISTAGG", "LN", "LNNVL", "LOCALTIMESTAMP", "LOG", "LOWER", "LPAD", "LTRIM", "MAX", "MEDIAN", "MIN", "MOD", "MONTHS_BETWEEN", "NANVL", "NCHR", + "NEW_TIME", "NEXT_DAY", "NTH_VALUE", "NULLIF", "NUMTODSINTERVAL", "NUMTOYMINTERVAL", "NVL", "NVL2", "POWER", "RANK", "RAWTOHEX", "REGEXP_COUNT", "REGEXP_INSTR", + "REGEXP_REPLACE", "REGEXP_SUBSTR", "REMAINDER", "REPLACE", "ROUND", "ROWNUM", "RPAD", "RTRIM", "SESSIONTIMEZONE", "SIGN", "SIN", "SINH", + "SOUNDEX", "SQRT", "STDDEV", "SUBSTR", "SUM", "SYS_CONTEXT", "SYSDATE", "SYSTIMESTAMP", "TAN", "TANH", "TO_CHAR", "TO_CLOB", "TO_DATE", "TO_DSINTERVAL", "TO_LOB", + "TO_MULTI_BYTE", "TO_NCLOB", "TO_NUMBER", "TO_SINGLE_BYTE", "TO_TIMESTAMP", "TO_TIMESTAMP_TZ", "TO_YMINTERVAL", "TRANSLATE", "TRIM", "TRUNC", "TZ_OFFSET", "UID", "UPPER", + "USER", "USERENV", "VAR_POP", "VAR_SAMP", "VARIANCE", "VSIZE " + }; + for (auto& k : identifiers) + { + Identifier id; + id.mDeclaration = "Built-in function"; + langDef.mIdentifiers.insert(std::make_pair(std::string(k), id)); + } + + langDef.mTokenRegexStrings.push_back(std::make_pair("L?\\\"(\\\\.|[^\\\"])*\\\"", PaletteIndex::String)); + langDef.mTokenRegexStrings.push_back(std::make_pair("\\\'[^\\\']*\\\'", PaletteIndex::String)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[+-]?([0-9]+([.][0-9]*)?|[.][0-9]+)([eE][+-]?[0-9]+)?[fF]?", PaletteIndex::Number)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[+-]?[0-9]+[Uu]?[lL]?[lL]?", PaletteIndex::Number)); + langDef.mTokenRegexStrings.push_back(std::make_pair("0[0-7]+[Uu]?[lL]?[lL]?", PaletteIndex::Number)); + langDef.mTokenRegexStrings.push_back(std::make_pair("0[xX][0-9a-fA-F]+[uU]?[lL]?[lL]?", PaletteIndex::Number)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[a-zA-Z_][a-zA-Z0-9_]*", PaletteIndex::Identifier)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[\\[\\]\\{\\}\\!\\%\\^\\&\\*\\(\\)\\-\\+\\=\\~\\|\\<\\>\\?\\/\\;\\,\\.]", PaletteIndex::Punctuation)); + + langDef.mCommentStart = "/*"; + langDef.mCommentEnd = "*/"; + langDef.mSingleLineComment = "//"; + + langDef.mCaseSensitive = false; + langDef.mAutoIndentation = false; + + langDef.mName = "SQL"; + + inited = true; + } + return langDef; +} + +const TextEditor::LanguageDefinition& TextEditor::LanguageDefinition::AngelScript() +{ + static bool inited = false; + static LanguageDefinition langDef; + if (!inited) + { + static const char* const keywords[] = { + "and", "abstract", "auto", "bool", "break", "case", "cast", "class", "const", "continue", "default", "do", "double", "else", "enum", "false", "final", "float", "for", + "from", "funcdef", "function", "get", "if", "import", "in", "inout", "int", "interface", "int8", "int16", "int32", "int64", "is", "mixin", "namespace", "not", + "null", "or", "out", "override", "private", "protected", "return", "set", "shared", "super", "switch", "this ", "true", "typedef", "uint", "uint8", "uint16", "uint32", + "uint64", "void", "while", "xor" + }; + + for (auto& k : keywords) + langDef.mKeywords.insert(k); + + static const char* const identifiers[] = { + "cos", "sin", "tab", "acos", "asin", "atan", "atan2", "cosh", "sinh", "tanh", "log", "log10", "pow", "sqrt", "abs", "ceil", "floor", "fraction", "closeTo", "fpFromIEEE", "fpToIEEE", + "complex", "opEquals", "opAddAssign", "opSubAssign", "opMulAssign", "opDivAssign", "opAdd", "opSub", "opMul", "opDiv" + }; + for (auto& k : identifiers) + { + Identifier id; + id.mDeclaration = "Built-in function"; + langDef.mIdentifiers.insert(std::make_pair(std::string(k), id)); + } + + langDef.mTokenRegexStrings.push_back(std::make_pair("L?\\\"(\\\\.|[^\\\"])*\\\"", PaletteIndex::String)); + langDef.mTokenRegexStrings.push_back(std::make_pair("\\'\\\\?[^\\']\\'", PaletteIndex::String)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[+-]?([0-9]+([.][0-9]*)?|[.][0-9]+)([eE][+-]?[0-9]+)?[fF]?", PaletteIndex::Number)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[+-]?[0-9]+[Uu]?[lL]?[lL]?", PaletteIndex::Number)); + langDef.mTokenRegexStrings.push_back(std::make_pair("0[0-7]+[Uu]?[lL]?[lL]?", PaletteIndex::Number)); + langDef.mTokenRegexStrings.push_back(std::make_pair("0[xX][0-9a-fA-F]+[uU]?[lL]?[lL]?", PaletteIndex::Number)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[a-zA-Z_][a-zA-Z0-9_]*", PaletteIndex::Identifier)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[\\[\\]\\{\\}\\!\\%\\^\\&\\*\\(\\)\\-\\+\\=\\~\\|\\<\\>\\?\\/\\;\\,\\.]", PaletteIndex::Punctuation)); + + langDef.mCommentStart = "/*"; + langDef.mCommentEnd = "*/"; + langDef.mSingleLineComment = "//"; + + langDef.mCaseSensitive = true; + langDef.mAutoIndentation = true; + + langDef.mName = "AngelScript"; + + inited = true; + } + return langDef; +} + +const TextEditor::LanguageDefinition& TextEditor::LanguageDefinition::Lua() +{ + static bool inited = false; + static LanguageDefinition langDef; + if (!inited) + { + static const char* const keywords[] = { + "and", "break", "do", "", "else", "elseif", "end", "false", "for", "function", "if", "in", "", "local", "nil", "not", "or", "repeat", "return", "then", "true", "until", "while" + }; + + for (auto& k : keywords) + langDef.mKeywords.insert(k); + + static const char* const identifiers[] = { + "assert", "collectgarbage", "dofile", "error", "getmetatable", "ipairs", "loadfile", "load", "loadstring", "next", "pairs", "pcall", "print", "rawequal", "rawlen", "rawget", "rawset", + "select", "setmetatable", "tonumber", "tostring", "type", "xpcall", "_G", "_VERSION","arshift", "band", "bnot", "bor", "bxor", "btest", "extract", "lrotate", "lshift", "replace", + "rrotate", "rshift", "create", "resume", "running", "status", "wrap", "yield", "isyieldable", "debug","getuservalue", "gethook", "getinfo", "getlocal", "getregistry", "getmetatable", + "getupvalue", "upvaluejoin", "upvalueid", "setuservalue", "sethook", "setlocal", "setmetatable", "setupvalue", "traceback", "close", "flush", "input", "lines", "open", "output", "popen", + "read", "tmpfile", "type", "write", "close", "flush", "lines", "read", "seek", "setvbuf", "write", "__gc", "__tostring", "abs", "acos", "asin", "atan", "ceil", "cos", "deg", "exp", "tointeger", + "floor", "fmod", "ult", "log", "max", "min", "modf", "rad", "random", "randomseed", "sin", "sqrt", "string", "tan", "type", "atan2", "cosh", "sinh", "tanh", + "pow", "frexp", "ldexp", "log10", "pi", "huge", "maxinteger", "mininteger", "loadlib", "searchpath", "seeall", "preload", "cpath", "path", "searchers", "loaded", "module", "require", "clock", + "date", "difftime", "execute", "exit", "getenv", "remove", "rename", "setlocale", "time", "tmpname", "byte", "char", "dump", "find", "format", "gmatch", "gsub", "len", "lower", "match", "rep", + "reverse", "sub", "upper", "pack", "packsize", "unpack", "concat", "maxn", "insert", "pack", "unpack", "remove", "move", "sort", "offset", "codepoint", "char", "len", "codes", "charpattern", + "coroutine", "table", "io", "os", "string", "utf8", "bit32", "math", "debug", "package" + }; + for (auto& k : identifiers) + { + Identifier id; + id.mDeclaration = "Built-in function"; + langDef.mIdentifiers.insert(std::make_pair(std::string(k), id)); + } + + langDef.mTokenRegexStrings.push_back(std::make_pair("L?\\\"(\\\\.|[^\\\"])*\\\"", PaletteIndex::String)); + langDef.mTokenRegexStrings.push_back(std::make_pair("\\\'[^\\\']*\\\'", PaletteIndex::String)); + langDef.mTokenRegexStrings.push_back(std::make_pair("0[xX][0-9a-fA-F]+[uU]?[lL]?[lL]?", PaletteIndex::Number)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[+-]?([0-9]+([.][0-9]*)?|[.][0-9]+)([eE][+-]?[0-9]+)?[fF]?", PaletteIndex::Number)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[+-]?[0-9]+[Uu]?[lL]?[lL]?", PaletteIndex::Number)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[a-zA-Z_][a-zA-Z0-9_]*", PaletteIndex::Identifier)); + langDef.mTokenRegexStrings.push_back(std::make_pair("[\\[\\]\\{\\}\\!\\%\\^\\&\\*\\(\\)\\-\\+\\=\\~\\|\\<\\>\\?\\/\\;\\,\\.]", PaletteIndex::Punctuation)); + + langDef.mCommentStart = "--[["; + langDef.mCommentEnd = "]]"; + langDef.mSingleLineComment = "--"; + + langDef.mCaseSensitive = true; + langDef.mAutoIndentation = false; + + langDef.mName = "Lua"; + + inited = true; + } + return langDef; +} diff --git a/Dependencies/ImGuiColorTextEdit/TextEditor.h b/Dependencies/ImGuiColorTextEdit/TextEditor.h new file mode 100644 index 000000000..db5a3e11b --- /dev/null +++ b/Dependencies/ImGuiColorTextEdit/TextEditor.h @@ -0,0 +1,413 @@ +#pragma once + +#include +#include +#include +#include +#include +#include +#include +#include +#include "imgui.h" + +class TextEditor +{ +public: + enum class PaletteIndex + { + Default, + Keyword, + Number, + String, + CharLiteral, + Punctuation, + Preprocessor, + Identifier, + KnownIdentifier, + PreprocIdentifier, + Comment, + MultiLineComment, + Background, + Cursor, + Selection, + ErrorMarker, + Breakpoint, + LineNumber, + CurrentLineFill, + CurrentLineFillInactive, + CurrentLineEdge, + Max + }; + + enum class SelectionMode + { + Normal, + Word, + Line + }; + + struct Breakpoint + { + int mLine; + bool mEnabled; + std::string mCondition; + + Breakpoint() + : mLine(-1) + , mEnabled(false) + {} + }; + + // Represents a character coordinate from the user's point of view, + // i. e. consider an uniform grid (assuming fixed-width font) on the + // screen as it is rendered, and each cell has its own coordinate, starting from 0. + // Tabs are counted as [1..mTabSize] count empty spaces, depending on + // how many space is necessary to reach the next tab stop. + // For example, coordinate (1, 5) represents the character 'B' in a line "\tABC", when mTabSize = 4, + // because it is rendered as " ABC" on the screen. + struct Coordinates + { + int mLine, mColumn; + Coordinates() : mLine(0), mColumn(0) {} + Coordinates(int aLine, int aColumn) : mLine(aLine), mColumn(aColumn) + { + assert(aLine >= 0); + assert(aColumn >= 0); + } + static Coordinates Invalid() { static Coordinates invalid(-1, -1); return invalid; } + + bool operator ==(const Coordinates& o) const + { + return + mLine == o.mLine && + mColumn == o.mColumn; + } + + bool operator !=(const Coordinates& o) const + { + return + mLine != o.mLine || + mColumn != o.mColumn; + } + + bool operator <(const Coordinates& o) const + { + if (mLine != o.mLine) + return mLine < o.mLine; + return mColumn < o.mColumn; + } + + bool operator >(const Coordinates& o) const + { + if (mLine != o.mLine) + return mLine > o.mLine; + return mColumn > o.mColumn; + } + + bool operator <=(const Coordinates& o) const + { + if (mLine != o.mLine) + return mLine < o.mLine; + return mColumn <= o.mColumn; + } + + bool operator >=(const Coordinates& o) const + { + if (mLine != o.mLine) + return mLine > o.mLine; + return mColumn >= o.mColumn; + } + }; + + struct Identifier + { + Coordinates mLocation; + std::string mDeclaration; + }; + + typedef std::string String; + typedef std::unordered_map Identifiers; + typedef std::unordered_set Keywords; + typedef std::map ErrorMarkers; + typedef std::map> LineColorMarkers; + typedef std::unordered_set Breakpoints; + typedef std::array Palette; + typedef uint8_t Char; + + struct Glyph + { + Char mChar; + PaletteIndex mColorIndex = PaletteIndex::Default; + bool mComment : 1; + bool mMultiLineComment : 1; + bool mPreprocessor : 1; + + Glyph(Char aChar, PaletteIndex aColorIndex) : mChar(aChar), mColorIndex(aColorIndex), + mComment(false), mMultiLineComment(false), mPreprocessor(false) {} + + operator char() const { return mChar; } + }; + + typedef std::vector Line; + typedef std::vector Lines; + + struct LanguageDefinition + { + typedef std::pair TokenRegexString; + typedef std::vector TokenRegexStrings; + typedef bool(*TokenizeCallback)(const char * in_begin, const char * in_end, const char *& out_begin, const char *& out_end, PaletteIndex & paletteIndex); + + std::string mName; + Keywords mKeywords; + Identifiers mIdentifiers; + Identifiers mPreprocIdentifiers; + std::string mCommentStart, mCommentEnd, mSingleLineComment; + char mPreprocChar; + bool mAutoIndentation; + + TokenizeCallback mTokenize; + + TokenRegexStrings mTokenRegexStrings; + + bool mCaseSensitive; + + LanguageDefinition() + : mPreprocChar('#'), mAutoIndentation(true), mTokenize(nullptr), mCaseSensitive(true) + { + } + + static const LanguageDefinition& CPlusPlus(); + static const LanguageDefinition& HLSL(); + static const LanguageDefinition& GLSL(); + static const LanguageDefinition& C(); + static const LanguageDefinition& SQL(); + static const LanguageDefinition& AngelScript(); + static const LanguageDefinition& Lua(); + }; + + TextEditor(); + ~TextEditor(); + + void SetLanguageDefinition(const LanguageDefinition& aLanguageDef); + const LanguageDefinition& GetLanguageDefinition() const { return mLanguageDefinition; } + + const Palette& GetPalette() const { return mPaletteBase; } + void SetPalette(const Palette& aValue); + + ErrorMarkers& GetErrorMarkers() { return mErrorMarkers; } + void SetErrorMarkers(const ErrorMarkers& aMarkers) { mErrorMarkers = aMarkers; } + void SetBreakpoints(const Breakpoints& aMarkers) { mBreakpoints = aMarkers; } + + void Render(const char* aTitle, const ImVec2& aSize = ImVec2(), bool aBorder = false); + void SetText(const std::string& aText, bool aOverrideExistingText = true); + std::string GetText() const; + + void SetTextLines(const std::vector& aLines); + std::vector GetTextLines() const; + + void AddTextLine(const std::string& aText); + + void ClearLines() { mLines.clear(); }; + + LineColorMarkers& GetLineColorMarkers() { return mLineColorMarkers; } + + std::string GetSelectedText() const; + std::string GetCurrentLineText()const; + + int GetTotalLines() const { return (int)mLines.size(); } + bool IsOverwrite() const { return mOverwrite; } + + void SetReadOnly(bool aValue); + bool IsReadOnly() const { return mReadOnly; } + bool IsTextChanged() const { return mTextChanged; } + bool IsCursorPositionChanged() const { return mCursorPositionChanged; } + + bool IsColorizerEnabled() const { return mColorizerEnabled; } + void SetColorizerEnable(bool aValue); + + Coordinates GetCursorPosition() const { return GetActualCursorCoordinates(); } + void SetCursorPosition(const Coordinates& aPosition); + + inline void SetHandleMouseInputs (bool aValue){ mHandleMouseInputs = aValue;} + inline bool IsHandleMouseInputsEnabled() const { return mHandleKeyboardInputs; } + + inline void SetHandleKeyboardInputs (bool aValue){ mHandleKeyboardInputs = aValue;} + inline bool IsHandleKeyboardInputsEnabled() const { return mHandleKeyboardInputs; } + + inline void SetImGuiChildIgnored (bool aValue){ mIgnoreImGuiChild = aValue;} + inline bool IsImGuiChildIgnored() const { return mIgnoreImGuiChild; } + + inline void SetShowWhitespaces(bool aValue) { mShowWhitespaces = aValue; } + inline bool IsShowingWhitespaces() const { return mShowWhitespaces; } + + void SetConsoleMode(bool aValue); + + inline void SetTextFilter(ImGuiTextFilter* aValue) { mTextFilter = aValue; } + + inline void SetEnableLineNumbers(bool aValue) { mEnableLineNumbers = aValue; } + inline bool IsLineNumbersEnabled() const { return mEnableLineNumbers; } + + inline void SetDefaultTextStart(float aValue) { mTextStart = aValue; } + + void SetTabSize(int aValue); + inline int GetTabSize() const { return mTabSize; } + + void InsertText(const std::string& aValue); + void InsertText(const char* aValue); + + void MoveUp(int aAmount = 1, bool aSelect = false); + void MoveDown(int aAmount = 1, bool aSelect = false); + void MoveLeft(int aAmount = 1, bool aSelect = false, bool aWordMode = false); + void MoveRight(int aAmount = 1, bool aSelect = false, bool aWordMode = false); + void MoveTop(bool aSelect = false); + void MoveBottom(bool aSelect = false); + void MoveHome(bool aSelect = false); + void MoveEnd(bool aSelect = false); + + void SetSelectionStart(const Coordinates& aPosition); + void SetSelectionEnd(const Coordinates& aPosition); + void SetSelection(const Coordinates& aStart, const Coordinates& aEnd, SelectionMode aMode = SelectionMode::Normal); + void SelectWordUnderCursor(); + void SelectAll(); + bool HasSelection() const; + + void Copy(); + void Cut(); + void Paste(); + void Delete(); + + bool CanUndo() const; + bool CanRedo() const; + void Undo(int aSteps = 1); + void Redo(int aSteps = 1); + + static const Palette& GetDarkPalette(); + static const Palette& GetLightPalette(); + static const Palette& GetRetroBluePalette(); + +private: + typedef std::vector> RegexList; + + struct EditorState + { + Coordinates mSelectionStart; + Coordinates mSelectionEnd; + Coordinates mCursorPosition; + }; + + class UndoRecord + { + public: + UndoRecord() {} + ~UndoRecord() {} + + UndoRecord( + const std::string& aAdded, + const TextEditor::Coordinates aAddedStart, + const TextEditor::Coordinates aAddedEnd, + + const std::string& aRemoved, + const TextEditor::Coordinates aRemovedStart, + const TextEditor::Coordinates aRemovedEnd, + + TextEditor::EditorState& aBefore, + TextEditor::EditorState& aAfter); + + void Undo(TextEditor* aEditor); + void Redo(TextEditor* aEditor); + + std::string mAdded; + Coordinates mAddedStart; + Coordinates mAddedEnd; + + std::string mRemoved; + Coordinates mRemovedStart; + Coordinates mRemovedEnd; + + EditorState mBefore; + EditorState mAfter; + }; + + typedef std::vector UndoBuffer; + + void ProcessInputs(); + void Colorize(int aFromLine = 0, int aCount = -1); + void ColorizeRange(int aFromLine = 0, int aToLine = 0); + void ColorizeInternal(); + float TextDistanceToLineStart(const Coordinates& aFrom) const; + void EnsureCursorVisible(); + int GetPageSize() const; + std::string GetText(const Coordinates& aStart, const Coordinates& aEnd) const; + Coordinates GetActualCursorCoordinates() const; + Coordinates SanitizeCoordinates(const Coordinates& aValue) const; + void Advance(Coordinates& aCoordinates) const; + void DeleteRange(const Coordinates& aStart, const Coordinates& aEnd); + int InsertTextAt(Coordinates& aWhere, const char* aValue); + void AddUndo(UndoRecord& aValue); + Coordinates ScreenPosToCoordinates(const ImVec2& aPosition) const; + Coordinates FindWordStart(const Coordinates& aFrom) const; + Coordinates FindWordEnd(const Coordinates& aFrom) const; + Coordinates FindNextWord(const Coordinates& aFrom) const; + int GetCharacterIndex(const Coordinates& aCoordinates) const; + int GetCharacterColumn(int aLine, int aIndex) const; + int GetLineCharacterCount(int aLine) const; + int GetLineMaxColumn(int aLine) const; + bool IsOnWordBoundary(const Coordinates& aAt) const; + void RemoveLine(int aStart, int aEnd); + void RemoveLine(int aIndex); + Line& InsertLine(int aIndex); + void EnterCharacter(ImWchar aChar, bool aShift); + void Backspace(); + void DeleteSelection(); + std::string GetWordUnderCursor() const; + std::string GetWordAt(const Coordinates& aCoords) const; + ImU32 GetGlyphColor(const Glyph& aGlyph) const; + + void HandleKeyboardInputs(); + void HandleMouseInputs(); + void Render(); + + float mLineSpacing; + Lines mLines; + EditorState mState; + UndoBuffer mUndoBuffer; + int mUndoIndex; + + int mTabSize; + bool mOverwrite; + bool mReadOnly; + bool mWithinRender; + bool mScrollToCursor; + bool mScrollToTop; + bool mTextChanged; + bool mColorizerEnabled; + float mTextStart; // position (in pixels) where a code line starts relative to the left of the TextEditor. + int mLeftMargin; + bool mCursorPositionChanged; + int mColorRangeMin, mColorRangeMax; + SelectionMode mSelectionMode; + bool mHandleKeyboardInputs; + bool mHandleMouseInputs; + bool mIgnoreImGuiChild; + bool mShowWhitespaces; + + Palette mPaletteBase; + Palette mPalette; + LanguageDefinition mLanguageDefinition; + RegexList mRegexList; + + bool mCheckComments; + Breakpoints mBreakpoints; + ErrorMarkers mErrorMarkers; + ImVec2 mCharAdvance; + Coordinates mInteractiveStart, mInteractiveEnd; + std::string mLineBuffer; + uint64_t mStartTime; + + float mLastClick; + + bool mEnableLineNumbers; + bool mScrollToTopOnNewText; + ImGuiTextFilter* mTextFilter; + LineColorMarkers mLineColorMarkers; +}; diff --git a/Dependencies/IniParser b/Dependencies/IniParser deleted file mode 160000 index f2fba5fa4..000000000 --- a/Dependencies/IniParser +++ /dev/null @@ -1 +0,0 @@ -Subproject commit f2fba5fa4d47e555600aead9ef9f78b6257ad431 diff --git a/Dependencies/IniParser/CMakeLists.txt b/Dependencies/IniParser/CMakeLists.txt new file mode 100644 index 000000000..6d92f9548 --- /dev/null +++ b/Dependencies/IniParser/CMakeLists.txt @@ -0,0 +1,32 @@ +cmake_minimum_required(VERSION 3.18) + +set(TARGET IniParser) +project(${TARGET}) + +set(${TARGET}_Sources + "${CMAKE_CURRENT_SOURCE_DIR}/src/Ini.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/Value.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/TokenParser.cpp" + ) + +string(REGEX REPLACE "(.)([A-Z])" "\\1_\\2" MODULE_NAME ${TARGET}) +string(TOUPPER ${MODULE_NAME} MODULE_NAME) + +if ((NOT DEFINED BUILD_SHARED_LIBS) OR (NOT (${BUILD_SHARED_LIBS}))) + set(BUILD_STATIC 1) + set(BUILD_SHARED 0) + message("Project: ${TARGET} (STATIC)") +else () + set(BUILD_STATIC 0) + set(BUILD_SHARED 1) + message("Project: ${TARGET} (SHARED)") +endif () + +add_library(${TARGET} ${${TARGET}_Sources}) +target_include_directories(${TARGET} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include) +target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC RC_PARSER_BASE_BUILD_STATIC>) +target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS}) +target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) +target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) + +target_link_libraries(${TARGET} PUBLIC File Helpers ParserBase) diff --git a/Dependencies/IniParser/LICENSE b/Dependencies/IniParser/LICENSE new file mode 100644 index 000000000..eee4c9316 --- /dev/null +++ b/Dependencies/IniParser/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2022 Narknon + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Dependencies/IniParser/include/IniParser/Common.hpp b/Dependencies/IniParser/include/IniParser/Common.hpp new file mode 100644 index 000000000..0e6fd3d08 --- /dev/null +++ b/Dependencies/IniParser/include/IniParser/Common.hpp @@ -0,0 +1,20 @@ +#ifndef INI_PARSER_COMMON_HPP +#define INI_PARSER_COMMON_HPP + +#ifndef RC_INI_PARSER_EXPORTS +#ifndef RC_INI_PARSER_BUILD_STATIC +#ifndef RC_INI_PARSER_API +#define RC_INI_PARSER_API __declspec(dllimport) +#endif +#else +#ifndef RC_INI_PARSER_API +#define RC_INI_PARSER_API +#endif +#endif +#else +#ifndef RC_INI_PARSER_API +#define RC_INI_PARSER_API __declspec(dllexport) +#endif +#endif + +#endif //INI_PARSER_COMMON_HPP diff --git a/Dependencies/IniParser/include/IniParser/Experimental.hpp b/Dependencies/IniParser/include/IniParser/Experimental.hpp new file mode 100644 index 000000000..16aadc829 --- /dev/null +++ b/Dependencies/IniParser/include/IniParser/Experimental.hpp @@ -0,0 +1,133 @@ +#ifndef RC_EXPERIMENTAL_PARSER_HPP +#define RC_EXPERIMENTAL_PARSER_HPP + +#include +#include +#include + +namespace RC::Parser::Experimental +{ + enum TokenType : int + { + EndOfFile = -1, // Special token, value of -1 is always EOF + + CarriageReturn, + NewLine, + Space, + Characters, + Equals, + Plus, + ClosingSquareBracket, + OpeningSquareBracket, + SemiColon, + }; + + class RuleOne : public Parser::TokenRule + { + public: + [[nodiscard]] auto to_string() const -> std::wstring override + { + return L"RuleOne"; + } + }; + + class TokenMustEndWithOppositeToken : public Parser::TokenRule + { + public: + TokenMustEndWithOppositeToken() : TokenRule(L"TokenMustEndWithOppositeToken") {} + + auto exec(const Parser::Token& token, const wchar_t* start_of_token, size_t current_cursor_location, Tokenizer& tokenizer) -> int override + { + printf_s("TokenMustEndWithOppositeToken::exec [%S]\n", token.to_string().c_str()); + return 0; + } + + [[nodiscard]] auto to_string() const -> std::wstring override + { + return L"TokenMustEndWithOppositeToken"; + } + }; + + class TokenMustHaveCharsBeforeEnd : public Parser::TokenRule + { + public: + TokenMustHaveCharsBeforeEnd() : TokenRule(L"TokenMustHaveCharsBeforeEnd") {} + + auto exec(const Parser::Token& token, const wchar_t* start_of_token, size_t current_cursor_location, Tokenizer& tokenizer) -> int override + { + printf_s("TokenMustHaveCharsBeforeEnd::exec [%S]\n", token.to_string().c_str()); + return 0; + } + + [[nodiscard]] auto to_string() const -> std::wstring override + { + return L"TokenMustHaveCharsBeforeEnd"; + } + }; + + class ExperimentalTokenParser : public Parser::TokenParser + { + public: + struct Value + { + // Always use "ref->value" instead of "value" + // That way it returns properly if this value is a refernece to another variable + // The "ref->value" member is set to self if it doesn't refer to another variable + std::wstring value{}; + const Value* ref{}; + }; + + struct Section + { + std::unordered_map key_value_pairs{}; + }; + + private: + using SectionContainer = std::unordered_map; + SectionContainer& m_output; + Section* m_current_section{}; + + Value* m_variable_to_assign_to{}; + std::wstring m_temporary{}; + + public: + ExperimentalTokenParser(const Parser::Tokenizer& tokenizer, std::wstring input, std::unordered_map& output) : TokenParser(tokenizer, input), + m_output(output) {} + + public: + auto static find_variable_by_name(Section* section, const std::wstring& name) -> std::optional>; + auto static find_variable_by_name(SectionContainer& sections, const std::wstring& name) -> std::optional>; + + private: + auto find_variable_by_name(const std::wstring& name) -> std::optional>; + auto try_set_section_value(Value& pair_value, const Parser::Token& token, bool is_space_valid = true) -> void; + auto handle_operator_equals(const Parser::Token& token) -> void; + auto handle_operator_plus(const Parser::Token& token) -> void; + auto handle_opening_square_bracket(const Parser::Token& token) -> void; + auto handle_single_line_comment() -> void; + + protected: + auto parse_token(const Parser::Token& token) -> void override; + + public: + }; + + class ExperimentalParser + { + private: + std::unordered_map m_sections; + + public: + ExperimentalParser(const std::wstring& input); + + private: + auto create_available_tokens_for_tokenizer() -> Parser::TokenContainer; + + public: + auto get_string(const std::wstring& section, const std::wstring& key, const std::wstring& default_value) -> std::wstring; + }; + + auto test() -> void; +} + +#endif //RC_EXPERIMENTAL_PARSER_HPP diff --git a/Dependencies/IniParser/include/IniParser/Ini.hpp b/Dependencies/IniParser/include/IniParser/Ini.hpp new file mode 100644 index 000000000..88e7c0856 --- /dev/null +++ b/Dependencies/IniParser/include/IniParser/Ini.hpp @@ -0,0 +1,55 @@ +#ifndef RC_INI_PARSER_INI_HPP +#define RC_INI_PARSER_INI_HPP + +#include + +#include +#include +#include +#include +#include +#include + +namespace RC::Ini +{ + class Value; + + class Parser + { + public: + enum class CanThrow + { + Yes, + No, + }; + + private: + std::unordered_map m_sections; + bool m_parsing_is_complete{false}; + + public: + Parser() = default; + + private: + RC_INI_PARSER_API auto parse_internal(File::StringType& input) -> void; + RC_INI_PARSER_API auto create_available_tokens_for_tokenizer() -> ParserBase::TokenContainer; + RC_INI_PARSER_API auto get_value(const File::StringType& section, const File::StringType& key, CanThrow = CanThrow::Yes) const -> std::optional>; + + public: + RC_INI_PARSER_API auto parse(File::StringType& input) -> void; + RC_INI_PARSER_API auto parse(const File::Handle&) -> void; + RC_INI_PARSER_API auto get_list(const File::StringType& section) -> List; + RC_INI_PARSER_API auto get_ordered_list(const File::StringType& section) -> List; + RC_INI_PARSER_API auto get_string(const File::StringType& section, const File::StringType& key, const File::StringType& default_value) const noexcept -> const File::StringType&; + RC_INI_PARSER_API auto get_string(const File::StringType& section, const File::StringType& key) const -> const File::StringType&; + // Should there be more integer getters ? They'd confirm size and convert explicitly (or throw?), no implicit conversions. + RC_INI_PARSER_API auto get_int64(const File::StringType& section, const File::StringType& key, int64_t default_value) const noexcept -> int64_t; + RC_INI_PARSER_API auto get_int64(const File::StringType& section, const File::StringType& key) const -> int64_t; + RC_INI_PARSER_API auto get_float(const File::StringType& section, const File::StringType& key, float default_value) const noexcept -> float; + RC_INI_PARSER_API auto get_float(const File::StringType& section, const File::StringType& key) const -> float; + RC_INI_PARSER_API auto get_bool(const File::StringType& section, const File::StringType& key, bool default_value) const noexcept -> bool; + RC_INI_PARSER_API auto get_bool(const File::StringType& section, const File::StringType& key) const -> bool; + }; +} + +#endif //RC_INI_PARSER_INI_HPP diff --git a/Dependencies/IniParser/include/IniParser/JSON.hpp b/Dependencies/IniParser/include/IniParser/JSON.hpp new file mode 100644 index 000000000..afc6396b6 --- /dev/null +++ b/Dependencies/IniParser/include/IniParser/JSON.hpp @@ -0,0 +1,202 @@ +#ifndef RC_JSON_PARSER_HPP +#define RC_JSON_PARSER_HPP + +#include +#include + +#include +#include + +namespace RC::Parser +{ + namespace JSONInternal + { + enum TokenType : int + { + Default = -1, + OpenCurlyBrace, + CloseCurlyBrace, + OpenSquareBracket, + CloseSquareBracket, + Colon, + DoubleQuote, + Comma, + Characters, + EndOfFile, + }; + + auto static token_type_to_string(const TokenType token_type) -> File::StringType + { + switch (token_type) + { + case Default: + return STR("Default"); + case OpenCurlyBrace: + return STR("OpenCurlyBrace"); + case CloseCurlyBrace: + return STR("CloseCurlyBrace"); + case OpenSquareBracket: + return STR("OpenSquareBracket"); + case CloseSquareBracket: + return STR("CloseSquareBracket"); + case Colon: + return STR("Colon"); + case Comma: + return STR("Comma"); + break; + case DoubleQuote: + return STR("DoubleQuote"); + case Characters: + return STR("Characters"); + case EndOfFile: + return STR("EndOfFile"); + } + } + + enum ItemType + { + None, + String, + Object, + Array, + }; + + class ItemBase + { + public: + File::StringType m_name{STR("--UNNAMED-ITEM--")}; + bool m_is_global_scope{false}; + + public: + + auto get_name() -> File::StringViewType; + + virtual ~ItemBase() = default; + virtual auto to_string() -> File::StringType = 0; + virtual auto get_type() -> ItemType = 0; + }; + + class StringItem : public ItemBase + { + public: + File::StringType m_value{}; + + public: + StringItem() = default; + StringItem(const File::StringType& value) : m_value(value) {} + + auto to_string() -> File::StringType override; + auto get_type() -> ItemType override { return ItemType::String; } + }; + + class ObjectScope : public ItemBase + { + public: + std::vector> m_members{}; + size_t m_previous_line_without_comma{}; + size_t m_previous_column_without_comma{}; + + public: + auto to_string() -> File::StringType override; + auto get_type() -> ItemType override { return ItemType::Object; } + }; + + class ArrayScope : public ItemBase + { + public: + std::vector> m_members{}; + + public: + auto to_string() -> File::StringType override; + auto get_type() -> ItemType override { return ItemType::Array; } + }; + + class TokenTypeStack + { + private: + std::vector m_token_types{}; + + public: + auto operator+=(const TokenType& rhs) + { + m_token_types.emplace_back(rhs); + } + + auto operator[](int32_t relative_index_to_front) + { + int32_t real_index = (m_token_types.size() - 1) + relative_index_to_front; + + if (real_index < 0) + { + return TokenType::Default; + } + if (real_index > m_token_types.size()) + { + throw std::runtime_error{"[TokenTypeStack] Stack accessed (+) out-of-bounds"}; + } + + return m_token_types[real_index]; + } + + public: + }; + + class TokenParser : public Parser::TokenParser + { + private: + std::vector> m_items{}; + + // Non-owning + ItemBase* m_current_item{}; + ItemType m_next_item_expected{}; + TokenType m_next_token_expected{TokenType::Default}; + TokenTypeStack m_processed_token_types{}; + File::StringType m_string_value_buffer{}; + + bool m_double_quote_opened{false}; + bool m_double_quote_successfully_closed{false}; + + public: + TokenParser(const Parser::Tokenizer& tokenizer, File::StringType& input) : Parser::TokenParser(tokenizer, input) {} + + private: + auto token_to_string(const Token& token) -> File::StringType; + auto skip_all_spaces() -> void; + + auto parse_open_curly_brace(const Token& token) -> void; + auto parse_close_curly_brace(const Token& token) -> void; + auto parse_colon(const Token& token) -> void; + auto parse_comma(const Token& token) -> void; + auto parse_double_quote(const Token& token) -> void; + auto parse_characters(const Token& token) -> void; + + public: + auto release_contents() -> std::vector>; + + protected: + auto parse_token(const Parser::Token& token) -> void override; + }; + } + + class JSON + { + private: + std::unique_ptr m_token_parser{}; + + public: + JSON() = default; + + private: + auto parse_internal(File::StringType& input) -> void; + + public: + auto parse(File::StringType& input) -> void; + auto parse(File::Handle&) -> void; + auto release_contents() -> std::vector>; + + public: + auto static test() -> void; + }; +} + +#endif //RC_JSON_PARSER_HPP diff --git a/Dependencies/IniParser/include/IniParser/Section.hpp b/Dependencies/IniParser/include/IniParser/Section.hpp new file mode 100644 index 000000000..b1746b652 --- /dev/null +++ b/Dependencies/IniParser/include/IniParser/Section.hpp @@ -0,0 +1,61 @@ +#ifndef RC_INI_PARSER_SECTION_HPP +#define RC_INI_PARSER_SECTION_HPP + +#include +#include + +#include "Value.hpp" + +namespace RC::Ini +{ + struct Section + { + std::unordered_map key_value_pairs{}; + std::vector ordered_list{}; + bool is_ordered_list{}; + }; + + template + concept CallableWithKeyValuePair = std::invocable; + + class List + { + private: + Section* m_section{}; + + public: + List(Section* section) : m_section(section) {} + + public: + auto size() -> size_t + { + if (!m_section) { return 0; } + return m_section->ordered_list.size(); + } + + template + auto for_each(Callable callable) + { + if (!m_section) { return; } + if constexpr (CallableWithKeyValuePair) + { + for (const auto& [key, value] : m_section->key_value_pairs) + { + callable(key, value); + } + } + else + { + for (size_t i = 0; i < m_section->ordered_list.size(); ++i) + { + callable(i, m_section->ordered_list[i]); + } + } + } + }; + + // Backwards compatibility just in case some external code made direct references to 'OrderedList'. + using OrderedList = List; +} + +#endif //RC_INI_PARSER_SECTION_HPP diff --git a/Dependencies/IniParser/include/IniParser/TokenParser.hpp b/Dependencies/IniParser/include/IniParser/TokenParser.hpp new file mode 100644 index 000000000..d9c3500cb --- /dev/null +++ b/Dependencies/IniParser/include/IniParser/TokenParser.hpp @@ -0,0 +1,64 @@ +#ifndef RC_INI_TOKEN_PARSER_HPP +#define RC_INI_TOKEN_PARSER_HPP + +#include +#include + +#include +// NOTE: '#include ' does not work for some reason +#include "Section.hpp" +#include "Tokens.hpp" + +namespace RC::Ini +{ + class Value; + + enum class State + { + StartOfFile, + NewLineStarted, + CreateNewOrSetCurrentSection, + CreateSectionKey, + StoreSectionKey, + SetSectionValue, + }; + + auto state_to_string(State) -> File::StringType; + + class TokenParser : public ParserBase::TokenParser + { + private: + using SectionContainer = std::unordered_map; + SectionContainer& m_output; + Section* m_current_section{}; + Value* m_current_value{}; + File::StringType m_current_character_data{}; + State m_current_state{State::StartOfFile}; + + public: + TokenParser(const ParserBase::Tokenizer& tokenizer, + File::StringType& input, + std::unordered_map& output) + : ParserBase::TokenParser(tokenizer, input), + m_output(output) {} + + public: + RC_INI_PARSER_API auto static find_variable_by_name(Section* section, const File::StringType& name) -> std::optional>; + + private: + RC_INI_PARSER_API auto find_variable_by_name(const File::StringType& name) -> std::optional >; + RC_INI_PARSER_API auto characters_to_string(const ParserBase::Token& characters_token) -> File::StringType; + RC_INI_PARSER_API auto handle_opening_square_bracket_token(const ParserBase::Token& token) -> void; + RC_INI_PARSER_API auto handle_closing_square_bracket_token(const ParserBase::Token& token) -> void; + RC_INI_PARSER_API auto handle_space_token(const ParserBase::Token& token) -> void; + RC_INI_PARSER_API auto handle_characters_token(const ParserBase::Token& token) -> void; + RC_INI_PARSER_API auto handle_equals_token(const ParserBase::Token& token) -> void; + RC_INI_PARSER_API auto handle_new_line_token(const ParserBase::Token& token) -> void; + RC_INI_PARSER_API auto handle_semi_colon_token(const ParserBase::Token& token) -> void; + + protected: + RC_INI_PARSER_API auto parse_token(const ParserBase::Token& token) -> void override; + }; +} + +#endif //RC_INI_TOKEN_PARSER_HPP diff --git a/Dependencies/IniParser/include/IniParser/Tokens.hpp b/Dependencies/IniParser/include/IniParser/Tokens.hpp new file mode 100644 index 000000000..0d53ce3ec --- /dev/null +++ b/Dependencies/IniParser/include/IniParser/Tokens.hpp @@ -0,0 +1,18 @@ +#ifndef RC_INI_PARSER_TOKENS_HPP +#define RC_INI_PARSER_TOKENS_HPP + +enum TokenType : int +{ + CarriageReturn, + NewLine, + Space, + Characters, + Equals, + ClosingSquareBracket, + OpeningSquareBracket, + SemiColon, + EndOfFile, +}; +using IniTokenType = TokenType; + +#endif //RC_INI_PARSER_TOKENS_HPP diff --git a/Dependencies/IniParser/include/IniParser/Value.hpp b/Dependencies/IniParser/include/IniParser/Value.hpp new file mode 100644 index 000000000..7fda660a0 --- /dev/null +++ b/Dependencies/IniParser/include/IniParser/Value.hpp @@ -0,0 +1,76 @@ +#ifndef RC_INI_PARSER_VALUE_HPP +#define RC_INI_PARSER_VALUE_HPP + +#include +#include + +#include +#include + +namespace RC::Ini +{ + class Value + { + public: + enum class Type + { + NoType, + String, + Int64, + Float, + Bool, + + Max, + }; + + private: + // Always use "m_ref->value" instead of "value" + // That way it returns properly if this value is a reference to another variable + // The "m_ref->value" member is set to self if it doesn't refer to another variable + File::StringType m_string_value; + int64_t m_int64_value{}; + float m_float_value{}; + bool m_bool_value{}; + + std::array(Type::Max)> m_valid_types{false}; + size_t m_num_valid_types{0}; + + const Value* m_ref{nullptr}; + + public: + RC_INI_PARSER_API auto get_ref() const -> const Value*; + RC_INI_PARSER_API auto set_ref(const Value* new_ref) -> void; + + RC_INI_PARSER_API auto is_valid_string() const -> bool { return is_valid_type(); } + RC_INI_PARSER_API auto is_valid_int64() const -> bool { return is_valid_type(); } + RC_INI_PARSER_API auto is_valid_float() const -> bool { return is_valid_type(); } + RC_INI_PARSER_API auto is_valid_bool() const -> bool { return is_valid_type(); } + + RC_INI_PARSER_API auto get_string_value() const -> const File::StringType&; + RC_INI_PARSER_API auto get_int64_value() const -> int64_t; + RC_INI_PARSER_API auto get_float_value() const -> float; + RC_INI_PARSER_API auto get_bool_value() const -> bool; + + RC_INI_PARSER_API auto add_string_value(File::StringViewType data) -> void; + RC_INI_PARSER_API auto add_int64_value(const File::StringType& data, int base = 10) -> void; + RC_INI_PARSER_API auto add_float_value(const File::StringType& data) -> void; + RC_INI_PARSER_API auto add_bool_value(bool data) -> void; + + private: + template + auto add_type() -> void + { + m_valid_types[static_cast(ValueType)] = true; + ++m_num_valid_types; + } + + template + [[nodiscard]] auto is_valid_type() const -> bool + { + return m_valid_types[static_cast(ValueType)]; + } + }; +} + + +#endif //RC_INI_PARSER_VALUE_HPP diff --git a/Dependencies/IniParser/src/Experimental.cpp b/Dependencies/IniParser/src/Experimental.cpp new file mode 100644 index 000000000..d17220031 --- /dev/null +++ b/Dependencies/IniParser/src/Experimental.cpp @@ -0,0 +1,651 @@ +#include + +namespace RC::Parser::Experimental +{ + auto ExperimentalTokenParser::find_variable_by_name(Section* section, const std::wstring& name) -> std::optional> + { + auto const& var = section->key_value_pairs.find(name); + if (var != section->key_value_pairs.end()) + { + return std::ref(var->second); + } + else + { + return std::nullopt; + } + } + + auto ExperimentalTokenParser::find_variable_by_name(SectionContainer& sections, const std::wstring& name) -> std::optional> + { + std::optional> value_found = [&]() -> std::optional> { + for (auto& [_, section] : sections) + { + const auto& maybe_value = find_variable_by_name(§ion, name); + if (maybe_value.has_value()) + { + return maybe_value; + } + } + + return std::nullopt; + }(); + + return value_found; + } + + auto ExperimentalTokenParser::find_variable_by_name(const std::wstring& name) -> std::optional> + { + size_t occurrence_of_dot = name.find_first_of(L'.'); + if (occurrence_of_dot == name.npos || occurrence_of_dot + 1 > name.size()) + { + return find_variable_by_name(m_current_section, name); + } + else + { + const auto& requested_section = m_output.find(name.substr(0, occurrence_of_dot)); + if (requested_section == m_output.end()) + { + return find_variable_by_name(m_current_section, name); + } + else + { + const std::wstring requested_variable_name = name.substr(occurrence_of_dot + 1, name.size()); + return find_variable_by_name(&requested_section->second, requested_variable_name); + } + } + } + + auto ExperimentalTokenParser::try_set_section_value(Value& pair_value, const Token& token, bool is_space_valid) -> void + { + const auto token_type = token.get_type(); + if (token_type == TokenType::EndOfFile || token_type == TokenType::NewLine) + { + pair_value.value = L""; + pair_value.ref = &pair_value; + } + else if (token_type == TokenType::Characters) + { + std::wstring value_data{}; + consume_continually([&](const Parser::Token& token) { + const auto token_type = token.get_type(); + if (token_type == TokenType::EndOfFile || token_type == TokenType::NewLine) + { + // Full value found + // Stop consuming + return true; + } + else if (token_type == TokenType::Characters) + { + // Append data, it cannot referring to a variable + value_data.append(get_data(token)); + + // Consume another token + return false; + } + else if (token_type == TokenType::Space) + { + // Append space + value_data.append(L" "); + + // Consume another token + return false; + } + else + { + // Consume another token + return false; + } + }); + + const auto& maybe_other_variable = find_variable_by_name(value_data); + if (maybe_other_variable.has_value()) + { + pair_value.ref = maybe_other_variable->get().ref; + m_variable_to_assign_to = &pair_value; + } + else + { + pair_value.value = value_data; + pair_value.ref = &pair_value; + } + } + else if (token_type == TokenType::Space && is_space_valid) + { + // Consume the space + consume(); + + // Consume all other contiguous spaces + while (peek().get_type() == TokenType::Space) + { + consume(); + } + + const auto& next_token = peek(); + try_set_section_value(pair_value, next_token, false); + } + else + { + if (is_space_valid) + { + throw std::runtime_error{"Syntax error: Expected EndOfFile Space, or Characters"}; + } + else + { + throw std::runtime_error{"Syntax error: Expected EndOfFile or Characters"}; + } + } + } + + auto ExperimentalTokenParser::handle_operator_equals(const Token& token) -> void + { + if (!m_current_section) + { + throw std::runtime_error{"Syntax error: No section. Global variables not supported, please create a [Section]."}; + } + + // Get the key of the key/value pair + // Direction is: Backwards + // Currently parsing: Equals + // Peeking backwards would result in the token before Equals, which is either Characters or undefined number of spaces + // If Characters, consume & resolve its data & create variable if it doesn't exist with the data as the name + // If Space { + // Consume all spaces until a Characters or EndOfFile token is found + // If Characters, consume & resolve its data & create variable if it doesn't exist with the data as the name + // If EndOfFile, this is a syntax error, we've reached the start of the file without finding the key + // } + auto& section_value = [&]() -> Value& { + const auto& previous_token = consume(PeekDirection::Backward); + if (previous_token.get_type() == TokenType::EndOfFile) + { + throw std::runtime_error{"Syntax error: Expected Characters, got EndOfFile"}; + } + else if (previous_token.get_type() == TokenType::Characters) + { + std::wstring key_name = get_data(previous_token); + const auto& key_value_pair_iter = m_current_section->key_value_pairs.find(key_name); + if (key_value_pair_iter == m_current_section->key_value_pairs.end()) + { + const auto& new_pair = m_current_section->key_value_pairs.emplace(key_name, Value{}); + return new_pair.first->second; + } + else + { + return key_value_pair_iter->second; + } + } + else if (previous_token.get_type() == TokenType::Space) + { + // Consume all spaces + while (peek(PeekDirection::Backward).get_type() == TokenType::Space) + { + consume(PeekDirection::Backward); + } + + const auto& characters_token = consume(PeekDirection::Backward); + if (characters_token.get_type() == TokenType::EndOfFile) + { + throw std::runtime_error{"Syntax error: Expected Characters, got EndOfFile"}; + } + else if (characters_token.get_type() == TokenType::Characters) + { + const std::wstring key_name = get_data(characters_token); + const auto& maybe_variable = find_variable_by_name(key_name); + if (maybe_variable.has_value()) + { + return maybe_variable.value().get(); + } + else + { + const auto& new_pair = m_current_section->key_value_pairs.emplace(key_name, Value{}); + return new_pair.first->second; + } + } + else + { + throw std::runtime_error{"Syntax error: Expected Characters"}; + } + } + else + { + throw std::runtime_error{"Syntax error: Expected Space or Characters"}; + } + }(); + + // Get the value of the key/value pair + // Direction is: Forwards + // Currently parsing: Equals + // Peeking forwards would result in the token after Equals, which is either EndOfFile, NewLine, Characters, or undefined number of Space + // If EndOfFile or NewLine, the value for the key/value pair is empty + // If Characters { + // Create a temporary to store the pre-processed value + // Consume one token at a time, valid tokens are EndOfFile, NewLine, Characters and undefined number of Space + // If EndOfFile or NewLine, stop consuming + // If Characters, append its data to the temporary (it should not be resolved as it cannot refer to a variable) + // If Space, append a space to the temporary + // When the process of consuming tokens is done, resolve the temporary as it may be referring to a variable + // } + // If Space { + // Consume all contiguous Space tokens + // The next valid token is either EndOfFile or Characters + // If EndOfFile, the value for the key/value pair is empty + // If Characters, consume & resolve its data as it may be referring to a variable + // } + const auto& next_token = peek(); + try_set_section_value(section_value, next_token); + } + + auto ExperimentalTokenParser::handle_operator_plus(const Token& token) -> void + { + // The "Plus" token is typically invoked after an "Equals" token, as such: + // final_storage = lhs + rhs + // There can also be additional "Plus" tokens on the rhs + // Currently those are not dealt with + + if (!m_variable_to_assign_to) + { + throw std::runtime_error{"Syntax error: No variable to store the appended string in (expected: var = x + y + ...)"}; + } + + // Find lhs + // May be a variable or a temporary (Characters token) + bool lhs_is_variable{}; + bool lhs_is_temporary{}; + std::wstring lhs = [&]() { + if (!m_temporary.empty()) + { + lhs_is_temporary = true; + return m_temporary; + } + else + { + const auto& lhs_token = peek_and_ignore_until(TokenType::Characters, PeekDirection::Backward); + if (lhs_token.get_type() == TokenType::EndOfFile) + { + throw std::runtime_error{"Syntax error: Expected 'Characters', got 'EndOfFile'"}; + } + else + { + const std::wstring lhs_data = get_data(lhs_token); + auto maybe_variable = find_variable_by_name(lhs_data); + if (maybe_variable.has_value()) + { + lhs_is_variable = true; + return maybe_variable.value().get().ref->value; + } + else + { + return lhs_data; + } + } + } + }(); + + // Currently parsing: Plus + // Peeking would result in the token after Plus, which is either Space or Characters + // If Space, consume it + + // Consume rhs space + { + const auto& next_token = peek(); + if (next_token.get_type() == TokenType::Space) + { + consume(); + } + } + + // Currently parsing: Space + // Peeking would result in the token after Space, which is either Characters or undefined number of Space + // This is the rhs value + // If Characters, resolve its data as it may be refering to a variable + // If Space { + // Consume as temporary + // Peek, valid tokens are: Space, Characters, Plus, NewLine + // If peek returns Space, consume as temporary + // If peek returns Characters, consume & treat as temporary, it may not refer to a variable + // If peek returns Plus or NewLine, that's the end of the rhs + // } + + // Find rhs + std::wstring rhs = [&]() { + std::wstring rhs_temporary{}; + const auto& next_token = peek(); + + if (next_token.get_type() == TokenType::EndOfFile) + { + throw std::runtime_error{"Syntax error: Expected Characters or Space(s), got EndOfFile"}; + } + else if (next_token.get_type() == TokenType::Characters) + { + // Resolve Characters data, it may be refering to a variable + // After that, consume + auto maybe_variable = find_variable_by_name(get_data(next_token)); + if (maybe_variable.has_value()) + { + consume(); + return maybe_variable.value().get().ref->value; + } + else + { + consume(); + return get_data(next_token); + } + } + else if (next_token.get_type() == TokenType::Space) + { + rhs_temporary += L" "; + consume(); // Consume the first Space + + consume_until(TokenType::Characters, [&](const Parser::Token& token) { + if (token.get_type() == TokenType::Space) + { + const auto& next_space_token = peek(); + const auto token_type = next_space_token.get_type(); + if (token_type == TokenType::EndOfFile || token_type == TokenType::Plus) + { + return true; + } + else + { + rhs_temporary += L" "; + return false; + } + } + else if (token.get_type() == TokenType::Characters) + { + rhs_temporary += get_data(token); + return false; + } + else + { + // NewLine, or tokens that are not supported for the Plus token + // This means there is nothing more to process for the rhs + return true; + } + }); + + return rhs_temporary; + } + else + { + throw std::runtime_error{ "Syntax error: Expected Characters or Space(s)" }; + } + }(); + + m_temporary = lhs + rhs; + + // Now parsing: Characters + // Peeking would result in the token after Characters, which is either Plus, NewLine, EndOfFile, or undefined number of Space + // This is for determining whether this is the last Plus token to process before assigning to the variable + // If Plus, do not assign to variable, simply return to let the parser continue + // NewLine or EndOfFile, assign to variable and then return to let the parser continue + // If Space { + // Consume & ignore + // Peek, valid tokens are: Space, Plus, NewLine or EndOfFile + // If peek returns Space, consume & ignore + // If peek returns Plus, do not assign to variable, simply return to let the parser continue + // If peek returns NewLine or EndOfFile, assign to variable and then return to let the parser continue + // } + + bool is_last_operation = [&]() { + const auto& next_token = peek(); + if (next_token.get_type() == TokenType::EndOfFile) + { + // EndOfFile + return true; + } + else if (next_token.get_type() == TokenType::Space) + { + // Consume the first Space + consume(); + + bool is_last_operation_ret_value{}; + + // Consume all subsequent Space tokens + peek_until(TokenType::Characters, [&](const Parser::Token& token) { + if (token.get_type() == TokenType::Space) + { + return false; + } + else if (token.get_type() == TokenType::Plus) + { + is_last_operation_ret_value = false; + return true; + } + else if (token.get_type() == TokenType::NewLine) + { + is_last_operation_ret_value = true; + return true; + } + else + { + // Token is either EndOfFile or some other token that isn't supported here + is_last_operation_ret_value = true; + return true; + } + }); + + return is_last_operation_ret_value; + } + else if (next_token.get_type() == TokenType::Plus) + { + return false; + } + else if (next_token.get_type() == TokenType::NewLine) + { + return true; + } + else + { + // Token is either EndOfFile or some other token that isn't supported here + return true; + } + }(); + + if (is_last_operation) + { + m_variable_to_assign_to->value = m_temporary; + m_variable_to_assign_to->ref = m_variable_to_assign_to; + m_variable_to_assign_to = nullptr; + m_temporary.clear(); + } + } + + auto ExperimentalTokenParser::handle_opening_square_bracket(const Token& token) -> void + { + const auto& next_token_or_eof = consume(); + if (next_token_or_eof.get_type() != TokenType::EndOfFile) + { + const auto& section_name_token = [&]() { + if (next_token_or_eof.get_type() == TokenType::Characters) + { + // No preceding spaces + return next_token_or_eof; + } + else + { + // There might be preceding spaces, consume them and check again + const auto& token = consume_and_ignore_until(TokenType::Characters); + if (token.get_type() == TokenType::EndOfFile) + { + throw std::runtime_error{ "Syntax error: Expected 'Characters', got 'EndOfFile'" }; + } + else + { + return token; + } + } + }(); + + std::wstring section_name = get_data(section_name_token); + if (auto section = m_output.find(section_name); section != m_output.end()) + { + m_current_section = §ion->second; + } + else + { + m_current_section = &m_output.emplace(section_name, Section{}).first->second; + } + } + } + + auto ExperimentalTokenParser::handle_single_line_comment() -> void + { + consume_and_ignore_until(TokenType::NewLine); + } + + auto ExperimentalTokenParser::parse_token(const Token& token) -> void + { + switch (token.get_type()) + { + case TokenType::Equals: + handle_operator_equals(token); + break; + case TokenType::Plus: + handle_operator_plus(token); + break; + case TokenType::OpeningSquareBracket: + handle_opening_square_bracket(token); + break; + case TokenType::SemiColon: + handle_single_line_comment(); + break; + default: + // No other tokens need handling for this particular ini parser + break; + } + } + + ExperimentalParser::ExperimentalParser(const std::wstring& input) + { + // Tokenize -> START + Parser::Tokenizer tokenizer; + tokenizer.set_available_tokens(std::move(create_available_tokens_for_tokenizer())); + tokenizer.tokenize(input); + // Tokenize -> END + + // Parse Tokens -> START + ExperimentalTokenParser token_parser{tokenizer, input, m_sections}; + token_parser.parse(); + // Parse Tokens -> END + } + + auto ExperimentalParser::create_available_tokens_for_tokenizer() -> Parser::TokenContainer + { + Parser::TokenContainer tc; + + tc.add(Parser::Token::create(TokenType::CarriageReturn, L"CarriageReturn", L"\r")); + tc.add(Parser::Token::create(TokenType::NewLine, L"NewLine", L"\n")); + tc.add(Parser::Token::create(TokenType::Space, L"Space", L" ")); + tc.add(Parser::Token::create(TokenType::Characters, L"Characters", L"", Parser::Token::HasData::Yes)); // Empty identifier will match everything that no other token identifier matches + tc.add(Parser::Token::create(TokenType::Equals, L"Equals", L"=")); + //tc.add(Parser::Token::create(IniFileToken::Plus, L"Plus", L"+")); + + auto close_square_bracket_token = tc.add(Parser::Token::create(TokenType::ClosingSquareBracket, L"CloseSquareBracket", L"]")); + + auto token = Parser::Token::create< + TokenMustEndWithOppositeToken, + TokenMustHaveCharsBeforeEnd>(TokenType::OpeningSquareBracket, L"OpenSquareBracket", L"["); + tc.add(std::move(token)); + + tc.add(Parser::Token::create(TokenType::SemiColon, L"SemiColon", L";")); + + return tc; + } + + auto ExperimentalParser::get_string(const std::wstring& section, const std::wstring& key, const std::wstring& default_value) -> std::wstring + { + auto section_iter = m_sections.find(section); + if (section_iter == m_sections.end()) + { + return default_value; + } + else + { + auto key_value_pairs = section_iter->second.key_value_pairs; + auto key_value_pairs_iter = key_value_pairs.find(key); + if (key_value_pairs_iter == key_value_pairs.end()) + { + return default_value; + } + else + { + return key_value_pairs_iter->second.ref->value; + } + } + } + + auto test() -> void + { + /* +[ SectionOne] +; This is a comment and as such should be ignored by the parser +var1 = 2 +var2=var1 +var3 = var2 +var4 = SectionTwo.var1 +var5 = 1 + var2 + 3 + 4 +var6 = hello + + world +var7 = 1 + 2 + 3 + 4 + */ + + std::wstring config_str = LR"( + [ SectionOne] + ; This is a comment and as such should be ignored by the parser + var1 = 2 + var2=var1 + var3 = var2 + var4 = SectionTwo.var1 + var5 = 1 + var2 + 3 + 4 + var6 = hello + + world + var7 = 1 + 2 + 3 + 4 + + [SectionTwo] + var1 = 5 + var2 = 4 + var3 = SectionOne.var3 + var4 = + var5 = SectionOne.var2 + 2 + var6 = + var7 = var1 + 1 + var8 = D:\SomePath\ + var9 = var8 + ContinuedPath\ToSomething + var10 = 1 + 2 + var1 + 3 + var9 + 4 + +[AnotherSection] +var1 = 1 +var2 = SectionTwo.var1 +var3 = 3 +var4= +var5 = a string with spaces + )"; + + printf_s("Creating experimental parser\n"); + ExperimentalParser parser{config_str}; + + constexpr wchar_t default_value[] = L""; + printf_s("SectionOne.var1 = %S\n", parser.get_string(L"SectionOne", L"var1", default_value).c_str()); + printf_s("SectionOne.var2 = %S\n", parser.get_string(L"SectionOne", L"var2", default_value).c_str()); + printf_s("SectionOne.var3 = %S\n", parser.get_string(L"SectionOne", L"var3", default_value).c_str()); + printf_s("SectionOne.var4 = %S\n", parser.get_string(L"SectionOne", L"var4", default_value).c_str()); + printf_s("SectionOne.var5 = %S\n", parser.get_string(L"SectionOne", L"var5", default_value).c_str()); + printf_s("SectionOne.var6 = %S\n", parser.get_string(L"SectionOne", L"var6", default_value).c_str()); + printf_s("SectionOne.var7 = %S\n", parser.get_string(L"SectionOne", L"var7", default_value).c_str()); + printf_s("\n"); + printf_s("SectionTwo.var1 = %S\n", parser.get_string(L"SectionTwo", L"var1", default_value).c_str()); + printf_s("SectionTwo.var2 = %S\n", parser.get_string(L"SectionTwo", L"var2", default_value).c_str()); + printf_s("SectionTwo.var3 = %S\n", parser.get_string(L"SectionTwo", L"var3", default_value).c_str()); + printf_s("SectionTwo.var4 = %S\n", parser.get_string(L"SectionTwo", L"var4", default_value).c_str()); + printf_s("SectionTwo.var5 = %S\n", parser.get_string(L"SectionTwo", L"var5", default_value).c_str()); + printf_s("SectionTwo.var6 = %S\n", parser.get_string(L"SectionTwo", L"var6", default_value).c_str()); + printf_s("SectionTwo.var7 = %S\n", parser.get_string(L"SectionTwo", L"var7", default_value).c_str()); + printf_s("SectionTwo.var8 = %S\n", parser.get_string(L"SectionTwo", L"var8", default_value).c_str()); + printf_s("SectionTwo.var9 = %S\n", parser.get_string(L"SectionTwo", L"var9", default_value).c_str()); + printf_s("SectionTwo.var10 = %S\n", parser.get_string(L"SectionTwo", L"var10", default_value).c_str()); + printf_s("\n"); + printf_s("AnotherSection.var1 = %S\n", parser.get_string(L"AnotherSection", L"var1", default_value).c_str()); + printf_s("AnotherSection.var2 = %S\n", parser.get_string(L"AnotherSection", L"var2", default_value).c_str()); + printf_s("AnotherSection.var3 = %S\n", parser.get_string(L"AnotherSection", L"var3", default_value).c_str()); + printf_s("AnotherSection.var4 = %S\n", parser.get_string(L"AnotherSection", L"var4", default_value).c_str()); + printf_s("AnotherSection.var5 = %S\n", parser.get_string(L"AnotherSection", L"var5", default_value).c_str()); + } +} diff --git a/Dependencies/IniParser/src/Ini.cpp b/Dependencies/IniParser/src/Ini.cpp new file mode 100644 index 000000000..9a1360fc2 --- /dev/null +++ b/Dependencies/IniParser/src/Ini.cpp @@ -0,0 +1,272 @@ +#include +#include +#include + +namespace RC::Ini +{ + auto Parser::parse_internal(File::StringType& input) -> void + { + // Tokenize -> START + ParserBase::Tokenizer tokenizer; + tokenizer.set_available_tokens(std::move(create_available_tokens_for_tokenizer())); + tokenizer.tokenize(input); + // Tokenize -> END + + // Parse Tokens -> START + TokenParser token_parser{tokenizer, input, m_sections}; + token_parser.parse(); + // Parse Tokens -> END + + m_parsing_is_complete = true; + } + + auto Parser::create_available_tokens_for_tokenizer() -> ParserBase::TokenContainer + { + ParserBase::TokenContainer tc; + + tc.add(ParserBase::Token::create(IniTokenType::CarriageReturn, STR("CarriageReturn"), STR("\r"))); + tc.add(ParserBase::Token::create(IniTokenType::NewLine, STR("NewLine"), STR("\n"))); + tc.add(ParserBase::Token::create(IniTokenType::Space, STR("Space"), STR(" "))); + tc.add(ParserBase::Token::create(IniTokenType::Characters, STR("Characters"), STR(""), ParserBase::Token::HasData::Yes)); // Empty identifier will match everything that no other token identifier matches + tc.add(ParserBase::Token::create/*/**/(IniTokenType::Equals, STR("Equals"), STR("="))); + tc.add(ParserBase::Token::create(IniTokenType::ClosingSquareBracket, STR("CloseSquareBracket"), STR("]"))); + tc.add(ParserBase::Token::create(IniTokenType::OpeningSquareBracket, STR("OpenSquareBracket"), STR("["))); + tc.add(ParserBase::Token::create(IniTokenType::SemiColon, STR("SemiColon"), STR(";"))); + + tc.set_eof_token(IniTokenType::EndOfFile); + + return tc; + } + + auto Parser::get_value(const File::StringType& section, const File::StringType& key, CanThrow can_throw) const -> std::optional> + { + if (!m_parsing_is_complete) + { + if (can_throw == CanThrow::Yes) + { + throw std::runtime_error{"Call to Ini::get_value before parsing completed"}; + } + else + { + return std::nullopt; + } + } + + const auto& section_iter = m_sections.find(section); + if (section_iter == m_sections.end()) + { + return std::nullopt; + } + else + { + const auto& key_value_pairs = section_iter->second.key_value_pairs; + const auto& key_value_pairs_iter = key_value_pairs.find(key); + if (key_value_pairs_iter == key_value_pairs.end()) + { + return std::nullopt; + } + else + { + return std::ref(key_value_pairs_iter->second); + } + } + } + + auto Parser::parse(File::StringType& input) -> void + { + parse_internal(input); + } + + auto Parser::parse(const File::Handle& file) -> void + { + auto input = file.read_all(); + parse_internal(input); + } + + auto Parser::get_list(const File::StringType& section) -> List + { + + const auto& section_iter = m_sections.find(section); + if (section_iter == m_sections.end()) + { + return List{nullptr}; + } + else + { + return List{§ion_iter->second}; + } + } + + auto Parser::get_ordered_list(const File::StringType& section) -> List + { + return get_list(section); + } + + auto Parser::get_string(const File::StringType& section, const File::StringType& key, const File::StringType& default_value) const noexcept -> const File::StringType& + { + const auto maybe_value = get_value(section, key, CanThrow::No); + if (!maybe_value.has_value()) + { + return default_value; + } + else + { + const auto& value = maybe_value.value().get(); + if (!value.get_ref()->is_valid_string()) + { + return default_value; + } + else + { + return value.get_ref()->get_string_value(); + } + } + } + + auto Parser::get_string(const File::StringType& section, const File::StringType& key) const -> const File::StringType& + { + const auto maybe_value = get_value(section, key); + if (!maybe_value.has_value()) + { + throw std::runtime_error{"[Ini::get_string] Tried getting value of type 'String' but the value didn't exist."}; + } + else + { + const auto& value = maybe_value.value().get(); + if (!value.get_ref()->is_valid_string()) + { + throw std::runtime_error{"[Ini::get_string] Tried getting value of type 'String' but the variable cannot be interpreted as 'String'"}; + } + else + { + return value.get_ref()->get_string_value(); + } + } + } + + auto Parser::get_int64(const File::StringType& section, const File::StringType& key, int64_t default_value) const noexcept -> int64_t + { + const auto maybe_value = get_value(section, key, CanThrow::No); + if (!maybe_value.has_value()) + { + return default_value; + } + else + { + const auto& value = maybe_value.value().get(); + if (!value.get_ref()->is_valid_int64()) + { + return default_value; + } + else + { + return value.get_ref()->get_int64_value(); + } + } + } + + auto Parser::get_int64(const File::StringType& section, const File::StringType& key) const -> int64_t + { + const auto maybe_value = get_value(section, key); + if (!maybe_value.has_value()) + { + throw std::runtime_error{"[Ini::get_int64] Tried getting value of type 'Int64' but the value didn't exist."}; + } + else + { + const auto& value = maybe_value.value().get(); + if (!value.get_ref()->is_valid_int64()) + { + throw std::runtime_error{"[Ini::get_int64] Tried getting value of type 'Int64' but the variable cannot be interpreted as 'Int64'"}; + } + else + { + return value.get_ref()->get_int64_value(); + } + } + } + + auto Parser::get_float(const File::StringType& section, const File::StringType& key, float default_value) const noexcept -> float + { + const auto maybe_value = get_value(section, key, CanThrow::No); + if (!maybe_value.has_value()) + { + return default_value; + } + else + { + const auto& value = maybe_value.value().get(); + if (!value.get_ref()->is_valid_float()) + { + return default_value; + } + else + { + return value.get_ref()->get_float_value(); + } + } + } + + auto Parser::get_float(const File::StringType& section, const File::StringType& key) const -> float + { + const auto maybe_value = get_value(section, key); + if (!maybe_value.has_value()) + { + throw std::runtime_error{"[Ini::get_float] Tried getting value of type 'Float' but the value didn't exist."}; + } + else + { + const auto& value = maybe_value.value().get(); + if (!value.get_ref()->is_valid_float()) + { + throw std::runtime_error{"[Ini::get_float] Tried getting value of type 'Float' but the variable cannot be interpreted as 'Float'"}; + } + else + { + return value.get_ref()->get_float_value(); + } + } + } + + auto Parser::get_bool(const File::StringType& section, const File::StringType& key, bool default_value) const noexcept -> bool + { + const auto maybe_value = get_value(section, key, CanThrow::No); + if (!maybe_value.has_value()) + { + return default_value; + } + else + { + const auto& value = maybe_value.value().get(); + if (!value.get_ref()->is_valid_bool()) + { + return default_value; + } + else + { + return value.get_ref()->get_bool_value(); + } + } + } + + auto Parser::get_bool(const File::StringType& section, const File::StringType& key) const -> bool + { + const auto maybe_value = get_value(section, key); + if (!maybe_value.has_value()) + { + throw std::runtime_error{"[Ini::get_int64] Tried getting value of type 'Bool' but the value didn't exist."}; + } + else + { + const auto& value = maybe_value.value().get(); + if (!value.get_ref()->is_valid_bool()) + { + throw std::runtime_error{"[Ini::get_bool] Tried getting value of type 'Bool' but the variable cannot be interpreted as 'Bool'"}; + } + else + { + return value.get_ref()->get_bool_value(); + } + } + } +} diff --git a/Dependencies/IniParser/src/JSON.cpp b/Dependencies/IniParser/src/JSON.cpp new file mode 100644 index 000000000..2c5f57eef --- /dev/null +++ b/Dependencies/IniParser/src/JSON.cpp @@ -0,0 +1,405 @@ +#include + +#include +#include +#include + +namespace RC::Parser +{ + static auto to_string(std::wstring in) -> std::string + { + return std::string{in.begin(), in.end()}; + } + + static auto has_only_spaces(const File::StringType& data) -> bool + { + if (std::all_of(data.begin(), data.end(), [](File::CharType c) { return std::isspace(c) || c == '\n'; })) { + printf_s("SKIPPING\n"); + return true; + } + else + { + printf_s("NOT SKIPPING, data: '%S'\n", data.c_str()); + return false; + } + } + + auto JSONInternal::ItemBase::get_name() -> File::StringViewType + { + if (m_is_global_scope) + { + return STR("-- IS ANONYMOUS GLOBAL --"); + } + else + { + return m_name; + } + } + + auto JSONInternal::StringItem::to_string() -> File::StringType + { + return std::format(STR("String = \"{}\""), m_value); + } + + auto JSONInternal::ObjectScope::to_string() -> File::StringType + { + File::StringType str = std::format(STR("Object = \"{}\""), get_name()); + + for (const auto& member : m_members) + { + str.append(std::format(STR("\n\"{}\" = {}"), member->get_name(), member->to_string())); + } + + return str; + } + + auto JSONInternal::ArrayScope::to_string() -> File::StringType + { + return std::format(STR("Array = \"{}\""), get_name()); + } + + auto JSONInternal::TokenParser::token_to_string(const Token& token) -> File::StringType + { + File::StringType string{}; + + // TODO: Support manual escaping of double quotes with '\' + while (peek().get_type() != TokenType::DoubleQuote) + { + // Get the next token after the 'DoubleQuote' token + auto& next_token = consume(); + + // Auto-escaping all token identifiers after the opening double quote + if (next_token.get_type() == TokenType::Characters) + { + string.append(get_data(next_token)); + } + else + { + string.append(next_token.get_identifier()); + } + } + + return string; + } + + auto JSONInternal::TokenParser::skip_all_spaces() -> void + { + auto& peeked_token = peek(); + if (peeked_token.get_type() == TokenType::Characters) + { + // We have either a non-string value or we have spaces which need to be ignored + if (has_only_spaces(get_data(peeked_token))) + { + consume(); + printf_s("Consumed '%S', which contained: '%S'\n", peeked_token.to_string().c_str(), get_data(peeked_token).c_str()); + } + } + } + + auto JSONInternal::TokenParser::parse_open_curly_brace(const Token& token) -> void + { + bool is_first_item = !m_current_item; + + // Open array scope + m_current_item = m_items.emplace_back(std::make_unique()).get(); + + if (is_first_item) + { + m_current_item->m_is_global_scope = true; + } + + // Right after opening an object, the only valid token is a quoted string + m_next_token_expected = TokenType::DoubleQuote; + m_processed_token_types += TokenType::OpenCurlyBrace; + } + + auto JSONInternal::TokenParser::parse_close_curly_brace(const Token& token) -> void + { + if (m_current_item->get_type() == ItemType::Object) + { + if (static_cast(m_current_item)->m_previous_line_without_comma == 0) + { + throw std::runtime_error{std::format("Syntax error ({} : {}): Unexpected 'Comma' token, expected 'CloseCurlyBrace'.", token.get_line(), token.get_column())}; + } + } + else if (m_current_item->get_type() == ItemType::Array) + { + + } + + m_processed_token_types += TokenType::CloseCurlyBrace; + } + + auto JSONInternal::TokenParser::parse_colon(const Token& token) -> void + { + // This might be a complicated token + // We don't know the type of item that we're creating yet, so we can't just set the token type + + skip_all_spaces(); + + auto token_type = peek().get_type(); + if (token_type == TokenType::DoubleQuote) + { + // Consume the opening 'DoubleQuote' token + parse_double_quote(consume()); + + auto value = token_to_string(peek()); + + if (m_current_item->get_type() == ItemType::Object) + { + auto& typed_current_item = static_cast(*m_current_item); + + // Enforce 'Comma' token, if this isn't the first item + if (!typed_current_item.m_members.empty() && typed_current_item.m_previous_line_without_comma != 0) + { + throw std::runtime_error{std::format("Syntax error ({} : {}): Expected 'Comma' token before new item.", typed_current_item.m_previous_line_without_comma, typed_current_item.m_previous_column_without_comma)}; + } + + auto& item = typed_current_item.m_members.emplace_back(std::make_unique(value)); + printf_s("Adding string, '%S', to object, it has the name '%S'\n", value.c_str(), m_string_value_buffer.c_str()); + item->m_name = std::move(m_string_value_buffer); + m_string_value_buffer.clear(); + + auto& next_token = peek(); + typed_current_item.m_previous_line_without_comma = next_token.get_line(); + typed_current_item.m_previous_column_without_comma = next_token.get_column(); + } + else if (m_current_item->get_type() == ItemType::Array) + { + throw std::runtime_error{"Invalid scope: Arrays are not yet implemented"}; + } + else + { + throw std::runtime_error{"Invalid scope: No type"}; + } + + // Consume the closing 'DoubleQuote' token + if (peek().get_type() != TokenType::DoubleQuote) + { + throw std::runtime_error{std::format("Syntax error ({} : {}): Expected 'DoubleQuote' token, got '{}'.", token.get_line(), token.get_column(), to_string(token.to_string()))}; + } + parse_double_quote(consume()); + + m_next_token_expected = TokenType::Default; + } + else if (token_type == TokenType::OpenCurlyBrace) + { + // Consider returning here without doing anything + // That would let the main handler deal with this + // You would need some way of telling the handler that the thing (object in this case) being created is part of + // an object or array, and also which object or array that it's part of + throw std::runtime_error{"Object in object or object in array\n"}; + } + else if (token_type == TokenType::OpenSquareBracket) + { + // Consider returning here without doing anything + // That would let the main handler deal with this + // You would need some way of telling the handler that the thing (object in this case) being created is part of + // an object or array, and also which object or array that it's part of + throw std::runtime_error{"Array in object or array in array\n"}; + } + else + { + // No valid for now + throw std::runtime_error{"Unsupported type after 'Colon' token, expected 'DoubleQuote', 'OpenCurlyBrace', or 'OpenSquareBracket'"}; + } + + m_processed_token_types += TokenType::Colon; + } + + auto JSONInternal::TokenParser::parse_comma(const Token& token) -> void + { + auto item_type = m_current_item->get_type(); + if (item_type == ItemType::Object) + { + ObjectScope& current_item = static_cast(*m_current_item); + current_item.m_previous_line_without_comma = 0; + current_item.m_previous_column_without_comma = 0; + } + else if (item_type == ItemType::Array) + { + + } + else + { + throw std::runtime_error{std::format("Syntax error ({} : {}): Unexpected 'Comma' token.", token.get_line(), token.get_column())}; + } + + m_processed_token_types += TokenType::Comma; + } + + auto JSONInternal::TokenParser::parse_double_quote(const Token& token) -> void + { + if (!m_double_quote_opened) + { + m_next_token_expected = TokenType::Characters; + m_double_quote_opened = true; + } + else + { + // If last processed token was a 'Comma', 'OpenCurlyBrace', or 'OpenSquareBracket', then a colon is expected + // This means that this is the LHS of an assignment, not the RHS + // Therefore we expect the next token to be an assignment token (Colon) + auto last_processed_token_type = m_processed_token_types[-1]; + if (last_processed_token_type == TokenType::Comma || + last_processed_token_type == TokenType::OpenCurlyBrace || + last_processed_token_type == TokenType::OpenSquareBracket) + { + skip_all_spaces(); + + auto& peeked_token = peek(); + if (peeked_token.get_type() != TokenType::Colon) + { + throw std::runtime_error{std::format("Syntax error ({} : {}): Expected 'Colon' token, got '{}'.", peeked_token.get_line(), peeked_token.get_column(), to_string(peeked_token.to_string()))}; + } + } + + m_double_quote_opened = false; + m_double_quote_successfully_closed = true; + m_next_token_expected = TokenType::Default; + } + + m_processed_token_types += TokenType::DoubleQuote; + } + + auto JSONInternal::TokenParser::parse_characters(const Token& token) -> void + { + auto& data = get_data(token); + + // Ignore if the data only contains spaces + if (has_only_spaces(data)) + { + return; + } + + m_string_value_buffer = std::move(data); + + // Simulate that we dealt with the token successfully until there's a proper implementation + m_next_token_expected = TokenType::Default; + } + + auto JSONInternal::TokenParser::release_contents() -> std::vector> + { + return std::move(m_items); + } + + auto JSONInternal::TokenParser::parse_token(const Token& token) -> void + { + TokenType token_type = static_cast(token.get_type()); + + printf_s("current: %S <-> previous: %S <-> next: %S <-> expected: %S\n", + token.to_string().data(), + peek(PeekDirection::Backward).to_string().data(), + peek(PeekDirection::Forward).to_string().data(), + token_type_to_string(m_next_token_expected).data()); + + // If type is 'Default', then this is the first token + // If type is 'Characters', then let the 'Characters' handler handle this as a 'Characters' token may be ignored if it's only spaces + // Otherwise, if the type is not what is expected, throw an exception + if (m_next_token_expected != TokenType::Default && + token_type != TokenType::Characters && + token_type != m_next_token_expected) + { + throw std::runtime_error{std::format("Syntax error ({} : {}): Expected 'Colon' token, got '{}'.", token.get_line(), token.get_column(), to_string(token.to_string()))}; + } + + switch (token_type) + { + case Default: + break; + case OpenCurlyBrace: + parse_open_curly_brace(token); + break; + case CloseCurlyBrace: + parse_close_curly_brace(token); + break; + case OpenSquareBracket: + break; + case CloseSquareBracket: + break; + case Colon: + parse_colon(token); + break; + case Comma: + parse_comma(token); + break; + case DoubleQuote: + parse_double_quote(token); + break; + case Characters: + parse_characters(token); + break; + case EndOfFile: + break; + } + } + + auto JSON::parse_internal(File::StringType& input) -> void + { + Tokenizer tokenizer; + TokenContainer tc; + tc.add(Token::create(JSONInternal::TokenType::OpenCurlyBrace, STR("OpenCurlyBrace"), STR("{"))); + tc.add(Token::create(JSONInternal::TokenType::CloseCurlyBrace, STR("CloseCurlyBrace"), STR("}"))); + tc.add(Token::create(JSONInternal::TokenType::OpenSquareBracket, STR("OpenSquareBracket"), STR("["))); + tc.add(Token::create(JSONInternal::TokenType::CloseSquareBracket, STR("CloseSquareBracket"), STR("]"))); + tc.add(Token::create(JSONInternal::TokenType::Colon, STR("Colon"), STR(":"))); + tc.add(Token::create(JSONInternal::TokenType::Comma, STR("Comma"), STR(","))); + tc.add(Token::create(JSONInternal::TokenType::DoubleQuote, STR("DoubleQuote"), STR("\""))); + tc.add(Token::create(JSONInternal::TokenType::Characters, STR("Characters"), STR(""), Token::HasData::Yes)); + tc.set_eof_token(JSONInternal::TokenType::EndOfFile); + tokenizer.set_available_tokens(std::move(tc)); + tokenizer.tokenize(input); + + m_token_parser = std::make_unique(tokenizer, input); + m_token_parser->parse(); + } + + auto JSON::parse(File::StringType& input) -> void + { + parse_internal(input); + } + + auto JSON::parse(File::Handle& file) -> void + { + auto input = file.read_all(); + parse_internal(input); + } + + auto JSON::release_contents() -> std::vector> + { + return m_token_parser->release_contents(); + } + + auto JSON::test() -> void + { + // Current problems: + /* + No escaping in strings + All token types would need to be escaped, and I hate this, things like commas should be auto-escaped in strings + In fact, everything that's not a double quote should be auto-escaped in strings + + Development is very early on, this is an experiment but hopefully eventually it will be good enough to use + I suspect that the recursive-ness of JSON is going to be a problem + */ + + /**/ + File::StringType input = LR"( +{ + "my key": "my string, value", + "my second key": "my other string value", + "my third key": { + "my fourth key: "some other string value" + } +})"; //*/ + + JSON parser; + parser.parse(input); + + // The content gets moved, the owner of the vector is now the current scope. + auto items = parser.release_contents(); + for (const auto& item : items) + { + printf_s("%S\n", item->to_string().c_str()); + } + } +} diff --git a/Dependencies/IniParser/src/TokenParser.cpp b/Dependencies/IniParser/src/TokenParser.cpp new file mode 100644 index 000000000..f69e378e0 --- /dev/null +++ b/Dependencies/IniParser/src/TokenParser.cpp @@ -0,0 +1,468 @@ +#include +#include + +#include +#include +#include +#include +#include + +namespace RC::Ini +{ + struct Int + { + int64_t value; + int base{10}; + bool is_int{false}; + }; + + struct Float + { + float value; + bool is_float{false}; + }; + + struct Bool + { + bool value; + bool is_bool{false}; + }; + + auto static is_int(File::StringViewType data) -> Int + { + bool has_0x_prefix = [&]() { + return (data.size() > 2 && data[0] == L'0' && (data[1] == L'x' || data[1] == L'X')); + }(); + + if (!has_0x_prefix && data[0] != L'-' && std::iswdigit(data[0]) == 0) + { + return Int{0, 10, false}; + } + else + { + File::StringViewType string = has_0x_prefix ? File::StringViewType{data.begin() + 2, data.end()} : data; + if (!has_0x_prefix && data[0] == STR('-')) + { + string = File::StringViewType{string.begin() + 1, string.end()}; + } + bool is_int = std::ranges::all_of(string.begin(), string.end(), [&](const File::CharType c) { + if constexpr (std::is_same_v) + { + return has_0x_prefix ? std::iswxdigit(c) : std::iswdigit(c) != 0; + } + else + { + return has_0x_prefix ? std::isxdigit(c) : std::isdigit(c) != 0; + } + }); + + return Int{.value = 0, .base = has_0x_prefix ? 16 : 10, .is_int = is_int}; + } + } + + auto static is_float(File::StringViewType data) -> Float + { + bool has_decimal_or_negative_prefix = [&]() { + return data.size() > 1 && data[0] == L'.' || data[0] == L'-'; + }(); + + if (!has_decimal_or_negative_prefix && std::iswdigit(data[0]) == 0) + { + return Float{0, false}; + } + else + { + File::StringViewType string = data.ends_with(STR('f')) ? File::StringViewType{data.begin(), data.end() - 1} : data; + if (has_decimal_or_negative_prefix) + { + string = File::StringViewType{string.begin() + 1, string.end()}; + } + bool is_float = std::ranges::all_of(string.begin(), string.end(), [&](const File::CharType c) { + if constexpr (std::is_same_v) + { + return has_decimal_or_negative_prefix ? std::iswxdigit(c) : std::iswdigit(c) != 0 || c == STR('.'); + } + else + { + return has_decimal_or_negative_prefix ? std::isxdigit(c) : std::isdigit(c) != 0 || c == STR('.'); + } + }); + + return Float{.value = 0, .is_float = is_float}; + } + } + + auto static is_bool(const File::StringType& data) -> Bool + { + File::StringType all_lower_string_data = data; + // TODO: This to_lower implementation is not string-type agnostic + // A code change would be required if 'File::StringType' is defined as a char instead of a wchar_t + // Solution: Make two overloads in the string helper library, one for 'std::string' and one for 'std::wstring' + std::transform(all_lower_string_data.begin(), all_lower_string_data.end(), all_lower_string_data.begin(), [](wchar_t c) { + return std::towlower(c); + }); + if (all_lower_string_data == STR("true") || all_lower_string_data == STR("1")) + { + return Bool{.value = true, .is_bool = true}; + } + else if (all_lower_string_data == STR("false") || all_lower_string_data == STR("0")) + { + return Bool{.value = false, .is_bool = true}; + } + else + { + return Bool{.value = false, .is_bool = false}; + } + } + + auto TokenParser::find_variable_by_name(Section* section, const RC::StringType& name) -> std::optional> + { + auto const& var = section->key_value_pairs.find(name); + if (var != section->key_value_pairs.end()) + { + return std::ref(var->second); + } + else + { + return std::nullopt; + } + } + + auto TokenParser::find_variable_by_name(const StringType& name) -> std::optional> + { + size_t occurrence_of_dot = name.find_first_of(L'.'); + if (occurrence_of_dot == name.npos || occurrence_of_dot + 1 > name.size()) + { + return find_variable_by_name(m_current_section, name); + } + else + { + const auto& requested_section = m_output.find(name.substr(0, occurrence_of_dot)); + if (requested_section == m_output.end()) + { + return find_variable_by_name(m_current_section, name); + } + else + { + const File::StringType requested_variable_name = name.substr(occurrence_of_dot + 1, name.size()); + return find_variable_by_name(&requested_section->second, requested_variable_name); + } + } + } + + auto state_to_string(State state) -> File::StringType + { + switch (state) + { + case State::StartOfFile: + return STR("StartOfFile"); + case State::SetSectionValue: + return STR("SetSectionValue"); + case State::NewLineStarted: + return STR("NewLineStarted"); + case State::CreateNewOrSetCurrentSection: + return STR("CreateNewOrSetCurrentSection"); + case State::CreateSectionKey: + return STR("CreateSectionKey"); + case State::StoreSectionKey: + return STR("StoreSectionKey"); + } + + return STR("UnknownState"); + } + + auto TokenParser::characters_to_string(const ParserBase::Token& characters_token) -> File::StringType + { + auto* current_token = &characters_token; + + File::StringType full_value{}; + while (true) + { + const auto token_type = current_token->get_type(); + if (token_type == IniTokenType::EndOfFile || + token_type == IniTokenType::CarriageReturn) + { + break; + } + else if (token_type == IniTokenType::Space) + { + full_value.append(STR(" ")); + } + else if (token_type == IniTokenType::Characters) + { + full_value.append(get_data(*current_token)); + } + else if (token_type == IniTokenType::Equals) + { + full_value.append(STR("=")); + } + else if (token_type == IniTokenType::ClosingSquareBracket) + { + const auto next_token_type = peek().get_type(); + if (next_token_type == IniTokenType::CarriageReturn || next_token_type == IniTokenType::NewLine) + { + // We're creating a string for the section name + // The next token is the last token on this line and since it's ] we don't want to include it in the string + break; + } + full_value.append(STR("]")); + } + else if (token_type == IniTokenType::OpeningSquareBracket) + { + full_value.append(STR("[")); + } + else if (token_type == IniTokenType::SemiColon) + { + full_value.append(STR(";")); + } + + // Exit early and let the state machine deal with the new line + const auto next_token_type = peek().get_type(); + if (next_token_type == IniTokenType::CarriageReturn || next_token_type == IniTokenType::NewLine) + { + break; + } + + // Prevent the last ] from being consumed, it has to be processed later + if (m_current_state == State::CreateNewOrSetCurrentSection) + { + if (peek().get_type() == IniTokenType::ClosingSquareBracket) + { + const auto two_over_token_type = peek(2).get_type(); + if (two_over_token_type == IniTokenType::CarriageReturn || two_over_token_type == IniTokenType::NewLine) + { + break; + } + } + } + + current_token = &consume(); + } + + return full_value; + } + + auto TokenParser::handle_opening_square_bracket_token(const ParserBase::Token& token) -> void + { + // Handling a special case for our unquoted strings + if (m_current_state == State::SetSectionValue) + { + handle_characters_token(token); + return; + } + + if (m_current_state != State::NewLineStarted && m_current_state != State::StartOfFile) + { + throw std::runtime_error{std::format("Syntax error({} : {}): Expected state NewLineStarted or StartOfFile, got {}", + token.get_line(), + token.get_column(), + to_string(state_to_string(m_current_state)))}; + } + + m_current_state = State::CreateNewOrSetCurrentSection; + } + + auto TokenParser::handle_closing_square_bracket_token(const ParserBase::Token& token) -> void + { + // Handling a special case for our unquoted strings + if (m_current_state == State::SetSectionValue) + { + handle_characters_token(token); + return; + } + + if (m_current_character_data.empty()) + { + throw std::runtime_error{std::format("Syntax error ({} : {}): Expected Characters, got {}", token.get_line(), token.get_column(), to_string(token.to_string()))}; + } + + if (auto section = m_output.find(m_current_character_data); section != m_output.end()) + { + m_current_section = §ion->second; + } + else + { + m_current_section = &m_output.emplace(m_current_character_data, Section{}).first->second; + } + + m_current_character_data.clear(); + m_current_state = State::StoreSectionKey; + } + + auto TokenParser::handle_space_token([[maybe_unused]] const ParserBase::Token& token) -> void + { + if (m_current_state == State::CreateNewOrSetCurrentSection) + { + m_current_character_data.append(STR(" ")); + } + } + + auto TokenParser::handle_characters_token(const ParserBase::Token& token) -> void + { + if (m_current_state == State::CreateNewOrSetCurrentSection) + { + m_current_character_data.append(characters_to_string(token)); + } + else if (m_current_state == State::StoreSectionKey || m_current_state == State::NewLineStarted) + { + m_current_character_data = get_data(token); + m_current_state = State::CreateSectionKey; + } + else if (m_current_state == State::SetSectionValue) + { + const auto value = characters_to_string(token); + const auto maybe_other_variable = find_variable_by_name(value); + if (maybe_other_variable.has_value()) + { + m_current_value->set_ref(maybe_other_variable->get().get_ref()); + } + else + { + m_current_value->add_string_value(value); + + if (auto int_data = is_int(value); int_data.is_int) + { + m_current_value->add_int64_value(value, int_data.base); + } + + if (auto float_data = is_float(value); float_data.is_float) + { + m_current_value->add_float_value(value); + } + + if (auto bool_data = is_bool(value); bool_data.is_bool) + { + m_current_value->add_bool_value(bool_data.value); + } + } + } + else + { + throw std::runtime_error{std::format("Syntax error({} : {}): Invalid state {}", + token.get_line(), + token.get_column(), + to_string(state_to_string(m_current_state)))}; + } + } + + auto TokenParser::handle_equals_token(const ParserBase::Token& token) -> void + { + // Handling a special case for our unquoted strings + if (m_current_state == State::SetSectionValue) + { + handle_characters_token(token); + return; + } + + if (m_current_state != State::CreateSectionKey) + { + throw std::runtime_error{std::format("Syntax error({} : {}): Expected state CreateSectionKey, got {}", + token.get_line(), + token.get_column(), + to_string(state_to_string(m_current_state)))}; + } + + if (!m_current_section) + { + throw std::runtime_error{std::format("Syntax error ({} : {}): No section. Global variables not supported, please create a [Section]", token.get_line(), token.get_column())}; + } + + if (m_current_character_data.empty()) + { + throw std::runtime_error{std::format("Syntax error ({} : {}): Expected Characters, got {}", token.get_line(), token.get_column(), to_string(token.to_string()))}; + } + + if (m_current_section->is_ordered_list) + { + throw std::runtime_error{std::format("Syntax error ({} : {}): Previous item is in ordered-list mode, expected another list item, got key/value pair", token.get_line(), token.get_column(), to_string(token.to_string()))}; + } + + // Create the value with the correct key and an empty value and store a pointer to it so that the value can be set later + m_current_value = &m_current_section->key_value_pairs.emplace(m_current_character_data, Value{}).first->second; + m_current_value->add_string_value(STR("")); + m_current_value->set_ref(m_current_value); + m_current_character_data.clear(); + + m_current_state = State::SetSectionValue; + } + + auto TokenParser::handle_new_line_token([[maybe_unused]] const ParserBase::Token& token) -> void + { + if (m_current_section && !m_current_character_data.empty()) + { + // If the Equals token hasn't set 'is_ordered_list' then we set it here if there aren't any items in the section yet. + if (m_current_section->key_value_pairs.empty() && !m_current_section->is_ordered_list) + { + m_current_section->is_ordered_list = true; + } + + // If the Equals token has set 'is_ordered_list', and the section already has values, then we have previous items that aren't in ordered-list mode + if (!m_current_section->key_value_pairs.empty() && !m_current_section->is_ordered_list) + { + throw std::runtime_error{std::format("Syntax error ({} : {}): Previous item is in key/value mode, expected another key/value item, got ordered-list item", token.get_line(), token.get_column(), to_string(token.to_string()))}; + } + + if (m_current_section->is_ordered_list) + { + m_current_section->ordered_list.emplace_back(m_current_character_data); + } + } + + m_current_character_data.clear(); + m_current_value = nullptr; + + if (m_current_state != State::StoreSectionKey) + { + m_current_state = State::NewLineStarted; + } + } + + auto TokenParser::handle_semi_colon_token([[maybe_unused]] const ParserBase::Token& token) -> void + { + // Handling a special case for our unquoted strings + if (m_current_state == State::SetSectionValue) + { + handle_characters_token(token); + return; + } + + while (peek().get_type() != IniTokenType::NewLine) + { + consume(); + } + } + + auto TokenParser::parse_token(const ParserBase::Token& token) -> void + { + switch (token.get_type()) + { + case CarriageReturn: + break; + case NewLine: + handle_new_line_token(token); + break; + case Space: + handle_space_token(token); + break; + case Characters: + handle_characters_token(token); + break; + case Equals: + handle_equals_token(token); + break; + case ClosingSquareBracket: + handle_closing_square_bracket_token(token); + break; + case OpeningSquareBracket: + handle_opening_square_bracket_token(token); + break; + case SemiColon: + handle_semi_colon_token(token); + break; + case EndOfFile: + default: + // No other tokens need handling for this particular ini parser + break; + } + } +} diff --git a/Dependencies/IniParser/src/Value.cpp b/Dependencies/IniParser/src/Value.cpp new file mode 100644 index 000000000..d8fba3217 --- /dev/null +++ b/Dependencies/IniParser/src/Value.cpp @@ -0,0 +1,90 @@ +#include + +namespace RC::Ini +{ + + auto Value::get_ref() const -> const Value* + { + if (!m_ref) + { + throw std::runtime_error{"[Ini::Value::get_ref] Tried to access 'Value.ref' but it was nullptr"}; + } + else + { + return m_ref; + } + } + + auto Value::set_ref(const Value* new_ref) -> void + { + m_ref = new_ref; + } + + auto Value::get_string_value() const -> const File::StringType& + { + return m_string_value; + } + + auto Value::get_int64_value() const -> int64_t + { + return m_int64_value; + } + + auto Value::get_float_value() const -> float + { + return m_float_value; + } + + auto Value::get_bool_value() const -> bool + { + return m_bool_value; + } + + auto Value::add_string_value(File::StringViewType data) -> void + { + m_string_value = data; + + if (!m_ref) + { + m_ref = this; + } + + add_type(); + } + + auto Value::add_int64_value(const StringType& data, int base) -> void + { + m_int64_value = std::stoi(data, nullptr, base); + + if (!m_ref) + { + m_ref = this; + } + + add_type(); + } + + auto Value::add_float_value(const StringType& data) -> void + { + m_float_value = std::stof(data, nullptr); + + if (!m_ref) + { + m_ref = this; + } + + add_type(); + } + + auto Value::add_bool_value(bool data) -> void + { + m_bool_value = data; + + if (!m_ref) + { + m_ref = this; + } + + add_type(); + } +} diff --git a/Dependencies/Input b/Dependencies/Input deleted file mode 160000 index 20c73c156..000000000 --- a/Dependencies/Input +++ /dev/null @@ -1 +0,0 @@ -Subproject commit 20c73c156630be35a0f1e81a65e66e5b9cd3783c diff --git a/Dependencies/Input/CMakeLists.txt b/Dependencies/Input/CMakeLists.txt new file mode 100644 index 000000000..6493dafaa --- /dev/null +++ b/Dependencies/Input/CMakeLists.txt @@ -0,0 +1,29 @@ +cmake_minimum_required(VERSION 3.18) + +set(TARGET Input) +project(${TARGET}) + +set(${TARGET}_Sources + "${CMAKE_CURRENT_SOURCE_DIR}/src/Handler.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/KeyDef.cpp" + ) + +string(REGEX REPLACE "(.)([A-Z])" "\\1_\\2" MODULE_NAME ${TARGET}) +string(TOUPPER ${MODULE_NAME} MODULE_NAME) + +if ((NOT DEFINED BUILD_SHARED_LIBS) OR (NOT (${BUILD_SHARED_LIBS}))) + set(BUILD_STATIC 1) + set(BUILD_SHARED 0) + message("Project: ${TARGET} (STATIC)") +else () + set(BUILD_STATIC 0) + set(BUILD_SHARED 1) + message("Project: ${TARGET} (SHARED)") +endif () + +add_library(${TARGET} ${${TARGET}_Sources}) +target_include_directories(${TARGET} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include) +target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) +target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS}) +target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) +target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) diff --git a/Dependencies/Input/LICENSE b/Dependencies/Input/LICENSE new file mode 100644 index 000000000..eee4c9316 --- /dev/null +++ b/Dependencies/Input/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2022 Narknon + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Dependencies/Input/include/Input/Common.hpp b/Dependencies/Input/include/Input/Common.hpp new file mode 100644 index 000000000..3e181adf3 --- /dev/null +++ b/Dependencies/Input/include/Input/Common.hpp @@ -0,0 +1,20 @@ +#ifndef RC_INPUT_COMMON_HPP +#define RC_INPUT_COMMON_HPP + +#ifndef RC_INPUT_EXPORTS +#ifndef RC_INPUT_BUILD_STATIC +#ifndef RC_INPUT_API +#define RC_INPUT_API __declspec(dllimport) +#endif +#else +#ifndef RC_INPUT_API +#define RC_INPUT_API +#endif +#endif +#else +#ifndef RC_INPUT_API +#define RC_INPUT_API __declspec(dllexport) +#endif +#endif + +#endif //RC_INPUT_COMMON_HPP diff --git a/Dependencies/Input/include/Input/Handler.hpp b/Dependencies/Input/include/Input/Handler.hpp new file mode 100644 index 000000000..e887a0c95 --- /dev/null +++ b/Dependencies/Input/include/Input/Handler.hpp @@ -0,0 +1,92 @@ +#ifndef IO_INPUT_HANDLER_HPP +#define IO_INPUT_HANDLER_HPP + +// TODO: Abstract more... need to get rid of Windows.h from InputHandler.cpp + + +#include +#include +#include +#include + +#include +#include + +namespace RC::Input +{ + using EventCallbackCallable = std::function; + + auto is_modifier_key_required(ModifierKey, std::vector) -> bool; + + struct KeyData + { + std::vector required_modifier_keys{}; + std::vector callbacks{}; + uint8_t custom_data{}; + bool requires_modifier_keys{}; + bool is_down{}; + }; + + struct KeySet + { + std::unordered_map> key_data; + }; + + class RC_INPUT_API Handler + { + private: + std::vector m_active_window_classes{}; + std::vector m_key_sets{}; + std::unordered_map m_modifier_keys_down{}; + bool m_any_keys_are_down{}; + bool m_allow_input{true}; + + public: + Handler() = delete; + template + explicit Handler(WindowClasses ...window_classes) + { + static_assert(std::conjunction...>::value, "WindowClasses must be of type const wchar_t*"); + + m_modifier_keys_down.emplace(ModifierKey::MOD_KEY_START_OF_ENUM, false); + m_modifier_keys_down.emplace(ModifierKey::SHIFT, false); + m_modifier_keys_down.emplace(ModifierKey::CONTROL, false); + m_modifier_keys_down.emplace(ModifierKey::ALT, false); + + register_window_classes(window_classes...); + } + + private: + template + auto register_window_classes(WindowClass window_class) -> void + { + m_active_window_classes.emplace_back(window_class); + } + + template + auto register_window_classes(WindowClass window_class, WindowClasses ...window_classes) -> void + { + m_active_window_classes.emplace_back(window_class); + register_window_classes(window_classes...); + } + + auto are_modifier_keys_down(const std::vector&) -> bool; + auto is_program_focused() -> bool; + + public: + auto process_event() -> void; + auto register_keydown_event(Input::Key, EventCallbackCallable, uint8_t custom_data = 0) -> void; + + using ModifierKeyArray = std::array; + auto register_keydown_event(Input::Key, const ModifierKeyArray&, const EventCallbackCallable&, uint8_t custom_data = 0) -> void; + + auto is_keydown_event_registered(Input::Key) -> bool; + auto is_keydown_event_registered(Input::Key, const ModifierKeyArray&) -> bool; + + auto get_events() -> std::vector&; + auto get_allow_input() -> bool; + auto set_allow_input(bool new_value) -> void; + }; +} + +#endif //IO_INPUT_HANDLER_HPP diff --git a/Dependencies/Input/include/Input/KeyDef.hpp b/Dependencies/Input/include/Input/KeyDef.hpp new file mode 100644 index 000000000..1f8608736 --- /dev/null +++ b/Dependencies/Input/include/Input/KeyDef.hpp @@ -0,0 +1,257 @@ +#ifndef RC_INPUT_KEYDEF_HPP +#define RC_INPUT_KEYDEF_HPP + +#include + +namespace RC::Input +{ + static constexpr uint32_t max_callbacks_per_event = 30; + static constexpr uint8_t max_keys = 0xFF; + +#ifdef _WIN32 + enum Key : uint8_t + { + RESERVED_START_OF_ENUM = 0x0, + LEFT_MOUSE_BUTTON = 0x1, + RIGHT_MOUSE_BUTTON = 0x2, + CANCEL = 0x3, + MIDDLE_MOUSE_BUTTON = 0x4, + XBUTTON_ONE = 0x5, + XBUTTON_TWO = 0x6, + //UNDEFINED = 0x7, + BACKSPACE = 0x8, + TAB = 0x9, + //UNDEFINED = 0x0A, + //UNDEFINED = 0x0B, + CLEAR = 0x0C, + RETURN = 0x0D, + //UNDEFINED = 0x0E, + //UNDEFINED = 0x0F, + //SHIFT = 0x10, // Modifier key + //CONTROL = 0x11, // Modifier key + //ALT = 0x12, // Modifier key + PAUSE = 0x13, + CAPS_LOCK = 0x14, + IME_KANA = 0x15, + IME_HANGUEL = 0x15, + IME_HANGUL = 0x15, + IME_ON = 0x16, + IME_JUNJA = 0x17, + IME_FINAL = 0x18, + IME_HANJA = 0x19, + IME_KANJI = 0x19, + IME_OFF = 0x1A, + ESCAPE = 0x1B, + IME_CONVERT = 0x1C, + IME_NONCONVERT = 0x1D, + IME_ACCEPT = 0x1E, + IME_MODECHANGE = 0x1F, + SPACE = 0x20, + PAGE_UP = 0x21, + PAGE_DOWN = 0x22, + END = 0x23, + HOME = 0x24, + LEFT_ARROW = 0x25, + UP_ARROW = 0x26, + RIGHT_ARROW = 0x27, + DOWN_ARROW = 0x28, + SELECT = 0x29, + PRINT = 0x2A, + EXECUTE = 0x2B, + PRINT_SCREEN = 0x2C, + INS = 0x2D, + DEL = 0x2E, + HELP = 0x2F, + ZERO = 0x30, + ONE = 0x31, + TWO = 0x32, + THREE = 0x33, + FOUR = 0x34, + FIVE = 0x35, + SIX = 0x36, + SEVEN = 0x37, + EIGHT = 0x38, + NINE = 0x39, + //UNDEFINED = 0x3A, + //UNDEFINED = 0x3B, + //UNDEFINED = 0x3C, + //UNDEFINED = 0x3D, + //UNDEFINED = 0x3E, + //UNDEFINED = 0x3F, + //UNDEFINED = 0x40, + A = 0x41, + B = 0x42, + C = 0x43, + D = 0x44, + E = 0x45, + F = 0x46, + G = 0x47, + H = 0x48, + I = 0x49, + J = 0x4A, + K = 0x4B, + L = 0x4C, + M = 0x4D, + N = 0x4E, + O = 0x4F, + P = 0x50, + Q = 0x51, + R = 0x52, + S = 0x53, + T = 0x54, + U = 0x55, + V = 0x56, + W = 0x57, + X = 0x58, + Y = 0x59, + Z = 0x5A, + LEFT_WIN = 0x5B, + RIGHT_WIN = 0x5C, + APPS = 0x5D, + //RESERVED = 0x5E, + SLEEP = 0x5F, + NUM_ZERO = 0x69, + NUM_ONE = 0x61, + NUM_TWO = 0x62, + NUM_THREE = 0x63, + NUM_FOUR = 0x64, + NUM_FIVE = 0x65, + NUM_SIX = 0x66, + NUM_SEVEN = 0x67, + NUM_EIGHT = 0x68, + NUM_NINE = 0x69, + MULTIPLY = 0x6A, + ADD = 0x6B, + SEPARATOR = 0x6C, + SUBTRACT = 0x6D, + DECIMAL = 0x6E, + DIVIDE = 0x6F, + F1 = 0x70, + F2 = 0x71, + F3 = 0x72, + F4 = 0x73, + F5 = 0x74, + F6 = 0x75, + F7 = 0x76, + F8 = 0x77, + F9 = 0x78, + F10 = 0x79, + F11 = 0x7A, + F12 = 0x7B, + F13 = 0x7C, + F14 = 0x7D, + F15 = 0x7E, + F16 = 0x7F, + F17 = 0x80, + F18 = 0x81, + F19 = 0x82, + F20 = 0x83, + F21 = 0x84, + F22 = 0x85, + F23 = 0x86, + F24 = 0x87, + //UNDEFINED = 0x88, + //UNDEFINED = 0x89, + //UNDEFINED = 0x8A, + //UNDEFINED = 0x8B, + //UNDEFINED = 0x8C, + //UNDEFINED = 0x8D, + //UNDEFINED = 0x8E, + //UNDEFINED = 0x8F, + NUM_LOCK = 0x90, + SCROLL_LOCK = 0x91, + //OEM_SPECIFIC = 0x92, + //OEM_SPECIFIC = 0x93, + //OEM_SPECIFIC = 0x94, + //OEM_SPECIFIC = 0x95, + //OEM_SPECIFIC = 0x96, + //UNDEFINED = 0x97, + //UNDEFINED = 0x98, + //UNDEFINED = 0x99, + //UNDEFINED = 0x9A, + //UNDEFINED = 0x9B, + //UNDEFINED = 0x9C, + //UNDEFINED = 0x9D, + //UNDEFINED = 0x9E, + //UNDEFINED = 0x9F, + //LEFT_SHIFT = 0xA0, // Modifier key + //RIGHT_SHIFT = 0xA1, // Modifier key + //LEFT_CONTROL = 0xA2, // Modifier key + //RIGHT_CONTROL = 0xA3, // Modifier key + //LEFT_ALT = 0xA4, // Modifier key + //RIGHT_ALT = 0xA5, // Modifier key + BROWSER_BACK = 0xA6, + BROWSER_FORWARD = 0xA7, + BROWSER_REFRESH = 0xA8, + BROWSER_STOP = 0xA9, + BROWSER_SEARCH = 0xAA, + BROWSER_FAVORITES = 0xAB, + BROWSER_HOME = 0xAC, + VOLUME_MUTE = 0xAD, + VOLUME_DOWN = 0xAE, + VOLUME_UP = 0xAF, + MEDIA_NEXT_TRACK = 0xB0, + MEDIA_PREV_TRACK = 0xB1, + MEDIA_STOP = 0xB2, + MEDIA_PLAY_PAUSE = 0xB3, + LAUNCH_MAIL = 0xB4, + LAUNCH_MEDIA_SELECT = 0xB5, + LAUNCH_APP1 = 0xB6, + LAUNCH_APP2 = 0xB7, + //RESERVED = 0xB8, + //RESERVED = 0xB9, + OEM_ONE = 0xBA, + OEM_PLUS = 0xBB, + OEM_COMMA = 0xBC, + OEM_MINUS = 0xBD, + OEM_PERIOD = 0xBE, + OEM_TWO = 0xBF, + OEM_THREE = 0xC0, + //RESERVED = 0xC1 - 0xD7, + //UNDEFINED = 0xD8 - 0xDA, + OEM_FOUR = 0xDB, + OEM_FIVE = 0xDC, + OEM_SIX = 0xDD, + OEM_SEVEN = 0xDE, + OEM_EIGHT = 0xDF, + //RESERVED = 0xE0, + //OEM_SPECIFIC = 0xE1, + OEM_102 = 0xE2, + //OEM_SPECIFIC = 0xE3 - 0xE4 + IME_PROCESS = 0xE5, + //OEM_SPECIFIC = 0xE6, + PACKET = 0xE7, + //UNDEFINED = 0xE8, + //OEM_SPECIFIC = 0xE9 - 0xF5, + ATTN = 0xF6, + CRSEL = 0xF7, + EXSEL = 0xF8, + EREOF = 0xF9, + PLAY = 0xFA, + ZOOM = 0xFB, + NONAME = 0xFC, // RESERVED + PA1 = 0xFD, + OEM_CLEAR = 0xFE + }; + + enum ModifierKey : uint8_t + { + MOD_KEY_START_OF_ENUM = 0x0, + + SHIFT = 0x10, + CONTROL = 0x11, + ALT = 0x12, + + MODIFIER_KEYS_MAX, + }; + + static constexpr uint8_t max_modifier_keys = MODIFIER_KEYS_MAX; + +#else + static_assert(false, "The input library only works on Windows."); +#endif + + auto operator++(Input::Key& key) -> Input::Key&; +} + +#endif //RC_INPUT_KEYDEF_HPP diff --git a/Dependencies/Input/src/Handler.cpp b/Dependencies/Input/src/Handler.cpp new file mode 100644 index 000000000..2c60943db --- /dev/null +++ b/Dependencies/Input/src/Handler.cpp @@ -0,0 +1,306 @@ +#include + +#include + +#define NOMINMAX +#include + +namespace RC::Input +{ + auto is_modifier_key_required(ModifierKey modifier_key, std::vector modifier_keys) -> bool + { + for (const auto& required_modifier_key : modifier_keys) + { + if (required_modifier_key == ModifierKey::MOD_KEY_START_OF_ENUM) { continue;} + + if (modifier_key == required_modifier_key) + { + return true; + } + } + + return false; + } + + auto Handler::are_modifier_keys_down(const std::vector& required_modifier_keys) -> bool + { + bool are_required_modifier_keys_down = true; + + for (const auto& [modifier_key, modifier_key_is_down] : m_modifier_keys_down) + { + for (const auto& required_modifier_key : required_modifier_keys) + { + if (modifier_key == required_modifier_key && !modifier_key_is_down) + { + are_required_modifier_keys_down = false; + } + + if (modifier_key != required_modifier_key && modifier_key_is_down && !is_modifier_key_required(modifier_key, required_modifier_keys)) + { + return false; + } + } + } + + return are_required_modifier_keys_down; + } + + auto Handler::is_program_focused() -> bool + { + HWND hwnd = GetForegroundWindow(); + if (!hwnd) return false; + + wchar_t current_window_class_name[MAX_PATH]; + if (!GetClassNameW(hwnd, current_window_class_name, MAX_PATH)) return false; + + for (const auto& active_window_class : m_active_window_classes) + { + if (wcscmp(current_window_class_name, active_window_class) == 0) { return true; } + } + + return false; + } + + auto Handler::process_event() -> void + { + if (!is_program_focused()) { return; } + + std::vector callbacks_to_call{}; + + bool skip_this_frame = !get_allow_input(); + bool is_any_modifier_keys_down = false; + bool any_keys_are_down = false; + + if (m_any_keys_are_down) { skip_this_frame = true; } + + // Check if any modifier keys are down + for (auto& [modifier_key, key_is_down] : m_modifier_keys_down) + { + if (GetAsyncKeyState(modifier_key)) + { + is_any_modifier_keys_down = true; + key_is_down = true; + } + else + { + key_is_down = false; + } + } + + for (auto& key_set_data : m_key_sets) + { + for (auto& [key, key_data_array] : key_set_data.key_data) + { + for (auto& key_data : key_data_array) + { + if (GetAsyncKeyState(key) && !key_data.is_down) + { + any_keys_are_down = true; + bool should_propagate = true; + + if (key_data.requires_modifier_keys) + { + if (!are_modifier_keys_down(key_data.required_modifier_keys)) + { + should_propagate = false; + } + } + + if (!key_data.requires_modifier_keys && is_any_modifier_keys_down) + { + should_propagate = false; + } + + if (should_propagate) + { + key_data.is_down = true; + for (const auto& callback : key_data.callbacks) + { + callbacks_to_call.emplace_back(callback); + } + } + } + else if (!GetAsyncKeyState(key) && key_data.is_down) + { + key_data.is_down = false; + } + } + } + } + + if (any_keys_are_down) + { + m_any_keys_are_down = true; + } + else + { + m_any_keys_are_down = false; + } + + for (const auto& callback : callbacks_to_call) + { + if (skip_this_frame) { return; } + callback(); + } + } + + auto Handler::register_keydown_event(Input::Key key, EventCallbackCallable callback, uint8_t custom_data) -> void + { + KeySet& key_set = [&]() -> KeySet& { + for (auto& key_set : m_key_sets) + { + if (key_set.key_data.contains(key)) + { + return key_set; + } + } + + return m_key_sets.emplace_back(KeySet{}); + }(); + + KeyData& key_data = key_set.key_data[key].emplace_back(); + key_data.callbacks.emplace_back(callback); + key_data.custom_data = custom_data; + } + + auto Handler::register_keydown_event(Input::Key key, const ModifierKeyArray& modifier_keys, const EventCallbackCallable& callback, uint8_t custom_data) -> void + { + KeySet& key_set = [&]() -> KeySet& { + for (auto& key_set : m_key_sets) + { + if (key_set.key_data.contains(key)) + { + return key_set; + } + } + + return m_key_sets.emplace_back(KeySet{}); + }(); + + KeyData& key_data = key_set.key_data[key].emplace_back(); + key_data.callbacks.emplace_back(callback); + key_data.custom_data = custom_data; + key_data.requires_modifier_keys = true; + + for (const auto& modifier_key : modifier_keys) + { + if (modifier_key != ModifierKey::MOD_KEY_START_OF_ENUM) + { + key_data.required_modifier_keys.emplace_back(modifier_key); + } + } + } + + auto Handler::is_keydown_event_registered(Input::Key key) -> bool + { + bool is_key_registered{}; + bool is_key_registered_with_no_modifier_keys = true; + for (const auto& key_set : m_key_sets) + { + for (const auto& [key_registered, key_data_container] : key_set.key_data) + { + if (key_registered == key) + { + is_key_registered = true; + } + else + { + continue; + } + + for (const auto& key_data : key_data_container) + { + if (key_data.requires_modifier_keys) + { + is_key_registered_with_no_modifier_keys = false; + break; + } + } + + if (!is_key_registered_with_no_modifier_keys) { break; } + } + + if (!is_key_registered_with_no_modifier_keys) { break; } + } + + return is_key_registered && is_key_registered_with_no_modifier_keys; + } + + auto Handler::is_keydown_event_registered(Input::Key key, const ModifierKeyArray& modifier_keys) -> bool + { + bool is_key_registered{}; + bool all_modifier_keys_match{}; + for (const auto& key_set : m_key_sets) + { + for (const auto& [key_registered, key_data_container] : key_set.key_data) + { + if (key_registered == key) + { + is_key_registered = true; + } + else + { + continue; + } + + all_modifier_keys_match = false; + for (const auto& key_data : key_data_container) + { + if (!key_data.requires_modifier_keys && !modifier_keys.empty()) + { + all_modifier_keys_match = false; + continue; + } + + if (!key_data.requires_modifier_keys && modifier_keys.empty()) + { + all_modifier_keys_match = true; + break; + } + + for (const auto& modifier_key : key_data.required_modifier_keys) + { + for (const auto modifier_key_to_check : modifier_keys) + { + if (modifier_key_to_check == ModifierKey::MOD_KEY_START_OF_ENUM) { continue; } + + if (modifier_key_to_check == modifier_key) + { + all_modifier_keys_match = true; + } + else + { + all_modifier_keys_match = false; + } + } + + if (all_modifier_keys_match) { break; } + } + + if (all_modifier_keys_match) { break; } + } + + if (all_modifier_keys_match) { break; } + } + + if (all_modifier_keys_match) { break; } + } + + return is_key_registered && all_modifier_keys_match; + } + + auto Handler::get_events() -> std::vector& + { + return m_key_sets; + } + + auto Handler::get_allow_input() -> bool + { + return m_allow_input; + } + + auto Handler::set_allow_input(bool new_value) -> void + { + m_allow_input = new_value; + } +} diff --git a/Dependencies/Input/src/KeyDef.cpp b/Dependencies/Input/src/KeyDef.cpp new file mode 100644 index 000000000..6c36ac46e --- /dev/null +++ b/Dependencies/Input/src/KeyDef.cpp @@ -0,0 +1,17 @@ +#include + +namespace RC::Input +{ + auto operator++(Input::Key& key) -> Input::Key& + { + uint8_t next_key = static_cast(key) + 1; + if (next_key > max_keys) + { + throw std::runtime_error{"[Input::Key& operator++(Input::Key& key)] There was no next key, overflow error"}; + } + + key = static_cast(next_key); + + return key; + } +} diff --git a/Dependencies/JSON b/Dependencies/JSON deleted file mode 160000 index aec46ebdf..000000000 --- a/Dependencies/JSON +++ /dev/null @@ -1 +0,0 @@ -Subproject commit aec46ebdf6b6bd292a1bf08cb52ef25974b0b228 diff --git a/Dependencies/JSON/CMakeLists.txt b/Dependencies/JSON/CMakeLists.txt new file mode 100644 index 000000000..bfca1719f --- /dev/null +++ b/Dependencies/JSON/CMakeLists.txt @@ -0,0 +1,40 @@ +cmake_minimum_required(VERSION 3.18) + +set(TARGET JSON) +project(${TARGET}) + +set(${TARGET}_Sources + "${CMAKE_CURRENT_SOURCE_DIR}/src/Object.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/Array.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/String.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/Number.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/Null.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/Bool.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/Parser/Parser.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/Parser/TokenParser.cpp" + ) + +# This regex doesn't work with a full caps name +# Since the module name needs to be full caps, and the name is full caps, just use the name +#string(REGEX REPLACE "(.)([A-Z])" "\\1_\\2" MODULE_NAME ${TARGET}) +#string(TOUPPER ${MODULE_NAME} MODULE_NAME) +set(MODULE_NAME ${TARGET}) + +if ((NOT DEFINED BUILD_SHARED_LIBS) OR (NOT (${BUILD_SHARED_LIBS}))) + set(BUILD_STATIC 1) + set(BUILD_SHARED 0) + message("Project: ${TARGET} (STATIC)") +else () + set(BUILD_STATIC 0) + set(BUILD_SHARED 1) + message("Project: ${TARGET} (SHARED)") +endif () + +add_library(${TARGET} ${${TARGET}_Sources}) +target_include_directories(${TARGET} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include) +target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC RC_PARSER_BASE_BUILD_STATIC>) +target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS}) +target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) +target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) + +target_link_libraries(${TARGET} PUBLIC File Constructs Helpers ParserBase) diff --git a/Dependencies/JSON/LICENSE b/Dependencies/JSON/LICENSE new file mode 100644 index 000000000..eee4c9316 --- /dev/null +++ b/Dependencies/JSON/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2022 Narknon + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Dependencies/JSON/include/JSON/Array.hpp b/Dependencies/JSON/include/JSON/Array.hpp new file mode 100644 index 000000000..20a50da4e --- /dev/null +++ b/Dependencies/JSON/include/JSON/Array.hpp @@ -0,0 +1,84 @@ +#ifndef RC_JSON_ARRAY_HPP +#define RC_JSON_ARRAY_HPP + +#include +#include +#include +#include +#include + +#include +#include +#include +#include +#include + +namespace RC::JSON +{ + template + concept CallableWithIndex = std::invocable; + + template + concept CallableWithoutIndex = std::invocable; + + class RC_JSON_API Array : public Value + { + public: + constexpr static Type static_type = Type::Array; + +#pragma warning(disable: 4251) + private: + std::vector> m_members{}; +#pragma warning(default: 4251) + + public: + Array() = default; + + // Explicitly making the class non-copyable to enable dllexport with unique_ptr + Array(const Array&) = delete; + auto operator=(const Array&) -> Array& = delete; + ~Array() override = default; + + public: + auto new_object() -> class Object&; + auto new_array() -> class Array&; + auto new_string(const StringType& value) -> void; + auto new_null() -> void; + auto new_bool(bool value) -> void; + + auto add_object(std::unique_ptr) -> void; + + template + auto new_number(number_type value) -> void + { + m_members.emplace_back(std::make_unique(value)); + } + + auto get() -> decltype(m_members)& { return m_members; }; + auto get() const -> const decltype(m_members)& { return m_members; }; + + template + auto for_each(Callable callable) const -> void + { + for (decltype(m_members)::size_type i = 0; i < m_members.size(); ++i) + { + const auto& element = m_members[i]; + static_assert(CallableWithIndex || CallableWithoutIndex, "Callable must have params Value&, or size_t and Value&"); + if constexpr (CallableWithIndex) + { + if (callable(i, *element.get()) == LoopAction::Break) { break; } + } + else + { + if (callable(*element.get()) == LoopAction::Break) { break; } + } + } + } + + public: + auto serialize(ShouldFormat should_format = ShouldFormat::No, int32_t* indent_level = nullptr) -> StringType override; + auto get_type() const -> Type override { return Type::Array; } + }; +} + +#endif //RC_JSON_ARRAY_HPP diff --git a/Dependencies/JSON/include/JSON/Bool.hpp b/Dependencies/JSON/include/JSON/Bool.hpp new file mode 100644 index 000000000..24f65a739 --- /dev/null +++ b/Dependencies/JSON/include/JSON/Bool.hpp @@ -0,0 +1,29 @@ +#ifndef RC_JSON_BOOL_HPP +#define RC_JSON_BOOL_HPP + +#include + +namespace RC::JSON +{ + class RC_JSON_API Bool : public Value + { + public: + constexpr static Type static_type = Type::Bool; + + private: + bool m_underlying_value{}; + + public: + explicit Bool(bool value); + ~Bool() override = default; + + public: + auto get() -> bool { return m_underlying_value; } + + public: + auto serialize([[maybe_unused]]ShouldFormat should_format = ShouldFormat::No, [[maybe_unused]]int32_t* indent_level = nullptr) -> StringType override; + auto get_type() const -> Type override { return Type::Bool; } + }; +} + +#endif //RC_JSON_BOOL_HPP diff --git a/Dependencies/JSON/include/JSON/Common.hpp b/Dependencies/JSON/include/JSON/Common.hpp new file mode 100644 index 000000000..be59b3fbc --- /dev/null +++ b/Dependencies/JSON/include/JSON/Common.hpp @@ -0,0 +1,44 @@ +#ifndef RC_JSON_COMMON_HPP +#define RC_JSON_COMMON_HPP + +#ifndef RC_JSON_EXPORTS +#ifndef RC_JSON_BUILD_STATIC +#ifndef RC_JSON_API +#define RC_JSON_API __declspec(dllimport) +#endif +#else +#ifndef RC_JSON_API +#define RC_JSON_API +#endif +#endif +#else +#ifndef RC_JSON_API +#define RC_JSON_API __declspec(dllexport) +#endif +#endif + +#include + +#include + +namespace RC::JSON +{ + class Value; + + namespace Parser + { + class ScopeStack; + } + + auto inline indent(int32_t* indent_level, File::StringType& string) -> void + { + if (!indent_level) { throw std::runtime_error{"Must supply an indent_level pointer"}; }; + + for (int32_t i = 0; i < *indent_level; ++i) + { + string.append(STR(" ")); + } + } +} + +#endif //RC_JSON_COMMON_HPP diff --git a/Dependencies/JSON/include/JSON/JSON.hpp b/Dependencies/JSON/include/JSON/JSON.hpp new file mode 100644 index 000000000..3cfcdf7a4 --- /dev/null +++ b/Dependencies/JSON/include/JSON/JSON.hpp @@ -0,0 +1,23 @@ +#ifndef RC_JSON_HPP +#define RC_JSON_HPP + +#include +#include +#include +#include +#include +#include +#include + +namespace RC::JSON +{ + /* + JSON Help + {} = an object + [] = an array + : = set value of key to something, eg "my_key": 3 + First item must an anonymous object + */ +} + +#endif //RC_JSON_HPP diff --git a/Dependencies/JSON/include/JSON/KeyValuePair.hpp b/Dependencies/JSON/include/JSON/KeyValuePair.hpp new file mode 100644 index 000000000..7d9e18ec2 --- /dev/null +++ b/Dependencies/JSON/include/JSON/KeyValuePair.hpp @@ -0,0 +1,253 @@ +#ifndef RC_JSON_PARSER_TYPES_HPP +#define RC_JSON_PARSER_TYPES_HPP + +namespace RC::JSON +{ + template + struct TypedKeyValuePair + { + const StringType& key; + T* value{}; + }; + + struct KeyValuePair + { + StringType key{}; + std::unique_ptr value{}; + + template + auto is() const -> bool + { + return value->get_type() == JSONElementType::static_type; + } + + template + auto as() -> TypedKeyValuePair + { + if (value->get_type() != JSONElementType::static_type) + { + throw std::runtime_error{std::format("JSONKeyValuePair::as: actual type '{}' did not match requested type '{}'", type_to_string(value->get_type()), type_to_string(JSONElementType::static_type))}; + } + else + { + return TypedKeyValuePair{key, value->as()}; + } + } + + template + auto as() const -> TypedKeyValuePair + { + if (value->get_type() != JSONElementType::static_type) + { + throw std::runtime_error{std::format("JSONKeyValuePair::as: actual type '{}' did not match requested type '{}'", type_to_string(value->get_type()), type_to_string(JSONElementType::static_type))}; + } + else + { + return TypedKeyValuePair{key, value->as()}; + } + } + }; +} + +/* +namespace RC::JSON::Parser +{ + enum class JSONElementType + { + Base, + Object, + Array, + String, + Integer, + }; + + inline auto type_to_string(JSONElementType element_type) -> std::string + { + switch (element_type) + { + case JSONElementType::Base: + return "Base"; + case JSONElementType::Object: + return "Object"; + case JSONElementType::Array: + return "Array"; + case JSONElementType::String: + return "String"; + case JSONElementType::Integer: + return "Integer"; + } + + return "Unhandled Type"; + } + + struct JSONElementBase + { + constexpr static auto static_type() -> JSONElementType { return JSONElementType::Base; } + virtual auto get_type() const -> JSONElementType = 0; + + template + auto is_a() const -> bool + { + return get_type() == JSONElementType::static_type(); + } + + template + auto as() -> JSONElementType* + { + if (get_type() != JSONElementType::static_type()) + { + throw std::runtime_error{std::format("JSONKeyValuePair::as: actual type '{}' did not match requested type '{}'", type_to_string(get_type()), type_to_string(JSONElementType::static_type()))}; + } + else + { + return static_cast(this); + } + } + + template + auto as() const -> const JSONElementType* + { + if (get_type() != JSONElementType::static_type()) + { + throw std::runtime_error{std::format("JSONKeyValuePair::as: actual type '{}' did not match requested type '{}'", type_to_string(get_type()), type_to_string(JSONElementType::static_type()))}; + } + else + { + return static_cast(this); + } + } + }; + + template + struct JSONTypedKeyValuePair + { + const StringType& key; + T* value{}; + }; + + struct JSONKeyValuePair + { + StringType key{}; + std::unique_ptr value{}; + + template + auto is_a() const -> bool + { + return value->get_type() == JSONElementType::static_type(); + } + + template + auto as() -> JSONTypedKeyValuePair + { + return JSONTypedKeyValuePair{key, value->as()}; + } + + template + auto as() const -> JSONTypedKeyValuePair + { + return JSONTypedKeyValuePair{key, value->as()}; + } + }; + + struct JSONObject : JSONElementBase + { + private: + std::vector elements{}; + + public: + JSONObject() = default; + + private: + auto find_value_by_key(StringViewType look_for_key) const -> JSONElementBase* + { + for (const auto&[key, value] : elements) + { + if (key == look_for_key) { return value.get(); } + } + return nullptr; + } + + auto find_value_by_key(StringViewType look_for_key) -> JSONElementBase* + { + for (auto&[key, value] : elements) + { + if (key == look_for_key) { return value.get(); } + } + return nullptr; + } + + public: + constexpr static auto static_type() -> JSONElementType { return JSONElementType::Object; } + auto get() -> std::vector& { return elements; } + auto get() const -> const std::vector& { return elements; } + auto get_type() const -> JSONElementType override { return JSONElementType::Object; } + + template + auto get(StringViewType key) const -> ValueType& + { + auto value = find_value_by_key(key); + if (!value) { throw std::runtime_error{to_string(std::format(STR("No key in JSON object with name {}"), key))}; } + return *static_cast(value); + } + + template + auto get(StringViewType key) -> ValueType& + { + auto value = find_value_by_key(key); + if (!value) { throw std::runtime_error{to_string(std::format(STR("No key in JSON object with name {}"), key))}; } + return *static_cast(value); + } + }; + + struct JSONArray : JSONElementBase + { + private: + std::vector> elements{}; + + public: + JSONArray() = default; + + public: + constexpr static auto static_type() -> JSONElementType { return JSONElementType::Array; } + auto get() -> std::vector>& { return elements; } + auto get() const -> const std::vector>& { return elements; } + auto get_type() const -> JSONElementType override { return JSONElementType::Array; } + }; + + struct JSONString : JSONElementBase + { + private: + StringType value{}; + + public: + JSONString() = default; + JSONString(StringType value) : value(std::move(value)) { } + + public: + constexpr static auto static_type() -> JSONElementType { return JSONElementType::String; } + auto get() -> StringType& { return value; } + auto get() const -> const StringType& { return value; } + auto get_view() -> StringViewType { return value; } + auto get_view() const -> StringViewType { return value; } + auto get_type() const -> JSONElementType override { return JSONElementType::String; } + }; + + struct JSONInteger : JSONElementBase + { + private: + int64_t value{}; + + public: + JSONInteger() = default; + JSONInteger(int64_t value) : value(value) { } + + public: + constexpr static auto static_type() -> JSONElementType { return JSONElementType::Integer; } + auto get() -> int64_t { return value; } + auto get() const -> int64_t { return value; } + auto get_type() const -> JSONElementType override { return JSONElementType::Integer; } + }; +} +//*/ + +#endif //RC_JSON_PARSER_TYPES_HPP diff --git a/Dependencies/JSON/include/JSON/Null.hpp b/Dependencies/JSON/include/JSON/Null.hpp new file mode 100644 index 000000000..9f21b6089 --- /dev/null +++ b/Dependencies/JSON/include/JSON/Null.hpp @@ -0,0 +1,22 @@ +#ifndef RC_JSON_NULL_HPP +#define RC_JSON_NULL_HPP + +#include + +namespace RC::JSON +{ + class RC_JSON_API Null : public Value + { + public: + constexpr static Type static_type = Type::Null; + + public: + ~Null() override = default; + + public: + auto serialize([[maybe_unused]]ShouldFormat should_format = ShouldFormat::No, [[maybe_unused]]int32_t* indent_level = nullptr) -> StringType override; + auto get_type() const -> Type override { return Type::Null; } + }; +} + +#endif //RC_JSON_NULL_HPP diff --git a/Dependencies/JSON/include/JSON/Number.hpp b/Dependencies/JSON/include/JSON/Number.hpp new file mode 100644 index 000000000..72ff38a5d --- /dev/null +++ b/Dependencies/JSON/include/JSON/Number.hpp @@ -0,0 +1,141 @@ +#ifndef RC_JSON_NUMBER_HPP +#define RC_JSON_NUMBER_HPP + +#include + +#include + +namespace RC::JSON +{ + class RC_JSON_API Number : public Value + { + public: + constexpr static Type static_type = JSON::Type::Number; + + public: + enum class Type + { + UInt32, + UInt64, + Int32, + Int64, + Float, + Double, + }; + + union StoredValue + { + uint8_t as_integer[4]; + float as_float; + double as_double; + }; + StoredValue m_value{}; + Type m_stored_type{}; + bool m_is_signed{}; + + public: + explicit Number(uint64_t value); + explicit Number(uint32_t value); + explicit Number(int64_t value); + explicit Number(int32_t value); + explicit Number(float value); + explicit Number(double value); + ~Number() override = default; + + private: + template + auto static get_internal(ValueType stored_type, StoredValueType& value) -> NumberType& + { + if constexpr (std::is_same_v) + { + if (stored_type == Type::UInt32) { return *std::bit_cast(&value.as_integer); } + } + else if constexpr (std::is_same_v) + { + if (stored_type == Type::UInt64) { return *std::bit_cast(&value.as_integer); } + } + else if constexpr (std::is_same_v) + { + if (stored_type == Type::Int32) { return *std::bit_cast(&value.as_integer); } + } + else if constexpr (std::is_same_v) + { + if (stored_type == Type::Int64) { return *std::bit_cast(&value.as_integer); } + } + else if constexpr (std::is_same_v) + { + if (stored_type == Type::Float) { return value.as_float; } + } + else if constexpr (std::is_same_v) + { + if (stored_type == Type::Double) { return value.as_double; } + } + throw std::runtime_error{"JSON::Number::get(): Tried to get number of type that doesn't match the stored type"}; + } + + template + auto static is_internal(ValueType stored_type) -> bool + { + // TODO: Can we do more checking here to actually check whether the value is within the range of 'NumberType' ? + if constexpr (std::is_same_v) + { + if (stored_type == Type::UInt32) { return true; } + } + else if constexpr (std::is_same_v) + { + if (stored_type == Type::UInt64) { return true; } + } + else if constexpr (std::is_same_v) + { + if (stored_type == Type::Int32) { return true; } + } + else if constexpr (std::is_same_v) + { + if (stored_type == Type::Int64) { return true; } + } + else if constexpr (std::is_same_v) + { + if (stored_type == Type::Float) { return true; } + } + else if constexpr (std::is_same_v) + { + if (stored_type == Type::Double) { return true; } + } + else + { + return false; + } + } + + public: + template + auto get() -> NumberType& + { + return get_internal(m_stored_type, m_value); + } + template + auto get() const -> NumberType& + { + return get_internal(m_stored_type, m_value); + } + + // Intentionally hides the definition of 'is' inside the Value base class. + template + auto is() -> bool + { + return is_internal(m_stored_type); + } + // Intentionally hides the definition of 'is' inside the Value base class. + template + auto is() const -> bool + { + return is_internal(m_stored_type); + } + + public: + auto serialize([[maybe_unused]]ShouldFormat should_format = ShouldFormat::No, [[maybe_unused]]int32_t* indent_level = nullptr) -> StringType override; + auto get_type() const -> JSON::Type override { return JSON::Type::Number; } + }; +} + +#endif //RC_JSON_NUMBER_HPP diff --git a/Dependencies/JSON/include/JSON/Object.hpp b/Dependencies/JSON/include/JSON/Object.hpp new file mode 100644 index 000000000..ec5a093ab --- /dev/null +++ b/Dependencies/JSON/include/JSON/Object.hpp @@ -0,0 +1,87 @@ +#ifndef RC_JSON_OBJECT_HPP +#define RC_JSON_OBJECT_HPP + +#include +#include +#include +#include +#include +#include + +#include +#include +#include +#include +#include +#include + +namespace RC::JSON +{ + class RC_JSON_API Object : public Value + { + public: + constexpr static Type static_type = Type::Object; + + public: + enum class IsGlobalObject { Yes, No }; + +#pragma warning(disable: 4251) + private: + std::unordered_map> m_members{}; + IsGlobalObject m_is_global_object{IsGlobalObject::No}; +#pragma warning(default: 4251) + + public: + Object() = default; + explicit Object(IsGlobalObject is_global_object) : m_is_global_object(is_global_object) {}; + ~Object() override = default; + + // Explicitly making the class non-copyable to enable dllexport with unique_ptr + Object(const Object&) = delete; + auto operator=(const Object&) -> Object& = delete; + + + private: + auto find_value_by_key(const StringType& key) const -> Value*; + auto find_value_by_key(const StringType& key) -> Value*; + + public: + auto new_object(StringType name) -> Object&; + auto new_array(StringType name) -> class Array&; + auto new_string(StringType name, const StringType& value) -> void; + auto new_null(StringType name) -> void; + auto new_bool(StringType name, bool value) -> void; + + auto add_object(StringType name, std::unique_ptr) -> void; + + auto get() -> decltype(m_members)& { return m_members; }; + auto get() const -> const decltype(m_members)& { return m_members; }; + + template + auto get(const StringType& key) const -> ValueType& + { + auto value = find_value_by_key(key); + if (!value) { throw std::runtime_error{to_string(std::format(STR("No key in JSON object with name {}"), key))}; } + return *static_cast(value); + } + + template + auto get(const StringType& key) -> ValueType& + { + auto value = find_value_by_key(key); + if (!value) { throw std::runtime_error{to_string(std::format(STR("No key in JSON object with name {}"), key))}; } + return *static_cast(value); + } + + template + auto new_number(StringType name, number_type value) -> void + { + m_members.emplace(std::move(name), std::make_unique(value)); + } + + auto serialize(ShouldFormat should_format = ShouldFormat::No, int32_t* indent_level = nullptr) -> StringType override; + auto get_type() const -> Type override { return Type::Object; } + }; +} + +#endif //RC_JSON_OBJECT_HPP diff --git a/Dependencies/JSON/include/JSON/Parser/Parser.hpp b/Dependencies/JSON/include/JSON/Parser/Parser.hpp new file mode 100644 index 000000000..312230f3a --- /dev/null +++ b/Dependencies/JSON/include/JSON/Parser/Parser.hpp @@ -0,0 +1,18 @@ +#ifndef RC_JSON_PARSER_HPP +#define RC_JSON_PARSER_HPP + +#include + +#include +#include +#include +#include +//#include + +namespace RC::JSON::Parser +{ + RC_JSON_API auto parse(StringType& input) -> std::unique_ptr; + RC_JSON_API auto parse(const File::Handle&) -> std::unique_ptr; +} + +#endif // RC_JSON_PARSER_HPP \ No newline at end of file diff --git a/Dependencies/JSON/include/JSON/Parser/TokenParser.hpp b/Dependencies/JSON/include/JSON/Parser/TokenParser.hpp new file mode 100644 index 000000000..28924841b --- /dev/null +++ b/Dependencies/JSON/include/JSON/Parser/TokenParser.hpp @@ -0,0 +1,144 @@ +#ifndef RC_JSON_TOKEN_PARSER_HPP +#define RC_JSON_TOKEN_PARSER_HPP + +#include +#include + +#include +#include +#include "Tokens.hpp" +//#include "Types.hpp" + +#define RC_JSON_PARSER_SCOPED_ELEMENT_TYPES JSON::Object*, JSON::Array* + +namespace RC::JSON::Parser +{ + class ScopeTypeVariant + { + private: + std::variant m_storage{}; + + public: + template + ScopeTypeVariant(VariantType variant_type) + { + m_storage = std::move(variant_type); + } + + public: + template + auto as() const -> GetType& + { + return *std::get(m_storage); + } + template + auto as() -> GetType& + { + return *std::get(m_storage); + } + + template + auto is() const -> bool + { + return std::holds_alternative(m_storage); + } + template + auto is() -> bool + { + return std::holds_alternative(m_storage); + } + }; + + class ScopeStack + { + private: + using StoredType = ScopeTypeVariant; + + private: + std::vector m_storage{}; + + public: + auto push(StoredType) -> StoredType; + auto pop() -> StoredType; + auto peek_top() -> StoredType&; + auto empty() -> bool { return m_storage.empty(); } + + template + auto add_element_to_top(std::unique_ptr value) -> ValueType* + { + auto& top = peek_top(); + if (top.is()) + { + return top.as().get().emplace_back(std::move(value)).get(); + } + else + { + throw std::runtime_error{"JSON::Parser::ScopeStack::add_element_to_top: Cannot add value-only element to non-array"}; + } + } + template + auto add_element_to_top(StringType key, std::unique_ptr value) -> ValueType* + { + auto& top = peek_top(); + if (top.is()) + { + return top.as().get().emplace(std::move(key), std::move(value)).first->second.get(); + } + else + { + return top.as().get().emplace_back(std::move(value)).get(); + } + } + }; + + class TokenParser : public ParserBase::TokenParser + { + private: + enum class State + { + StartOfFile, + ProcessNext, + ReadKey, + ReadValue, + }; + + private: + std::unique_ptr m_global_object; + ScopeStack m_scope_stack{}; + StringType m_last_key{}; + std::unique_ptr m_last_value{}; + State m_current_state{State::StartOfFile}; + TokenType m_expected_token{}; + bool m_string_started{}; + bool m_defer_element_creation{}; + + public: + TokenParser(const ParserBase::Tokenizer& tokenizer, + File::StringType& input) + : ParserBase::TokenParser(tokenizer, input) {} + + private: + auto do_comma_verification() -> void; + auto check_and_peek_next_tokens(TokenType type_to_check_against) -> bool; + auto check_and_consume_next_tokens(const ParserBase::Token& token_in) -> bool; + + private: + auto handle_opening_curly_brace_token(const ParserBase::Token&) -> void; + auto handle_closing_curly_brace_token(const ParserBase::Token&) -> void; + auto handle_opening_square_bracket_token(const ParserBase::Token&) -> void; + auto handle_closing_square_bracket_token(const ParserBase::Token&) -> void; + auto handle_double_quote_token(const ParserBase::Token&) -> void; + auto handle_characters_token(const ParserBase::Token&) -> void; + auto handle_comma_token(const ParserBase::Token&) -> void; + auto handle_colon_token(const ParserBase::Token&) -> void; + + protected: + auto parse_token(const ParserBase::Token&) -> void override; + + public: + auto release_global_object() -> std::unique_ptr { return std::move(m_global_object); } + }; + +} + +#endif //RC_JSON_TOKEN_PARSER_HPP diff --git a/Dependencies/JSON/include/JSON/Parser/Tokens.hpp b/Dependencies/JSON/include/JSON/Parser/Tokens.hpp new file mode 100644 index 000000000..2ec10def3 --- /dev/null +++ b/Dependencies/JSON/include/JSON/Parser/Tokens.hpp @@ -0,0 +1,53 @@ +#ifndef RC_JSON_PARSER_TOKENS_HPP +#define RC_JSON_PARSER_TOKENS_HPP + +namespace RC::JSON::Parser +{ + enum TokenType : int + { + CarriageReturn, + NewLine, + DoubleQuote, + Characters, + ClosingCurlyBrace, + OpeningCurlyBrace, + ClosingSquareBracket, + OpeningSquareBracket, + Comma, + Colon, + EndOfFile, + }; + + auto inline token_type_to_string(const TokenType token_type) -> std::string_view + { + switch (token_type) + { + case CarriageReturn: + return "CarriageReturn"; + case NewLine: + return "NewLine"; + case DoubleQuote: + return "DoubleQuote"; + case Characters: + return "Characters"; + case ClosingCurlyBrace: + return "ClosingCurlyBrace"; + case OpeningCurlyBrace: + return "OpeningCurlyBrace"; + case ClosingSquareBracket: + return "ClosingSquareBracket"; + case OpeningSquareBracket: + return "OpeningSquareBracket"; + case Comma: + return "Comma"; + case Colon: + return "Colon"; + case EndOfFile: + return "EndOfFile"; + } + + return "UnhandledToken"; + } +} + +#endif //RC_JSON_PARSER_TOKENS_HPP diff --git a/Dependencies/JSON/include/JSON/String.hpp b/Dependencies/JSON/include/JSON/String.hpp new file mode 100644 index 000000000..0cef06d7c --- /dev/null +++ b/Dependencies/JSON/include/JSON/String.hpp @@ -0,0 +1,35 @@ +#ifndef RC_JSON_STRING_HPP +#define RC_JSON_STRING_HPP + +#include + +#include +#include +#include + +namespace RC::JSON +{ + class RC_JSON_API String : public Value + { + public: + constexpr static Type static_type = Type::String; + + private: + StringType m_data{}; + + public: + String() = default; + explicit String(StringViewType string); + ~String() override = default; + + public: + auto get() -> StringType& { return m_data; } + auto get_view() const -> StringViewType { return m_data; } + + public: + auto serialize(ShouldFormat should_format = ShouldFormat::No, int32_t* indent_level = nullptr) -> StringType override; + auto get_type() const -> Type override { return Type::String; } + }; +} + +#endif //RC_JSON_STRING_HPP diff --git a/Dependencies/JSON/include/JSON/Value.hpp b/Dependencies/JSON/include/JSON/Value.hpp new file mode 100644 index 000000000..e14cbb933 --- /dev/null +++ b/Dependencies/JSON/include/JSON/Value.hpp @@ -0,0 +1,82 @@ +#ifndef RC_JSON_VALUE_HPP +#define RC_JSON_VALUE_HPP + +#include + +namespace RC::JSON +{ + template + concept JSONNumber = std::is_same_v || std::is_same_v || std::is_same_v; + + enum class Type + { + Null, + Object, + Array, + String, + Number, + Bool, + }; + + inline auto type_to_string(Type type) -> std::string + { + switch (type) + { + case Type::Null: + return "Null"; + case Type::Object: + return "Object"; + case Type::Array: + return "Array"; + case Type::String: + return "String"; + case Type::Number: + return "Number"; + case Type::Bool: + return "Bool"; + } + + return "UnhandledType"; + } + + enum class ShouldFormat + { + Yes, + No + }; + + class Value + { + public: + virtual ~Value() = default; + + public: + virtual auto serialize(ShouldFormat, int32_t* indent_level) -> StringType = 0; + virtual auto get_type() const -> Type = 0; + + public: + template + auto is() -> bool + { + return get_type() == T::static_type; + } + template + auto is() const -> bool + { + return get_type() == T::static_type; + } + + template + auto as() const -> const T* + { + return static_cast(this); + } + template + auto as() -> T* + { + return static_cast(this); + } + }; +} + +#endif //RC_JSON_VALUE_HPP diff --git a/Dependencies/JSON/src/Array.cpp b/Dependencies/JSON/src/Array.cpp new file mode 100644 index 000000000..932463490 --- /dev/null +++ b/Dependencies/JSON/src/Array.cpp @@ -0,0 +1,101 @@ +#include +#include +#include +#include +#include + +namespace RC::JSON +{ + auto Array::new_object() -> Object& + { + return static_cast(*m_members.emplace_back(std::make_unique())); + } + + auto Array::new_array() -> class Array& + { + return static_cast(*m_members.emplace_back(std::make_unique())); + } + + auto Array::new_string(const StringType& value) -> void + { + m_members.emplace_back(std::make_unique(value)); + } + + auto Array::new_null() -> void + { + m_members.emplace_back(std::make_unique()); + } + + auto Array::new_bool(bool value) -> void + { + m_members.emplace_back(std::make_unique(value)); + } + + auto Array::add_object(std::unique_ptr object) -> void + { + m_members.emplace_back(std::move(object)); + } + + auto Array::serialize(ShouldFormat should_format, int32_t* indent_level) -> StringType + { + if (!indent_level) { throw std::runtime_error{"Must supply an indent_level pointer"}; }; + + StringType array_as_string{}; + + if (should_format == ShouldFormat::Yes && !m_members.empty()) + { + array_as_string.append(STR("[\n")); + } + else + { + array_as_string.append(STR("[")); + } + + ++(*indent_level); + + size_t member_count{}; + for (const auto& member : m_members) + { + if (should_format == ShouldFormat::Yes) + { + indent(indent_level, array_as_string); + } + + array_as_string.append(member->serialize(should_format, indent_level)); + + if (member_count + 1 < m_members.size()) + { + if (should_format == ShouldFormat::Yes) + { + array_as_string.append(STR(",\n")); + } + else + { + array_as_string.append(STR(",")); + } + } + + ++member_count; + } + + --(*indent_level); + + if (should_format == ShouldFormat::Yes && !m_members.empty()) + { + array_as_string.append(STR("\n")); + indent(indent_level, array_as_string); + array_as_string.append(STR("]")); + } + else + { + array_as_string.append(STR("]")); + } + + if (!m_members.empty()) + { + //array_as_string.erase(array_as_string.end() - 2); + } + + return array_as_string; + } +} diff --git a/Dependencies/JSON/src/Bool.cpp b/Dependencies/JSON/src/Bool.cpp new file mode 100644 index 000000000..bbc68a694 --- /dev/null +++ b/Dependencies/JSON/src/Bool.cpp @@ -0,0 +1,13 @@ +#include + +namespace RC::JSON +{ + Bool::Bool(bool value) : m_underlying_value(value) {} + + auto Bool::serialize(ShouldFormat should_format, int32_t* indent_level) -> StringType + { + (void)should_format; + (void)indent_level; + return m_underlying_value ? STR("true") : STR("false"); + } +} diff --git a/Dependencies/JSON/src/Null.cpp b/Dependencies/JSON/src/Null.cpp new file mode 100644 index 000000000..3cca2137f --- /dev/null +++ b/Dependencies/JSON/src/Null.cpp @@ -0,0 +1,11 @@ +#include + +namespace RC::JSON +{ + auto Null::serialize(ShouldFormat should_format, int32_t* indent_level) -> StringType + { + (void)should_format; + (void)indent_level; + return STR("null"); + } +} diff --git a/Dependencies/JSON/src/Number.cpp b/Dependencies/JSON/src/Number.cpp new file mode 100644 index 000000000..f027a4bb7 --- /dev/null +++ b/Dependencies/JSON/src/Number.cpp @@ -0,0 +1,68 @@ +#include + +namespace RC::JSON +{ + Number::Number(uint32_t value) + { + *std::bit_cast(&m_value.as_integer) = value; + m_stored_type = Type::UInt32; + m_is_signed = false; + } + + Number::Number(uint64_t value) + { + *std::bit_cast(&m_value.as_integer) = value; + m_stored_type = Type::UInt64; + m_is_signed = false; + } + + Number::Number(int32_t value) + { + *std::bit_cast(&m_value.as_integer) = value; + m_stored_type = Type::Int32; + m_is_signed = true; + } + + Number::Number(int64_t value) + { + *std::bit_cast(&m_value.as_integer) = value; + m_stored_type = Type::Int64; + m_is_signed = true; + } + + Number::Number(float value) + { + m_value.as_float = value; + m_stored_type = Type::Float; + } + + Number::Number(double value) + { + m_value.as_double = value; + m_stored_type = Type::Double; + } + + auto Number::serialize(ShouldFormat should_format, int32_t* indent_level) -> StringType + { + (void)should_format; + (void)indent_level; + + switch (m_stored_type) + { + case Type::UInt32: + return ToString(get()); + case Type::UInt64: + return ToString(get()); + case Type::Int32: + return ToString(get()); + case Type::Int64: + return ToString(get()); + case Type::Float: + return ToString(get()); + case Type::Double: + return ToString(get()); + } + + throw std::runtime_error{"JSON number was not valid"}; + } +} diff --git a/Dependencies/JSON/src/Object.cpp b/Dependencies/JSON/src/Object.cpp new file mode 100644 index 000000000..389d3d79d --- /dev/null +++ b/Dependencies/JSON/src/Object.cpp @@ -0,0 +1,125 @@ +#include +#include +#include +#include +#include + +namespace RC::JSON +{ + auto Object::find_value_by_key(const StringType& look_for_key) const -> Value* + { + if (auto it = m_members.find(look_for_key); it != m_members.end()) + { + return it->second.get(); + } + else + { + return nullptr; + } + } + auto Object::find_value_by_key(const StringType& look_for_key) -> Value* + { + if (auto it = m_members.find(look_for_key); it != m_members.end()) + { + return it->second.get(); + } + else + { + return nullptr; + } + } + + auto Object::new_object(StringType name) -> Object& + { + return *static_cast(m_members.emplace(std::move(name), std::make_unique()).first->second.get()); + } + + auto Object::new_array(StringType name) -> Array& + { + return *static_cast(m_members.emplace(std::move(name), std::make_unique()).first->second.get()); + } + + auto Object::new_string(StringType name, const StringType& value) -> void + { + m_members.emplace(std::move(name), std::make_unique(value)); + } + + auto Object::new_null(StringType name) -> void + { + m_members.emplace(std::move(name), std::make_unique()); + } + + auto Object::new_bool(StringType name, bool value) -> void + { + m_members.emplace(std::move(name), std::make_unique(value)); + } + + auto Object::add_object(StringType name, std::unique_ptr object) -> void + { + m_members.emplace(std::move(name), std::move(object)); + } + + auto Object::serialize(ShouldFormat should_format, int32_t* indent_level) -> StringType + { + if (!indent_level) { throw std::runtime_error{"Must supply an indent_level pointer"}; }; + + StringType object_as_string{}; + + if (should_format == ShouldFormat::Yes && !m_members.empty()) + { + object_as_string.append(STR("{\n")); + } + else + { + object_as_string.append(STR("{")); + } + + ++(*indent_level); + + size_t member_count{}; + for (const auto& [key, value] : m_members) + { + if (should_format == ShouldFormat::Yes) + { + indent(indent_level, object_as_string); + } + + object_as_string.append(std::format(STR("\"{}\":"), key)); + object_as_string.append(value->serialize(should_format, indent_level)); + + if (member_count + 1 < m_members.size()) + { + if (should_format == ShouldFormat::Yes) + { + object_as_string.append(STR(",\n")); + } + else + { + object_as_string.append(STR(",")); + } + } + + ++member_count; + } + + --(*indent_level); + + if (should_format == ShouldFormat::Yes && !m_members.empty()) + { + object_as_string.append(STR("\n")); + indent(indent_level, object_as_string); + object_as_string.append(STR("}")); + } + else + { + object_as_string.append(STR("}")); + } + + if (!m_members.empty() || m_is_global_object == IsGlobalObject::Yes) + { + //object_as_string.erase(object_as_string.end() - 2); + } + + return object_as_string; + } +} diff --git a/Dependencies/JSON/src/Parser/Parser.cpp b/Dependencies/JSON/src/Parser/Parser.cpp new file mode 100644 index 000000000..f00c2184e --- /dev/null +++ b/Dependencies/JSON/src/Parser/Parser.cpp @@ -0,0 +1,62 @@ +#include +#include +#include +#include + +namespace RC::JSON::Parser +{ + namespace Internal + { + static auto create_available_tokens_for_tokenizer() -> ParserBase::TokenContainer + { + ParserBase::TokenContainer tc; + + tc.add(ParserBase::Token::create(TokenType::CarriageReturn, STR("CarriageReturn"), STR("\r"))); + tc.add(ParserBase::Token::create(TokenType::NewLine, STR("NewLine"), STR("\n"))); + tc.add(ParserBase::Token::create(TokenType::DoubleQuote, STR("DoubleQuote"), STR("\""))); + tc.add(ParserBase::Token::create(TokenType::Characters, STR("Characters"), STR(""), ParserBase::Token::HasData::Yes)); // Empty identifier will match everything that no other token identifier matches + tc.add(ParserBase::Token::create(TokenType::ClosingCurlyBrace, STR("ClosingCurlyBrace"), STR("}"))); + tc.add(ParserBase::Token::create(TokenType::OpeningCurlyBrace, STR("OpeningCurlyBrace"), STR("{"))); + tc.add(ParserBase::Token::create(TokenType::ClosingSquareBracket, STR("ClosingSquareBracket"), STR("]"))); + tc.add(ParserBase::Token::create(TokenType::OpeningSquareBracket, STR("OpeningSquareBracket"), STR("["))); + tc.add(ParserBase::Token::create(TokenType::Comma, STR("Comma"), STR(","))); + tc.add(ParserBase::Token::create(TokenType::Colon, STR("Colon"), STR(":"))); + + tc.set_eof_token(TokenType::EndOfFile); + + return tc; + } + + static auto parse_internal(File::StringType& input) -> std::unique_ptr + { + // Tokenize -> START + ParserBase::Tokenizer tokenizer; + tokenizer.set_available_tokens(std::move(create_available_tokens_for_tokenizer())); + tokenizer.tokenize(input); + // Tokenize -> END + + // Parse Tokens -> START + TokenParser token_parser{tokenizer, input}; + token_parser.parse(); + std::unique_ptr global_object = token_parser.release_global_object(); + if (!global_object) + { + // Make an empty global object if we for some reason failed to parse any objects at all. + global_object = std::make_unique(); + } + return std::move(global_object); + // Parse Tokens -> END + } + } + + auto parse(File::StringType& input) -> std::unique_ptr + { + return std::move(Internal::parse_internal(input)); + } + + auto parse(const File::Handle& file) -> std::unique_ptr + { + auto input = file.read_all(); + return std::move(Internal::parse_internal(input)); + } +} diff --git a/Dependencies/JSON/src/Parser/TokenParser.cpp b/Dependencies/JSON/src/Parser/TokenParser.cpp new file mode 100644 index 000000000..960961767 --- /dev/null +++ b/Dependencies/JSON/src/Parser/TokenParser.cpp @@ -0,0 +1,339 @@ +#include +#include +#include +#include +#include + +#include +#include +#include + +namespace RC::JSON::Parser +{ +#define RC_ASSERT(Expression) \ + if (!(Expression)) \ + { \ + throw std::runtime_error{"runtime assert: [" #Expression " == false]"}; \ + } + +#define RC_VERIFY_SYNTAX(Expression) \ + if (!(Expression)) \ + { \ + const auto& err_token = get_token(m_current_token_index_being_parsed); \ + throw std::runtime_error{std::format("Syntax error ({} : {}): Expected '{}' token, got '{}'.", err_token.get_line() + 1, err_token.get_column(), token_type_to_string(m_expected_token), to_string(err_token.to_string()))}; \ + } + + static auto is_number(StringViewType data) -> bool + { + return std::ranges::all_of(data.begin(), data.end(), [&](const CharType c) { + if constexpr (std::is_same_v) + { + return std::iswdigit(c) != 0; + } + else + { + return std::isdigit(c) != 0; + } + }); + } + + auto ScopeStack::push(StoredType stored_type) -> StoredType + { + return m_storage.emplace_back(stored_type); + } + + auto ScopeStack::pop() -> StoredType + { + RC_ASSERT(!m_storage.empty()); + + // The bottom of the stack is presumed to be the global scope. + // Never remove the global scope. + if (m_storage.size() <= 1) { return m_storage.back(); } + auto& top_item = m_storage.back(); + m_storage.pop_back(); + return top_item; + } + + auto ScopeStack::peek_top() -> StoredType& + { + return m_storage.back(); + } + + static auto has_only_spaces(const File::StringType& data) -> bool + { + return std::all_of(data.begin(), data.end(), [](File::CharType c) { return std::isspace(c) || c == '\n'; }); + } + + auto TokenParser::do_comma_verification() -> void + { + bool require_comma{}; + + if (m_scope_stack.peek_top().is() && check_and_peek_next_tokens(TokenType::ClosingCurlyBrace)) + { + require_comma = true; + } + + if (m_scope_stack.peek_top().is() && check_and_peek_next_tokens(TokenType::ClosingSquareBracket)) + { + require_comma = true; + } + + if (require_comma) + { + m_expected_token = TokenType::Comma; + RC_VERIFY_SYNTAX(peek().get_type() == m_expected_token || !check_and_peek_next_tokens(TokenType::EndOfFile)) + } + } + + auto TokenParser::check_and_peek_next_tokens(TokenType type_to_check_against) -> bool + { + int peek_counter{1}; + while (true) + { + int local_peek_counter = peek_counter; + + const auto& token = peek(local_peek_counter); + if ((token.get_type() != TokenType::CarriageReturn && token.get_type() != TokenType::NewLine && token.get_type() != TokenType::Characters) || token.has_data() && !has_only_spaces(get_data(token))) + { + break; + } + ++peek_counter; + } + + return peek(peek_counter).get_type() != type_to_check_against; + } + + auto TokenParser::check_and_consume_next_tokens(const ParserBase::Token& token_in) -> bool + { + while ((peek().has_data() && has_only_spaces(get_data(peek()))) || peek().get_type() == TokenType::CarriageReturn || peek().get_type() == TokenType::NewLine) + { + consume(); + } + + if (peek().get_type() == m_expected_token) + { + return true; + } + else + { + consume(); + return false; + } + } + + auto TokenParser::handle_double_quote_token(const ParserBase::Token& token) -> void + { + m_string_started = !m_string_started; + + if (m_string_started) + { + m_expected_token = TokenType::Characters; + m_defer_element_creation = true; + RC_VERIFY_SYNTAX(peek().get_type() == TokenType::Characters) + } + else + { + m_defer_element_creation = false; + if (m_current_state == State::ReadKey && !m_last_key.empty()) + { + m_expected_token = TokenType::Colon; + RC_VERIFY_SYNTAX(check_and_consume_next_tokens(token)) + } + else + { + do_comma_verification(); + } + } + } + + auto TokenParser::handle_characters_token(const ParserBase::Token& token) -> void + { + if (m_current_state == State::ReadKey) + { + RC_VERIFY_SYNTAX(m_string_started) + m_last_key.append(get_data(token)); + } + else if (m_current_state == State::ReadValue) + { + auto data_raw = get_data(token); + StringType data_no_spaces = data_raw; + data_no_spaces.erase(std::remove_if(data_no_spaces.begin(), data_no_spaces.end(), [](wchar_t c) { + return std::isspace(c); + }), data_no_spaces.end()); + + auto is_valid_number = is_number(data_no_spaces); + + if (!m_string_started && is_valid_number) + { + do_comma_verification(); + + m_last_value = std::make_unique(std::stoll(data_no_spaces, nullptr)); + } + else + { + m_expected_token = TokenType::DoubleQuote; + RC_VERIFY_SYNTAX(m_string_started) + if (!m_last_value) + { + m_last_value = std::make_unique(); + } + m_last_value->as()->get().append(std::move(data_raw)); + } + } + } + + auto TokenParser::handle_opening_curly_brace_token(const ParserBase::Token& token) -> void + { + if (m_current_state == State::ReadValue) + { + m_last_value = std::make_unique(); + auto object = m_scope_stack.add_element_to_top(std::move(m_last_key), std::move(m_last_value)); + m_scope_stack.push(static_cast(object)); + m_last_key.clear(); + m_last_value = nullptr; + } + else + { + RC_ASSERT(!m_global_object) + + m_global_object = std::make_unique(); + m_scope_stack.push(m_global_object.get()); + } + m_current_state = State::ReadKey; + + m_expected_token = TokenType::DoubleQuote; + RC_VERIFY_SYNTAX(check_and_consume_next_tokens(peek())) + } + + auto TokenParser::handle_closing_curly_brace_token(const ParserBase::Token& token) -> void + { + m_scope_stack.pop(); + do_comma_verification(); + } + + auto TokenParser::handle_opening_square_bracket_token(const ParserBase::Token& token) -> void + { + RC_VERIFY_SYNTAX(m_global_object) + RC_VERIFY_SYNTAX(!m_scope_stack.empty()) + + m_last_value = std::make_unique(); + Value* array{}; + if (m_scope_stack.peek_top().is()) + { + array = m_scope_stack.add_element_to_top(std::move(m_last_key), std::move(m_last_value)); + } + else + { + array = m_scope_stack.add_element_to_top(std::move(m_last_value)); + } + m_scope_stack.push(static_cast(array)); + m_last_value = nullptr; + + m_current_state = State::ReadValue; + } + + auto TokenParser::handle_closing_square_bracket_token(const ParserBase::Token& token) -> void + { + m_scope_stack.pop(); + } + + auto TokenParser::handle_comma_token(const ParserBase::Token& token) -> void + { + const auto& top = m_scope_stack.peek_top(); + if (top.is()) + { + m_current_state = State::ReadKey; + } + else if (top.is()) + { + m_current_state = State::ReadValue; + } + } + + auto TokenParser::handle_colon_token(const ParserBase::Token& token) -> void + { + m_current_state = State::ReadValue; + } + + auto TokenParser::parse_token(const ParserBase::Token& token) -> void + { + if (m_current_state == State::StartOfFile) + { + m_expected_token = TokenType::OpeningCurlyBrace; + auto token_type = token.get_type(); + RC_VERIFY_SYNTAX(token_type == TokenType::OpeningCurlyBrace || (token_type == TokenType::Characters && has_only_spaces(get_data(token)))); + m_current_state = State::ProcessNext; + } + + if (m_string_started && token.get_type() != TokenType::Characters && token.get_type() != TokenType::DoubleQuote) + { + if (m_current_state == State::ReadKey) + { + m_last_key.append(token.get_identifier()); + } + else + { + if (!m_last_value) + { + m_last_value = std::make_unique(); + } + m_last_value->as()->get().append(token.get_identifier()); + } + return; + } + + if (!m_string_started && (token.has_data() && has_only_spaces(get_data(token)))) + { + return; + } + + switch (token.get_type()) + { + case DoubleQuote: + handle_double_quote_token(token); + break; + case Characters: + handle_characters_token(token); + break; + case ClosingCurlyBrace: + handle_closing_curly_brace_token(token); + break; + case OpeningCurlyBrace: + handle_opening_curly_brace_token(token); + break; + case ClosingSquareBracket: + handle_closing_square_bracket_token(token); + break; + case OpeningSquareBracket: + handle_opening_square_bracket_token(token); + break; + case Comma: + handle_comma_token(token); + break; + case Colon: + handle_colon_token(token); + break; + case EndOfFile: + default: + // No other tokens need handling for this particular parser + break; + } + + if (!m_defer_element_creation) + { + const auto& top = m_scope_stack.peek_top(); + if (top.is() && !m_last_key.empty() && m_last_value) + { + m_scope_stack.add_element_to_top(std::move(m_last_key), std::move(m_last_value)); + m_last_key.clear(); + m_last_value = nullptr; + } + + if (top.is() && m_last_value) + { + m_scope_stack.add_element_to_top(std::move(m_last_value)); + m_last_value = nullptr; + } + } + } +} \ No newline at end of file diff --git a/Dependencies/JSON/src/String.cpp b/Dependencies/JSON/src/String.cpp new file mode 100644 index 000000000..cb928f2f6 --- /dev/null +++ b/Dependencies/JSON/src/String.cpp @@ -0,0 +1,11 @@ +#include + +namespace RC::JSON +{ + String::String(StringViewType string): m_data(string) {} + + auto String::serialize([[maybe_unused]]ShouldFormat should_format, [[maybe_unused]]int32_t* indent_level) -> StringType + { + return std::format(STR("\"{}\""), m_data); + } +} diff --git a/Dependencies/LuaBindingsGenerator b/Dependencies/LuaBindingsGenerator deleted file mode 160000 index 28d1ad2c1..000000000 --- a/Dependencies/LuaBindingsGenerator +++ /dev/null @@ -1 +0,0 @@ -Subproject commit 28d1ad2c191e53e4c233bdfc6690f604b851b188 diff --git a/Dependencies/LuaMadeSimple b/Dependencies/LuaMadeSimple deleted file mode 160000 index 6be7fbc2e..000000000 --- a/Dependencies/LuaMadeSimple +++ /dev/null @@ -1 +0,0 @@ -Subproject commit 6be7fbc2e6f51235eb112a21502d109c66085cfa diff --git a/Dependencies/LuaMadeSimple/CMakeLists.txt b/Dependencies/LuaMadeSimple/CMakeLists.txt new file mode 100644 index 000000000..b21826984 --- /dev/null +++ b/Dependencies/LuaMadeSimple/CMakeLists.txt @@ -0,0 +1,31 @@ +cmake_minimum_required(VERSION 3.18) + +set(TARGET LuaMadeSimple) +project(${TARGET}) + +set(${TARGET}_Sources + "${CMAKE_CURRENT_SOURCE_DIR}/src/LuaMadeSimple.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/LuaObject.cpp" + ) + +string(REGEX REPLACE "(.)([A-Z])" "\\1_\\2" MODULE_NAME ${TARGET}) +string(TOUPPER ${MODULE_NAME} MODULE_NAME) + +if ((NOT DEFINED BUILD_SHARED_LIBS) OR (NOT (${BUILD_SHARED_LIBS}))) + set(BUILD_STATIC 1) + set(BUILD_SHARED 0) + message("Project: ${TARGET} (STATIC)") +else () + set(BUILD_STATIC 0) + set(BUILD_SHARED 1) + message("Project: ${TARGET} (SHARED)") +endif () + +add_library(${TARGET} ${${TARGET}_Sources}) +target_include_directories(${TARGET} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include) +target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS LUA_BUILD_AS_DLL> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) +target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS}) +target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) +target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) + +target_link_libraries(${TARGET} PUBLIC LuaRaw) diff --git a/Dependencies/LuaMadeSimple/LICENSE b/Dependencies/LuaMadeSimple/LICENSE new file mode 100644 index 000000000..eee4c9316 --- /dev/null +++ b/Dependencies/LuaMadeSimple/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2022 Narknon + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Dependencies/LuaMadeSimple/include/LuaMadeSimple/Common.hpp b/Dependencies/LuaMadeSimple/include/LuaMadeSimple/Common.hpp new file mode 100644 index 000000000..1edbeeb8c --- /dev/null +++ b/Dependencies/LuaMadeSimple/include/LuaMadeSimple/Common.hpp @@ -0,0 +1,20 @@ +#ifndef RC_LUA_MADE_SIMPLE_COMMON_HPP +#define RC_LUA_MADE_SIMPLE_COMMON_HPP + +#ifndef RC_LUA_MADE_SIMPLE_EXPORTS +#ifndef RC_LUA_MADE_SIMPLE_BUILD_STATIC +#ifndef RC_LMS_API +#define RC_LMS_API __declspec(dllimport) +#endif +#else +#ifndef RC_LMS_API +#define RC_LMS_API +#endif +#endif +#else +#ifndef RC_LMS_API +#define RC_LMS_API __declspec(dllexport) +#endif +#endif + +#endif //RC_LUA_MADE_SIMPLE_COMMON_HPP diff --git a/Dependencies/LuaMadeSimple/include/LuaMadeSimple/LuaMadeSimple.hpp b/Dependencies/LuaMadeSimple/include/LuaMadeSimple/LuaMadeSimple.hpp new file mode 100644 index 000000000..5d71a9656 --- /dev/null +++ b/Dependencies/LuaMadeSimple/include/LuaMadeSimple/LuaMadeSimple.hpp @@ -0,0 +1,810 @@ +#ifndef RC_LUA_MADE_SIMPLE_HPP +#define RC_LUA_MADE_SIMPLE_HPP + +#include +#include +#include + +#include +#include + +namespace RC::LuaMadeSimple +{ + // To be used in the future to decide whether it's safe to perform any Lua actions + enum class GlobalState + { + Ready, + Halt + }; + + // Dump the current state of the Lua stack + auto RC_LMS_API dump_stack(lua_State*, const char* message = "") -> void; + + // Internal functions + // All Lua <-> C++ calls go through these two C++ functions + auto RC_LMS_API process_lua_function(lua_State* lua_state) -> int; + + /** + * @tparam StackIndex Valid values are -1 for table key and -2 for table value + */ + template + struct RC_LMS_API LuaTableData + { + const class Lua* lua{}; + + [[nodiscard]] auto is_nil() -> bool + { + return lua_isnil(lua->get_lua_state(), StackIndex); + } + + [[nodiscard]] auto is_string() const -> bool + { + return lua_type(lua->get_lua_state(), StackIndex) == LUA_TSTRING; + } + [[nodiscard]] auto get_string() const -> std::string_view + { + return lua_tostring(lua->get_lua_state(), StackIndex); + } + + [[nodiscard]] auto is_number() const -> bool + { + return lua_isnumber(lua->get_lua_state(), StackIndex); + } + [[nodiscard]] auto get_number() const -> double + { + return lua_tonumber(lua->get_lua_state(), StackIndex); + } + [[nodiscard]] auto get_float(int32_t force_index = 1) -> float // Safe to use after a call to is_number + { + return static_cast(lua_tonumber(lua->get_lua_state(), force_index)); + } + + [[nodiscard]] auto is_integer() const -> bool + { + return lua_isinteger(lua->get_lua_state(), StackIndex); + } + [[nodiscard]] auto get_integer() const -> int64_t + { + return lua_tointeger(lua->get_lua_state(), StackIndex); + } + + [[nodiscard]] auto is_bool() const -> bool + { + return lua_isboolean(lua->get_lua_state(), StackIndex); + } + [[nodiscard]] auto get_bool() const -> bool + { + return lua_toboolean(lua->get_lua_state(), StackIndex); + } + + [[nodiscard]] auto is_table() const -> bool + { + return lua_istable(lua->get_lua_state(), StackIndex); + } + }; + + /** + * Helper for dealing with Lua tables passed from Lua to C++ + */ + struct RC_LMS_API LuaTableReference + { + LuaTableData<-1> key; + LuaTableData<-2> value; + }; + + using PostFunctionProcessCallback = void (*)(const Lua&); + + /** + * Main helper for Lua + * Use new_state() to start using the LuaMadeSimple system + */ + class Lua + { + friend RC_LMS_API auto process_lua_function(lua_State* lua_state) -> int; + + private: + lua_State* m_lua_state; + + std::vector m_post_function_process_callbacks; + + // The name of the current metatable that's being worked on + mutable std::string_view m_working_metatable_name{}; + + // Holds how many tables deep a nested table iteration operation currently is + mutable int32_t m_num_tables_being_iterated{}; + + public: + RC_LMS_API Lua(lua_State* lua_state); + RC_LMS_API ~Lua(); + + public: + /** + * External definition of a Lua function + */ + using LuaFunction = int(*)(const Lua&); + + /** + * Internal definition of a Lua function + */ + using LuaFunctionInternal = int(*)(lua_State*); + + /** + * Type of Lua <-> C++ call interaction + * Current unused but it's being kept during development until everything's been decided + */ + enum class LuaFunctionType : int64_t + { + // Global function + Global, + + // Function is a member of a table + Table, + + // Locally scoped function + // For example, a function in a table or a metamethod in a metatable + Local, + }; + + /** + * All metamethods + * TODO: Add all of the metamethods... very few are currently supported + */ + enum class MetaMethod + { + Gc, + Index, + NewIndex, + Call, + Equal, + Length, + }; + + /** + * Helper for setting up metamethods + */ + struct MetaMethods + { + std::optional gc = std::nullopt; + std::optional index = std::nullopt; + std::optional new_index = std::nullopt; + std::optional call = std::nullopt; + std::optional equal = std::nullopt; + std::optional length = std::nullopt; + + template + auto create(MetaMethod metamethod, LuaCallable lua_callable) -> void + { + switch (metamethod) + { + case MetaMethod::Gc: + gc = lua_callable; + return; + case MetaMethod::Index: + index = lua_callable; + return; + case MetaMethod::NewIndex: + new_index = lua_callable; + return; + case MetaMethod::Call: + call = lua_callable; + return; + case MetaMethod::Equal: + equal = lua_callable; + return; + case MetaMethod::Length: + length = lua_callable; + } + + // TODO: use throw_error() here + // Can't do it until there's a reference/ptr to the Lua class available here + } + }; + using OptionalMetaMethods = std::optional; + + // Current set of metamethods that are being worked on + mutable OptionalMetaMethods m_working_metamethods{std::nullopt}; + + class RC_LMS_API Registry + { + private: + const Lua& m_lua_instance; + + public: + Registry(const Lua& lua); + + public: + auto get_lua_instance() const -> const Lua&; + auto make_ref() const -> int32_t; + auto get_string_ref(int32_t registry_index) const -> void; + auto get_number_ref(int32_t registry_index) const -> void; + auto get_integer_ref(int32_t registry_index) const -> void; + auto get_bool_ref(int32_t registry_index) const -> void; + auto get_function_ref(int32_t registry_index) const -> void; + auto get_table_ref(int32_t registry_index) const -> void; + }; + + private: + const Registry m_registry; + + public: + class RC_LMS_API Table + { + private: + const Lua& m_lua_instance; + MetaMethods m_metamethods{}; + bool m_has_table_marked_for_pop{false}; + bool m_has_userdata{true}; + + public: + explicit Table(const Lua& lua_instance); + + private: + /** + * (internal) + * Adds a function to a table as a value + * @param function C++ function pointer (can be lambda) + */ + auto add_function_value_internal(LuaFunction function) const -> void; + auto push_field_name_and_value(std::string_view field_name) -> int32_t; + + public: + auto get_lua_instance() const -> const Lua&; + auto get_metamethods() -> MetaMethods&; + + /** + * Manually adds a key to a table + * Must call fuse_pair() when using add_key() & add_value() + * @param key + */ + template + auto add_key(KeyType key) const -> void + { + if constexpr (std::is_same_v || + std::is_same_v) + { + lua_pushstring(get_lua_instance().get_lua_state(), key); + } + else if constexpr (std::is_same_v || std::is_same_v) + { + lua_pushinteger(get_lua_instance().get_lua_state(), key); + } + else if constexpr (std::is_same_v) + { + lua_pushinteger(get_lua_instance().get_lua_state(), static_cast(key)); + } + else + { + throw std::runtime_error{"Unsupported type for 'KeyType'"}; + } + } + + /** + * Manually adds a value to a table + * Must call fuse_pair() when using add_key() & add_value() + * @param value + */ + template + auto add_value(ValueType value) const -> void + { + if constexpr (std::is_same_v || + std::is_same_v) + { + lua_pushstring(get_lua_instance().get_lua_state(), value); + } + else if constexpr (std::is_same_v) + { + lua_pushboolean(get_lua_instance().get_lua_state(), value); + } + else if constexpr (std::is_same_v || std::is_same_v) + { + lua_pushinteger(get_lua_instance().get_lua_state(), value); + } + else if constexpr (std::is_same_v) + { + lua_pushinteger(get_lua_instance().get_lua_state(), static_cast(value)); + } + else if constexpr (std::is_same_v || + std::is_same_v) + { + lua_pushnumber(get_lua_instance().get_lua_state(), value); + } + else if constexpr (std::is_convertible_v) + { + lua_pushcfunction(get_lua_instance().get_lua_state(), value); + } + else if constexpr (std::is_convertible_v) + { + add_function_value_internal(value); + } + else if constexpr (std::is_same_v>) + { + get_lua_instance().transfer_stack_object(std::move(value.inner_object), std::nullopt, value.table_metamethods); + } + else if constexpr (std::is_same_v>) + { + get_lua_instance().share_heap_object(value.inner_object, value.table_metamethods); + } + else + { + throw std::runtime_error{"Unsupported type for 'ValueType'"}; + } + } + + /** + * Adds a key/value pair to a table + * @param key + * @param value + */ + template + auto add_pair(KeyType key, ValueType value) const -> void + { + // Key + add_key(key); + + // Value + add_value(value); + + lua_rawset(get_lua_instance().get_lua_state(), -3); + } + + /** + * Call this only if you manually created a pair for the table + * A pair can be manually created either by + * A. Calling add_key() / add_value() + * or + * B. Manually manipulating the stack + * + * Using add_pair() will automatically fuse the key/value + */ + auto fuse_pair() -> void; + + /** + * Converts a std::vector to a Lua table + * @param convert_from_vector + */ + template + auto vector_to_table(const std::vector& convert_from_vector) -> void + { + for (size_t i = 0; i < convert_from_vector.size(); ++i) + { + // Lua scripts expects table to be one-index so add 1 to the vector index + add_pair(i + 1, convert_from_vector[i]); + } + + } + + /** + * Make a table local + * Does whatever is needed to make a local table + * Must be called when you're done manipulatingthe table (manually or otherwise) + */ + auto make_local() -> void; + + /** + * Make a table global + * Does whatever is needed to make a global table + * Must be called when you're done manipulating the table (manually or otherwise) + * @param table_name + */ + auto make_global(std::string_view table_name) const -> void; + + public: + // Finds a value corresponding to the key at the top of the Lua stack + // Use the Lua::get_() functions to retrieve the value (i.e: lua.get_integer()) + auto find_value() -> void; + auto has_userdata() const -> bool; + auto set_has_userdata(bool) -> void; + + // Simplified table field getters + auto does_field_exist(std::string_view field_name) -> bool; + auto get_string_field(std::string_view field_name, bool* has_error = nullptr) -> std::string_view; + auto get_int_field(std::string_view field_name, bool* has_error = nullptr) -> int64_t; + auto get_float_field(std::string_view field_name, bool* has_error = nullptr) -> float; + auto get_table_field(std::string_view field_name, bool* has_error = nullptr) -> Lua::Table&; + + template + auto get_userdata_field(std::string_view field_name, bool* has_error = nullptr) -> ObjectType& + { + int pushed_type = push_field_name_and_value(field_name); + if (pushed_type != LUA_TUSERDATA) + { + if (has_error) + { + *has_error = true; + } + else + { + get_lua_instance().throw_error(std::format("[get_userdata_field] Attempted to get field: '{}' but the type was '{}'", field_name, lua_typename(get_lua_instance().get_lua_state(), pushed_type))); + } + } + + return get_lua_instance().get_userdata(-1); + } + }; + + private: + /** + * Internal representation of how Lua should treat a C++ object + */ + enum UserdataInternalType : int64_t + { + LuaOwnedStackObject, + SharedHeapObject, + }; + + public: + /** + * Used as the 'value' param for LuaMadeSimple::Lua::Table::add_pair() + */ + template + struct Userdata + { + public: + // Used to retrieve the type when doing std::is_same_v with a Userdata type + using InnerType = ObjectType; + + // Copy of object that you wish to turn into Lua userdata + InnerType inner_object; + + // Metamethods that the userdata should contain + const OptionalMetaMethods table_metamethods{std::nullopt}; + + public: + Userdata(InnerType&& object) : inner_object(std::move(object)) {} + Userdata(InnerType&& object, const MetaMethods metamethods) : inner_object(std::move(object)), table_metamethods(metamethods) {} + }; + + template + struct SharedUserdata + { + public: + // Used to retrieve the type when doing std::is_same_v with a Userdata type + using InnerType = ObjectType; + + // Copy of object that you wish to turn into Lua userdata + // Reference of a shared_ptr (doesn't increase ref count) + // The ref count is increased when it's passed to Lua + // Does the ref count need to be increased here ? + // I would say no because the original cannot exit scope until a copy has been passed to Lua (increasing the ref count) + // So lets just save some performance here + const std::shared_ptr& inner_object; + + // Metamethods that the userdata should contain + const OptionalMetaMethods table_metamethods{std::nullopt}; + + public: + SharedUserdata(const std::shared_ptr& object) : inner_object(object) {} + SharedUserdata(const std::shared_ptr& object, const MetaMethods metamethods) : inner_object(object), table_metamethods(metamethods) {} + }; + + public: + RC_LMS_API auto status_to_string(int status) const -> std::string_view; + RC_LMS_API auto resolve_status_message(int status, bool from_lua_only = false) const -> std::string; + + private: + // Returns whether the '__gc' metamethod should be automatically created + RC_LMS_API auto add_metamethods(const MetaMethods&, const Table& metatable) const -> bool; + + public: + // Debug function + RC_LMS_API auto dump_stack(const char* message = "") const -> void; + + RC_LMS_API auto handle_error(const std::string&) const -> const std::string; + RC_LMS_API auto throw_error(const std::string&) const -> void; + + template + auto constexpr TRY(CodeToTry code_to_try) const -> void + { + try + { + code_to_try(); + } + catch (std::exception& e) + { + throw_error(e.what()); + } + } + + template + auto constexpr TRY(CodeToTry code_to_try) -> void + { + TRY(code_to_try); + } + + RC_LMS_API auto execute_file(std::string_view) const -> void; + RC_LMS_API auto execute_file(std::wstring_view) const -> void; + RC_LMS_API auto execute_string(std::string_view) const -> void; + RC_LMS_API auto execute_string(std::wstring_view) const -> void; + RC_LMS_API auto open_all_libs() const -> void; + RC_LMS_API auto set_hook(lua_Hook, int32_t mask, int32_t count) const -> void; + + RC_LMS_API auto registry() const -> const Registry&; + RC_LMS_API auto rawgeti(int32_t idx, lua_Integer n) const -> const int32_t; + + RC_LMS_API auto register_post_function_process_callback(PostFunctionProcessCallback) -> void; + RC_LMS_API auto register_function(const std::string& name, const LuaFunction&) const -> void; + + RC_LMS_API auto get_lua_state() const -> lua_State*; + RC_LMS_API auto get_stack_size() const -> int32_t; + RC_LMS_API auto get_type_string() const -> std::string_view; + + // Figure out what stack index to use + // Using -1 (top of stack) doesn't work well for function params because calling any get_() function will then return the params backwards + // Using 1 (bottom of stack) doesn't work well for Lua tables if it's not the last param (or something, I don't remember what the actual problem was) + // Answer: Probably use index 1 and duplicate the table entry (putting it at the top of the stack) and use -1 for tables specifically + // Currently using what's described in "Answer" + // Might need to implement some of the UE4SS functions before knowing for sure if this will work + + // Use discard_value() if you have values on the stack that you require to be gone + RC_LMS_API auto discard_value(int32_t force_index = 1) const -> void; + + // Copy value from from_index to force_index, shifting values on stack to top + RC_LMS_API auto insert_value(int32_t from_index = -1, int32_t force_index = 1) const -> void; + + [[nodiscard]] RC_LMS_API auto is_nil(int32_t force_index = 1) const -> bool; + RC_LMS_API auto set_nil() const -> void; + + [[nodiscard]] RC_LMS_API auto is_string(int32_t force_index = 1) const -> bool; + [[nodiscard]] RC_LMS_API auto get_string(int32_t force_index = 1) const -> std::string_view; + RC_LMS_API auto set_string(std::string_view) const -> void; + + // is_number == lua_isnumber, which returns true if the value is a number or a string convertible to a number + [[nodiscard]] RC_LMS_API auto is_number(int32_t force_index = 1) const -> bool; + [[nodiscard]] RC_LMS_API auto get_number(int32_t force_index = 1) const -> double; + RC_LMS_API auto set_number(double number) const -> void; + [[nodiscard]] RC_LMS_API auto get_float(int32_t force_index = 1) const -> float; // Safe to use after a call to is_number + RC_LMS_API auto set_float(float number) const -> void; + + [[nodiscard]] RC_LMS_API auto is_integer(int32_t force_index = 1) const -> bool; + [[nodiscard]] RC_LMS_API auto get_integer(int32_t force_index = 1) const -> int64_t; + RC_LMS_API auto set_integer(int64_t number) const -> void; + + [[nodiscard]] RC_LMS_API auto is_bool(int32_t force_index = 1) const -> bool; + [[nodiscard]] RC_LMS_API auto get_bool(int32_t force_index = 1) const -> bool; + RC_LMS_API auto set_bool(bool bool_value) const -> void; + + [[nodiscard]] RC_LMS_API auto is_table(int32_t force_index = 1) const -> bool; + [[nodiscard]] RC_LMS_API auto get_table() const -> Table; + + using ForEachInTableCallable = std::function; + + // If you use a lambda then make absolutely sure to capture the 'LuaMadeSimple::Lua' object by reference + // If you don't then it will be improperly copied and things, including nested for_each calls, will break + RC_LMS_API auto for_each_in_table(const ForEachInTableCallable& callable) const -> void; + + [[nodiscard]] RC_LMS_API auto is_function() const -> bool; + [[nodiscard]] RC_LMS_API auto is_global_function(std::string_view global_function_name) const -> bool; + // Use the get_() functions to retrieve return values + RC_LMS_API auto prepare_function_call(std::string_view global_function_name) const -> void; + RC_LMS_API auto call_function(int32_t num_params, int32_t num_return_values) const -> void; + // Convenience function for calling less complicated Lua functions + RC_LMS_API auto call_function(std::string_view global_function_name, int32_t num_params, int32_t num_return_values) const -> void; + + RC_LMS_API auto prepare_new_table(int32_t preallocate_sequential_elements = 0, int32_t preallocate_other_elements = 0) const -> Table; + RC_LMS_API auto prepare_new_metatable(const char* metatable_name) const -> Table; + RC_LMS_API auto get_metatable(const char* metatable_name) const -> Table; + + RC_LMS_API auto new_thread() const -> Lua&; + + private: + RC_LMS_API auto construct_metamethods_object(const OptionalMetaMethods&, std::optional metatable_name = std::nullopt) const -> void; + + public: + // Create a new metatable and put references to member functions table in it + // A metatable is automatically attached with a __gc metamethod that calls the ObjectType destructor + // More metamethods can be supplied via the 'metamethods' parameter (see the 'MetaMethods' struct) + template + auto new_metatable(std::optional metatable_name = std::nullopt, OptionalMetaMethods metamethods = std::nullopt) const -> void + { + auto create_auto_gc_metamethod = [](Table& metatable) { + metatable.add_pair("__gc", [](lua_State* lua_state) -> int { + auto* userdata = static_cast(lua_touserdata(lua_state, 1)); + userdata->~ObjectType(); + + return 0; + }); + }; + + bool custom_gc_method{}; + + if (metatable_name.has_value() && metamethods.has_value()) + { + // At least some metamethods might have been provided + + Table metatable = prepare_new_metatable(metatable_name.value().data()); + + custom_gc_method = add_metamethods(metamethods.value(), metatable); + if (!custom_gc_method) + { + // There may have been some metamethods provided but '__gc' wasn't one of them so we can safely attach our own + create_auto_gc_metamethod(metatable); + } + } + else + { + auto no_gc_metatable = metatable_name.has_value() ? metatable_name.value().data() : "AutoGCMetatable"; + // No metamethods of any kind was provided + Table metatable = get_metatable(no_gc_metatable); + if (is_nil(-1)) + { + discard_value(-1); + prepare_new_metatable(no_gc_metatable); + // We know that the user didn't provide their own '__gc' metamethod so we can safely attach our own + create_auto_gc_metamethod(metatable); + } + } + if (is_table(-2)) // if called from construct_metamethods_object this will be false + { + lua_rotate(get_lua_state(), -2, 1); + lua_rawseti(get_lua_state(), -2, 1); + } + } + + // Transfer ownership of a C++ object stored on the stack to Lua via userdata + // More metamethods can be supplied via the 'metamethods' parameter (see the 'MetaMethods' struct) + template + auto transfer_stack_object(ObjectType&& object, std::optional metatable_name = std::nullopt, OptionalMetaMethods metamethods = std::nullopt, bool is_metamethod_container = false) const -> void + { + auto* userdata = static_cast(lua_newuserdatauv(get_lua_state(), sizeof(ObjectType), 5)); + + // Set a user value that tells 'get_userdata()' that this userdata is a stack object owned by lua + set_integer(UserdataInternalType::LuaOwnedStackObject); + lua_setiuservalue(get_lua_state(), -2, 2); + + // Attach metatable to useradata for reference + if (lua_rawgeti(get_lua_state(), -2, 1) == LUA_TTABLE) + { + lua_setiuservalue(get_lua_state(), -2, 3); + } + else + { + discard_value(-1); + } + + if (!is_metamethod_container) + { + // Set a user value that contains the metamethod handlers + if (lua_rawgeti(get_lua_state(), -2, 2) == LUA_TNIL) + { + discard_value(-1); + construct_metamethods_object(metamethods, "MetaMethodContainer"); + lua_pushvalue(get_lua_state(), -1); + lua_rawseti(get_lua_state(), -4, 2); + } + lua_setiuservalue(get_lua_state(), -2, 4); + } + + // Set a user value that determines whether this is a polymorphic type. + // This is used to determine if 'GetAddress' and 'GetValid' needs to be overridden by the derived type. + if constexpr (std::is_polymorphic_v) + { + set_bool(true); + } + else + { + set_bool(false); + } + lua_setiuservalue(get_lua_state(), -2, 5); + + new(userdata) ObjectType(std::move(object)); + + // Remove dangling table + lua_remove(get_lua_state(), -2); + luaL_getmetatable(get_lua_state(), metatable_name.has_value() ? metatable_name.value().data() : "AutoGCMetatable"); + lua_setmetatable(get_lua_state(), -2); + } + + // Share a heap object (std::shared_ptr) with Lua via userdata + // A metatable is automatically attached with a __gc metamethod that calls the ObjectType destructor + // More metamethods can be supplied via the 'metamethods' parameter (see the 'MetaMethods' struct) + template + auto share_heap_object(const std::shared_ptr& object, std::optional metatable_name = std::nullopt, OptionalMetaMethods metamethods = std::nullopt) const -> void + { + auto create_auto_gc_metamethod = [](Table& metatable){ + metatable.add_pair("__gc", [](lua_State* lua_state) -> int { + auto* userdata = static_cast*>(lua_touserdata(lua_state, 1)); + userdata->~shared_ptr(); + + return 0; + }); + }; + + bool custom_gc_method{}; + + if (metatable_name.has_value() && metamethods.has_value()) + { + // At least some metamethods might have been provided + + m_working_metatable_name = metatable_name.value(); + m_working_metamethods = metamethods; + + Table metatable = prepare_new_metatable(m_working_metatable_name.data()); + + custom_gc_method = add_metamethods(metamethods.value(), metatable); + if (!custom_gc_method) + { + // There may have been some metamethods provided but '__gc' wasn't one of them so we can safely attach our own + create_auto_gc_metamethod(metatable); + } + } + else + { + // No metamethods of any kind was provided + + Table metatable = prepare_new_metatable("AutoGCMetatable"); + + // We know that the user didn't provide their own '__gc' metamethod so we can safely attach our own + create_auto_gc_metamethod(metatable); + } + + auto* userdata = static_cast*>(lua_newuserdatauv(get_lua_state(), sizeof(std::shared_ptr), 2)); + + // Set a user value that tells 'get_userdata()' that this userdata is a shared heap object + set_integer(UserdataInternalType::SharedHeapObject); + lua_setiuservalue(get_lua_state(), -2, 2); + + new(userdata) std::shared_ptr(object); + + // Remove dangling table + lua_remove(get_lua_state(), -2); + luaL_getmetatable(get_lua_state(), metatable_name.has_value() ? metatable_name.value().data() : "AutoGCMetatable"); + lua_setmetatable(get_lua_state(), -2); + } + + [[nodiscard]] RC_LMS_API auto is_userdata(int32_t force_index = 1) const -> bool; + + template + [[nodiscard]] auto get_userdata(int32_t force_index = 1, bool preserve_stack = false) const -> ObjectType& + { + lua_getiuservalue(get_lua_state(), force_index, 2); + int64_t userdata_internal_type = get_integer(-1); + + if (userdata_internal_type == UserdataInternalType::LuaOwnedStackObject) + { + // Stack object owned by Lua + auto& object = *static_cast(lua_touserdata(get_lua_state(), force_index)); + if (!preserve_stack) + { + lua_remove(get_lua_state(), force_index); + } + return object; + } + else if (userdata_internal_type == UserdataInternalType::SharedHeapObject) + { + // Shared object (shared_ptr) + auto& object = **static_cast*>(lua_touserdata(get_lua_state(), force_index)); + if (!preserve_stack) + { + lua_remove(get_lua_state(), force_index); + } + return object; + } + else [[unlikely]] + { + luaL_traceback(get_lua_state(), get_lua_state(), "[get_userdata] The user value 'userdata_internal_type' corresponding to this userdata was invalid\"", 0); + throw std::runtime_error{"See traceback"}; + } + } + }; + + RC_LMS_API auto handle_error(lua_State*, const std::string&) -> const std::string; + RC_LMS_API auto throw_error(lua_State*, const std::string&) -> void; + [[nodiscard]] RC_LMS_API auto new_state() -> Lua&; + + template + auto constexpr TRY(lua_State* lua_state, CodeToTry code_to_try) -> int + { + try + { + return code_to_try(); + } + catch (std::exception& e) + { + throw_error(lua_state, e.what()); + return 0; + } + } +} + + +#endif //RC_LUA_MADE_SIMPLE_HPP diff --git a/Dependencies/LuaMadeSimple/include/LuaMadeSimple/LuaObject.hpp b/Dependencies/LuaMadeSimple/include/LuaMadeSimple/LuaObject.hpp new file mode 100644 index 000000000..0f250f9d3 --- /dev/null +++ b/Dependencies/LuaMadeSimple/include/LuaMadeSimple/LuaObject.hpp @@ -0,0 +1,183 @@ +#ifndef RC_LUA_MADE_SIMPLE_LUA_OBJECT_HPP +#define RC_LUA_MADE_SIMPLE_LUA_OBJECT_HPP + +#include +#include + +namespace RC::LuaMadeSimple::Type +{ + enum class IsFinal + { + Yes, + No + }; + + enum class Operation + { + Get, // Return to Lua some value that it can work with + GetNonTrivialLocal, // Return to Lua a non-trivial type that's been made trivial (example: StructProperty as a Lua table) + Set, // Take from Lua some value + GetParam, // Return to Lua a container of a value that's supposed to be used as a Lua function param + }; + + // Container for MetaMethods after the object has been fully constructed. + // Safe to use only after construction, and can be used without casting to proper type. + struct RC_LMS_API MetaMethodContainer + { + LuaMadeSimple::Lua::MetaMethods metamethods; + }; + + class RC_LMS_API BaseObject + { + private: + const char* m_object_name; + + // Storage for metamethods during object construction. + // Is available & usable after construction only if cast to the proper type. + LuaMadeSimple::Lua::MetaMethods metamethods_before_construction; + + protected: + explicit BaseObject(const char* object_name) : m_object_name(object_name) {} + + public: + auto get_object_name() const -> const char* + { + return m_object_name; + } + + auto get_metamethods() const -> const Lua::MetaMethods& + { + return metamethods_before_construction; + } + + auto get_metamethods() -> Lua::MetaMethods& + { + return metamethods_before_construction; + } + }; + + // Only used for non-local types + // The object gets copied into here + template + class LocalObject : public BaseObject + { + private: + ObjectType m_local_storage; + + protected: + LocalObject(const char* object_name, ObjectType&& object) : BaseObject(object_name), m_local_storage(object) {} + + public: + auto get_local_cpp_object() -> ObjectType& + { + return m_local_storage; + } + }; + + // Only used for remote types (data stored elsewhere, only pointer is stored locally to this object) + template + class RemoteObject : public BaseObject + { + private: + ObjectType* m_cpp_object; + + protected: + RemoteObject(const char* object_name, ObjectType* object) : BaseObject(object_name), m_cpp_object(object) {} + + public: + RemoteObject() = delete; + + // For constructing a RemoteObject with a trivial templated type + // This function cannot be used if you want to inherit from RemoteObject + auto static construct(const LuaMadeSimple::Lua& lua, ObjectType* object_ptr) -> const LuaMadeSimple::Lua::Table + { + RemoteObject lua_object{object_ptr}; + + auto metatable_name = "TrivialObject"; + + LuaMadeSimple::Lua::Table table = lua.get_metatable(metatable_name); + if (lua.is_nil(-1)) + { + lua.discard_value(-1); + lua.prepare_new_table(); + setup_member_functions(table); + lua.new_metatable>(metatable_name, table.get_metamethods()); + } + + // Create object & surrender ownership to Lua + lua.transfer_stack_object(std::move(lua_object), metatable_name, table.get_metamethods()); + + return table; + } + + // For constructing a RemoteObject with a non-trivial templated type that can have overrides + // The non-trivial type must place a call to 'table.make_global' + // The unused "construct_to" param can be used if you want to do something with meta tables potentially so the param stays for now + auto static construct(const LuaMadeSimple::Lua& lua, [[maybe_unused]]BaseObject& construct_to) -> const LuaMadeSimple::Lua::Table + { + LuaMadeSimple::Lua::Table table = lua.prepare_new_table(); + + // Setup functions that can be called on this object + setup_member_functions(table); + + return table; + } + + public: + template + auto static setup_member_functions(LuaMadeSimple::Lua::Table& table) -> void + { + table.add_pair("GetAddress", [](const LuaMadeSimple::Lua& lua) -> int { + lua_getiuservalue(lua.get_lua_state(), 1, 5); + if (lua_toboolean(lua.get_lua_state(), -1)) + { + lua.throw_error("Call to RemoteObject:GetAddress on polymorphic type is not allowed, please override GetAddress."); + } + + const RemoteObject& lua_object = lua.get_userdata(); + lua.set_integer(reinterpret_cast(lua_object.m_cpp_object)); + return 1; + }); + + table.add_pair("IsValid", [](const LuaMadeSimple::Lua& lua) -> int { + lua_getiuservalue(lua.get_lua_state(), 1, 5); + if (lua_toboolean(lua.get_lua_state(), -1)) + { + lua.throw_error("Call to RemoteObject:IsValid on polymorphic type is not allowed, please override IsValid."); + } + + const RemoteObject& lua_object = lua.get_userdata(); + if (lua_object.get_remote_cpp_object()) + { + lua.set_bool(true); + } + else + { + lua.set_bool(false); + } + return 1; + }); + + // Add things that are intended to be overridden later here + // These will then be set only if this is the final object (nothing overrides it later) + if constexpr (is_final == LuaMadeSimple::Type::IsFinal::Yes) + { + table.get_metamethods().create(LuaMadeSimple::Lua::MetaMethod::Index, [](const LuaMadeSimple::Lua& lua) -> int { + RemoteObject& lua_object = lua.get_userdata>(); + lua_object.get_pusher_callable()(lua, lua_object.get_remote_cpp_object()); + return 1; + }); + + table.get_metamethods().create(LuaMadeSimple::Lua::MetaMethod::NewIndex, [](const LuaMadeSimple::Lua& lua) -> int { + return 0; + }); + } + } + + auto get_remote_cpp_object() const -> ObjectType* + { + return m_cpp_object; + } + }; +} +#endif //RC_LUA_MADE_SIMPLE_LUA_OBJECT_HPP diff --git a/Dependencies/LuaMadeSimple/src/LuaMadeSimple.cpp b/Dependencies/LuaMadeSimple/src/LuaMadeSimple.cpp new file mode 100644 index 000000000..72cac8ea1 --- /dev/null +++ b/Dependencies/LuaMadeSimple/src/LuaMadeSimple.cpp @@ -0,0 +1,889 @@ +#include +#include +#include + +#include +#include + +namespace RC::LuaMadeSimple +{ + // State that controls whether actions can be performed + static GlobalState global_state = GlobalState::Ready; + + // All lua instances, lua_State* are stored in the Lua class + static std::unordered_map> lua_instances; + + static std::vector> lua_functions; + + // Current errors for all lua states + static std::unordered_map lua_state_errors; + + Lua::Lua(lua_State* lua_state) : m_lua_state(lua_state), m_registry(*this) {} + + Lua::~Lua() + { + // Why is calling lua_close() here causing a crash + //lua_close(get_lua_state()); + } + + Lua::Registry::Registry(const Lua& lua) : m_lua_instance(lua) {} + + auto Lua::Registry::get_lua_instance() const -> const Lua& + { + return m_lua_instance; + } + + auto Lua::Registry::make_ref() const -> int32_t + { + return luaL_ref(get_lua_instance().get_lua_state(), LUA_REGISTRYINDEX); + } + + auto Lua::Registry::get_string_ref(int32_t registry_index) const -> void + { + if (get_lua_instance().rawgeti(LUA_REGISTRYINDEX, registry_index) != LUA_TSTRING) + { + get_lua_instance().discard_value(); + get_lua_instance().throw_error("[Lua::Registry::get_string_ref] Ref was not string"); + } + } + + auto Lua::Registry::get_number_ref(int32_t registry_index) const -> void + { + get_lua_instance().rawgeti(LUA_REGISTRYINDEX, registry_index); + if (!get_lua_instance().is_number(-1)) + { + get_lua_instance().discard_value(); + get_lua_instance().throw_error("[Lua::Registry::get_number_ref] Ref was not number"); + } + } + + auto Lua::Registry::get_integer_ref(int32_t registry_index) const -> void + { + get_lua_instance().rawgeti(LUA_REGISTRYINDEX, registry_index); + if (!get_lua_instance().is_integer(-1)) + { + get_lua_instance().discard_value(); + get_lua_instance().throw_error("[Lua::Registry::get_integer_ref] Ref was not integer"); + } + } + + auto Lua::Registry::get_bool_ref(int32_t registry_index) const -> void + { + get_lua_instance().rawgeti(LUA_REGISTRYINDEX, registry_index); + if (!get_lua_instance().is_bool(-1)) + { + get_lua_instance().discard_value(); + get_lua_instance().throw_error("[Lua::Registry::get_bool_ref] Ref was not bool"); + } + } + + auto Lua::Registry::get_function_ref(int32_t registry_index) const -> void + { + if (get_lua_instance().rawgeti(LUA_REGISTRYINDEX, registry_index) != LUA_TFUNCTION) + { + get_lua_instance().discard_value(); + get_lua_instance().throw_error("[Lua::Registry::get_function_ref] Ref was not function"); + } + } + + auto Lua::Registry::get_table_ref(int32_t registry_index) const -> void + { + if (get_lua_instance().rawgeti(LUA_REGISTRYINDEX, registry_index) != LUA_TTABLE) + { + get_lua_instance().discard_value(); + get_lua_instance().throw_error("[Lua::Registry::get_table_ref] Ref was not table"); + } + } + + Lua::Table::Table(const Lua& lua_instance) : m_lua_instance(lua_instance) + { + //printf_s("Constructed Table\n"); + } + + auto Lua::Table::add_function_value_internal(Lua::LuaFunction function) const -> void + { + lua_functions.emplace_back(LuaFunction{ function }); + + // Upvalues for process_lua_function + // Upvalue #1: Function id + lua_pushinteger(get_lua_instance().get_lua_state(), lua_functions.size() - 1); + + // Upvalue #2: Function type + lua_pushinteger(get_lua_instance().get_lua_state(), static_cast(m_has_userdata ? LuaFunctionType::Local : LuaFunctionType::Table)); + + lua_pushcclosure(get_lua_instance().get_lua_state(), &process_lua_function, 2); + } + + auto Lua::Table::get_lua_instance() const -> const Lua& + { + return m_lua_instance; + } + + auto Lua::Table::get_metamethods() -> Lua::MetaMethods& + { + return m_metamethods; + } + + auto Lua::Table::fuse_pair() -> void + { + lua_rawset(get_lua_instance().get_lua_state(), -3); + } + + // Nop, this function is just to clarify when you make a local table + auto Lua::Table::make_local() -> void + { + + } + + auto Lua::Table::make_global(std::string_view table_name) const -> void + { + lua_setglobal(get_lua_instance().get_lua_state(), table_name.data()); + } + + auto Lua::Table::find_value() -> void + { + lua_rawget(get_lua_instance().get_lua_state(), -2); + + // Push the bottom of the stack to the top (table) + lua_pushvalue(get_lua_instance().get_lua_state(), 1); + + // Remove the bottom of the stack, this puts the table value at the bottom + lua_remove(get_lua_instance().get_lua_state(), 1); + } + + auto Lua::Table::has_userdata() const -> bool + { + return m_has_userdata; + } + + auto Lua::Table::set_has_userdata(bool new_value) -> void + { + m_has_userdata = new_value; + } + + auto Lua::Table::push_field_name_and_value(std::string_view field_name) -> int32_t + { + // Push the field name to the top of the stack + lua_pushstring(get_lua_instance().get_lua_state(), field_name.data()); + + // Push the value of the field to the top of the stack + // Table is at -2 (idx param) + // Field name is at -1 + int32_t table_value_type = lua_rawget(get_lua_instance().get_lua_state(), -2); + + // Table is now at -3 (if: has_table_marked_for_pop == true, otherwise nothing/unrelated) + // Table is now at -2 + // Value is now at -1 + + if (m_has_table_marked_for_pop) + { + lua_remove(get_lua_instance().get_lua_state(), -2); + m_has_table_marked_for_pop = false; + } + + return table_value_type; + } + + auto Lua::Table::does_field_exist(std::string_view field_name) -> bool + { + // Push the field name to the top of the stack + lua_pushstring(get_lua_instance().get_lua_state(), field_name.data()); + + // Push the value of the field to the top of the stack + int32_t table_value_type = lua_rawget(get_lua_instance().get_lua_state(), -2); + + // Pop the value of the stack as we don't need it here, we're just checking if it exists + lua_pop(get_lua_instance().get_lua_state(), 1); + + return table_value_type != LUA_TNIL; + } + + auto Lua::Table::get_string_field(std::string_view field_name, bool* has_error) -> std::string_view + { + int pushed_type = push_field_name_and_value(field_name); + if (pushed_type != LUA_TSTRING) + { + if (has_error) + { + *has_error = true; + } + else + { + get_lua_instance().throw_error(std::format("[get_string_field] Attempted to get field: '{}' but the type was '{}'", field_name, lua_typename(get_lua_instance().get_lua_state(), pushed_type))); + } + } + + // Pop the value of the field from the stack + std::string_view str = lua_tostring(get_lua_instance().get_lua_state(), -1); + lua_pop(get_lua_instance().get_lua_state(), 1); + return str; + } + + auto Lua::Table::get_int_field(std::string_view field_name, bool* has_error) -> int64_t + { + push_field_name_and_value(field_name); + if (!get_lua_instance().is_integer(-1)) + { + if (has_error) + { + *has_error = true; + } + else + { + get_lua_instance().throw_error(std::format("[get_int_field] Attempted to get field: '{}' but the type was '{}'", field_name, lua_typename(get_lua_instance().get_lua_state(), lua_type(get_lua_instance().get_lua_state(), -1)))); + } + } + + // Pop the value of the field from the stack + int64_t integer = lua_tointeger(get_lua_instance().get_lua_state(), -1); + lua_pop(get_lua_instance().get_lua_state(), 1); + return integer; + } + + auto Lua::Table::get_float_field(std::string_view field_name, bool* has_error) -> float + { + int type = push_field_name_and_value(field_name); + if (!get_lua_instance().is_number(-1)) + { + if (has_error) + { + *has_error = true; + } + else + { + get_lua_instance().throw_error(std::format("[get_float_field] Attempted to get field: '{}' but the type was '{}'", field_name, lua_typename(get_lua_instance().get_lua_state(), lua_type(get_lua_instance().get_lua_state(), -1)))); + } + } + + // Pop the value of the field from the stack + float number = static_cast(lua_tonumber(get_lua_instance().get_lua_state(), -1)); + lua_pop(get_lua_instance().get_lua_state(), 1); + return number; + } + + auto Lua::Table::get_table_field(std::string_view field_name, bool* has_error) -> Lua::Table& + { + int pushed_type = push_field_name_and_value(field_name); + if (pushed_type != LUA_TTABLE) + { + if (has_error) + { + *has_error = true; + } + else + { + get_lua_instance().throw_error(std::format("[get_table_field] Attempted to get field: '{}' but the type was '{}'", field_name, lua_typename(get_lua_instance().get_lua_state(), pushed_type))); + } + } + + m_has_table_marked_for_pop = true; + + // There's now another table on the top of the stack + // Return any Lua::Table object to enable chaining of a function + // The Lua::Table object doesn't store any table specific stuff, so we can reuse the existing one + return *this; + } + + auto Lua::dump_stack(const char* message) const -> void + { + ::RC::LuaMadeSimple::dump_stack(get_lua_state(), message); + } + + auto Lua::handle_error(const std::string& error_message) const -> const std::string + { + return ::RC::LuaMadeSimple::handle_error(get_lua_state(), error_message); + } + + auto Lua::throw_error(const std::string& error_message) const -> void + { + ::RC::LuaMadeSimple::throw_error(get_lua_state(), error_message); + } + + auto Lua::status_to_string(int status) const -> std::string_view + { + switch (status) + { + case LUA_YIELD: + return std::string_view("LUA_YIELD"); + case LUA_ERRRUN: + return std::string_view("LUA_ERRRUN"); + case LUA_ERRSYNTAX: + return std::string_view("LUA_ERRSYNTAX"); + case LUA_ERRMEM: + return std::string_view("LUA_ERRMEM"); + case LUA_ERRERR: + return std::string_view("LUA_ERRERR"); + case LUA_ERRFILE: + return std::string_view("LUA_ERRFILE"); + } + + return std::string_view("Unknown error"); + } + + auto Lua::resolve_status_message(int status, bool from_lua_only) const -> std::string + { + if (!from_lua_only && lua_state_errors.contains(get_lua_state())) + { + return lua_state_errors[get_lua_state()]; + } + else if (lua_isstring(get_lua_state(), -1)) + { + const char* status_message = lua_tostring(get_lua_state(), -1); + lua_pop(get_lua_state(), 1); + return std::format("{} => {}", status_to_string(status), status_message); + } + else + { + return std::format("{} => No message", status_to_string(status)); + } + } + + auto Lua::add_metamethods(const MetaMethods& metamethods, const Table& metatable) const -> bool + { + auto create = [&](const char* method_name, std::optional user_callable) { + if (user_callable.has_value()) + { + metatable.add_pair(method_name, user_callable.value()); + } + }; + + // Hide metatable from lua scripts + metatable.add_pair("__metatable", false); + + // Create the '__index' metamethod + // This one will always exist but the user supplied callable might not + metatable.add_pair("__index", [](const LuaMadeSimple::Lua& lua) -> int { + if (lua.is_userdata(-2)) + { + // Get the global table that corresponds to this metatable + if (lua_getiuservalue(lua.get_lua_state(), -2, 3) == LUA_TNIL) + { + lua_pop(lua.get_lua_state(), 1); + luaL_traceback(lua.get_lua_state(), lua.get_lua_state(), nullptr, 0); + throw std::runtime_error{ "System: Global for __index doesn't exist." }; + } + + // Push the member_name to the top of the stack for lua_raw_get + lua_pushvalue(lua.get_lua_state(), -2); + if (lua_rawget(lua.get_lua_state(), -2) != LUA_TNIL) + { + return 1; + } + else + { + // Pop the table from lua_getglobal and the nil from lua_rawget + lua_pop(lua.get_lua_state(), 2); + + // Duplicate the userdata so that we can work with it without deleting the original from the stack + lua_pushvalue(lua.get_lua_state(), -2); + + // Push onto the stack, the userdata corresponding to the MetaMethodContainer for this userdata + lua_getiuservalue(lua.get_lua_state(), -1, 4); + const auto& lua_object = lua.get_userdata(-1); + + const MetaMethods& user_callables = lua_object.metamethods; + + if (user_callables.index.has_value()) + { + user_callables.index.value()(lua); + } + } + } + return 1; + }); + + create("__newindex", metamethods.new_index); + + bool custom_gc_method{}; + if (metamethods.gc.has_value()) + { + create("__gc", metamethods.gc); + custom_gc_method = true; + } + + create("__call", metamethods.call); + create("__eq", metamethods.equal); + create("__len", metamethods.length); + + return custom_gc_method; + }; + + auto Lua::register_post_function_process_callback(PostFunctionProcessCallback callback) -> void + { + m_post_function_process_callbacks.emplace_back(callback); + } + + auto Lua::execute_file(std::string_view file_name_and_path) const -> void + { + if (int status = luaL_loadfile(get_lua_state(), file_name_and_path.data()); status != LUA_OK) + { + throw std::runtime_error{std::format("[Lua::execute_file] luaL_loadfile returned {}", resolve_status_message(status))}; + } + + if (int status = lua_pcall(get_lua_state(), 0, LUA_MULTRET, 0); status != LUA_OK) + { + throw std::runtime_error{std::format("[Lua::execute_file] lua_pcall returned {}", resolve_status_message(status))}; + } + } + + auto Lua::execute_file(std::wstring_view file_name_and_path) const -> void + { +#pragma warning(disable: 4244) + std::string file_name_and_path_ansi = std::string(file_name_and_path.begin(), file_name_and_path.end()); +#pragma warning(default: 4244) + execute_file(file_name_and_path_ansi); + } + + auto Lua::execute_string(std::string_view code) const -> void + { + if (int status = luaL_loadstring(get_lua_state(), code.data()); status != LUA_OK) + { + throw_error(std::format("[Lua::execute_string] luaL_loadstring returned {}", resolve_status_message(status))); + } + + if (int status = lua_pcall(get_lua_state(), 0, LUA_MULTRET, 0); status != LUA_OK) + { + throw_error(std::format("[Lua::execute_string] lua_pcall returned {}", resolve_status_message(status))); + } + } + + auto Lua::execute_string(std::wstring_view code) const -> void + { +#pragma warning(disable: 4244) + std::string code_ansi = std::string(code.begin(), code.end()); +#pragma warning(default: 4244) + execute_string(code_ansi); + } + + auto Lua::open_all_libs() const -> void + { + luaL_openlibs(get_lua_state()); + } + + auto Lua::set_hook(lua_Hook func, int32_t mask, int32_t count) const -> void + { + lua_sethook(get_lua_state(), func, mask, count); + } + + auto Lua::registry() const -> const Registry& + { + return m_registry; + } + + auto Lua::rawgeti(int32_t idx, lua_Integer n) const -> const int32_t + { + return lua_rawgeti(get_lua_state(), idx, n); + } + + auto Lua::register_function(const std::string& name, const LuaFunction& function) const -> void + { + lua_functions.emplace_back(LuaFunction{ function }); + + // Upvalue for process_lua_function + lua_pushinteger(get_lua_state(), lua_functions.size() - 1); + lua_pushinteger(get_lua_state(), static_cast(LuaFunctionType::Global)); + + lua_pushcclosure(get_lua_state(), &process_lua_function, 2); + lua_setglobal(get_lua_state(), name.c_str()); + } + + auto Lua::get_lua_state() const -> lua_State* + { + return m_lua_state; + } + + auto Lua::get_stack_size() const -> int32_t + { + return lua_gettop(get_lua_state()); + } + + auto Lua::get_type_string() const -> std::string_view + { + return lua_typename(get_lua_state(), lua_type(get_lua_state(), 1)); + } + + auto Lua::discard_value(int32_t force_index) const -> void + { + lua_remove(get_lua_state(), force_index); + } + + auto Lua::insert_value(int32_t from_index, int32_t force_index) const -> void + { + lua_pushvalue(get_lua_state(), from_index); + lua_insert(get_lua_state(), force_index); + } + + auto Lua::is_nil(int32_t force_index) const -> bool + { + return lua_isnil(get_lua_state(), force_index); + } + + auto Lua::set_nil() const -> void + { + lua_pushnil(get_lua_state()); + } + + auto Lua::is_string(int32_t force_index) const -> bool + { + // Not using lua_isstring because I don't want to return true if the type is non-string but convertible to string (example: number) + return lua_type(get_lua_state(), force_index) == LUA_TSTRING; + } + + auto Lua::get_string(int32_t force_index) const -> std::string_view + { + std::string_view string = lua_tostring(get_lua_state(), force_index); + lua_remove(get_lua_state(), force_index); + return string; + } + + auto Lua::set_string(std::string_view string) const -> void + { + lua_pushstring(get_lua_state(), string.data()); + } + + auto Lua::is_number(int32_t force_index) const -> bool + { + return lua_isnumber(get_lua_state(), force_index); + } + + auto Lua::get_number(int32_t force_index) const -> double + { + double number = lua_tonumber(get_lua_state(), force_index); + lua_remove(get_lua_state(), force_index); + return number; + } + + auto Lua::set_number(double number) const -> void + { + lua_pushnumber(get_lua_state(), number); + } + + auto Lua::get_float(int32_t force_index) const -> float + { + float number = static_cast(lua_tonumber(get_lua_state(), force_index)); + lua_remove(get_lua_state(), force_index); + return number; + } + + auto Lua::set_float(float number) const -> void + { + lua_pushnumber(get_lua_state(), static_cast(number)); + } + + auto Lua::is_integer(int32_t force_index) const -> bool + { + return lua_isinteger(get_lua_state(), force_index); + } + + auto Lua::get_integer(int32_t force_index) const -> int64_t + { + int64_t integer = lua_tointeger(get_lua_state(), force_index); + lua_remove(get_lua_state(), force_index); + return integer; + } + + auto Lua::set_integer(int64_t integer) const -> void + { + lua_pushinteger(get_lua_state(), integer); + } + + auto Lua::is_bool(int32_t force_index) const -> bool + { + return lua_isboolean(get_lua_state(), force_index); + } + + auto Lua::get_bool(int32_t force_index) const -> bool + { + int64_t integer = lua_toboolean(get_lua_state(), force_index); + lua_remove(get_lua_state(), force_index); + return integer; + } + + auto Lua::set_bool(bool bool_value) const -> void + { + lua_pushboolean(get_lua_state(), bool_value); + } + + auto Lua::is_table(int32_t force_index) const -> bool + { + return lua_istable(get_lua_state(), force_index); + } + + auto Lua::get_table() const -> Table + { + return Table{*this}; + } + + auto Lua::for_each_in_table(const Lua::ForEachInTableCallable& callable) const -> void + { + ++m_num_tables_being_iterated; + + // If there are other values on the stack after the table then everything break + // So lets make sure the table is at the top of the stack + // 1: table (original table) + + // If we're already iterating at able then the table will be at index -2 instead of at index 1 + lua_pushvalue(get_lua_state(), m_num_tables_being_iterated > 1 ? -2 : 1); + // 1: table (original table) + // 2: table (original table, dupe) + + // Put nil on the top of the stack for lua_next + lua_pushnil(get_lua_state()); + // 1: table (original table) + // 2: table (original table, dupe) + // 3: nil (key) + + // Stack index -2 = table + while (lua_next(get_lua_state(), -2) != 0) + { + // 1: table (original table) + // 2: table (original table, dupe) + // 3: number (key) + // 4: table (value) + + // Put the table key at the top of the stack + // This is to prevent lua_next from getting confused if the key is a number + lua_pushvalue(get_lua_state(), -2); + // 1: table (original table) + // 2: table (original table, dupe) + // 3: number (key) + // 4: table (value) + // 5: number (key) + + // No we have access to the table key at index -1 and the table value at -2 + // It's up to the 'callable' to fetch the key/value from the stack + // This makes dealing with different types easier + // TODO: Make it so you don't need to pass the 'this' pointer to both the key & value struct + LuaTableReference table{.key = {this}, .value = {this}}; + if (callable(table)) + { + lua_pop(get_lua_state(), 3); + // 1: table (original table) + // 2: table (original table, dupe) + break; + } + else + { + lua_pop(get_lua_state(), 2); + // 1: table (original table) + // 2: table (original table, dupe) + // 3: number (key) + } + } + + lua_pop(get_lua_state(), 1); + // 1: table (original table) + if (m_num_tables_being_iterated <= 1) + { + lua_remove(get_lua_state(), 1); + } + + // 1: stack empty + + --m_num_tables_being_iterated; + } + + auto Lua::is_function() const -> bool + { + return lua_isfunction(get_lua_state(), 1); + } + + auto Lua::is_global_function(std::string_view global_function_name) const -> bool + { + // Push on to the stack the value of global_function_name + // lua_getglobal also returns the type + int type_of_global = lua_getglobal(get_lua_state(), global_function_name.data()); + + // Clean the stack by popping the global of the stack + lua_pop(get_lua_state(), 1); + + return type_of_global == LUA_TFUNCTION; + } + + auto Lua::prepare_function_call(std::string_view global_function_name) const -> void + { + // Put global on the stack & verify that it's a function and if it's not then simply do some stack cleanup + if (int status = lua_getglobal(get_lua_state(), global_function_name.data()); status != LUA_TFUNCTION) + { + // Intentionally only cleaning the stack if the type wasn't TFUNCTION + // This is because the TFUNCTION is needed on the stack later + lua_pop(get_lua_state(), 1); + throw std::runtime_error{std::format("[Lua::prepare_function_call] lua_getglobal returned !LUA_TFUNCTION, type returned: {}", lua_typename(get_lua_state(), status))}; + } + } + + auto Lua::call_function(int32_t num_params, int32_t num_return_values) const -> void + { + if (int status = lua_pcall(get_lua_state(), num_params, num_return_values, 0); status != LUA_OK) + { + throw std::runtime_error{std::format("[Lua::call_function] lua_pcall returned {}", resolve_status_message(status))}; + } + } + + auto Lua::call_function(std::string_view global_function_name, int32_t num_params, int32_t num_return_values) const -> void + { + prepare_function_call(global_function_name); + call_function(num_params, num_return_values); + } + + auto Lua::prepare_new_table(int32_t preallocate_sequential_elements, int32_t preallocate_other_elements) const -> Table + { + lua_createtable(get_lua_state(), preallocate_sequential_elements, preallocate_other_elements); + Table table{*this}; + return table; + } + + auto Lua::prepare_new_metatable(const char* metatable_name) const -> Table + { + luaL_newmetatable(get_lua_state(), metatable_name); + Table table{*this}; + return table; + } + + auto Lua::get_metatable(const char* metatable_name) const -> Table + { + luaL_getmetatable(get_lua_state(), metatable_name); + Table table{*this}; + return table; + } + + auto Lua::new_thread() const -> Lua& + { + auto new_lua_thread = lua_newthread(get_lua_state()); + return *lua_instances.emplace(new_lua_thread, std::make_unique(new_lua_thread)).first->second; + } + + auto Lua::construct_metamethods_object(const OptionalMetaMethods& metamethods, std::optional metatable_name) const -> void + { + if (metamethods.has_value()) + { + Type::MetaMethodContainer c{ + metamethods->gc, + metamethods->index, + metamethods->new_index, + metamethods->call, + metamethods->equal, + metamethods->length, + }; + new_metatable< Type::MetaMethodContainer>(metatable_name, std::nullopt); + transfer_stack_object(std::move(c), metatable_name, std::nullopt, true); + } + else + { + Type::MetaMethodContainer c{}; + new_metatable< Type::MetaMethodContainer>(metatable_name, std::nullopt); + transfer_stack_object(std::move(c), metatable_name, std::nullopt, true); + } + } + + auto Lua::is_userdata(int32_t force_index) const -> bool + { + return lua_isuserdata(get_lua_state(), force_index); + } + + auto RC_LMS_API handle_error(lua_State* lua_state, const std::string& error_message) -> const std::string + { + luaL_traceback(lua_state, lua_state, error_message.c_str(), 0); + + std::string final_message{}; + if (lua_isstring(lua_state, -1)) + { + final_message = lua_tostring(lua_state, -1); + } + + if (final_message.empty() || final_message == error_message + "\nstack traceback:") + { + final_message = std::format("{}\nNo traceback", error_message); + } + + // Clearing the Lua stack because we're treating errors as non-fatal, but we still need to clean everything up + lua_settop(lua_state, 0); + return final_message; + } + + auto throw_error(lua_State* lua_state, const std::string& error_message) -> void + { + auto final_message = handle_error(lua_state, error_message); + + lua_state_errors.emplace(lua_state, final_message); + throw std::runtime_error{final_message}; + } + + auto new_state() -> Lua& + { + auto new_lua_state = luaL_newstate(); + return *lua_instances.emplace(new_lua_state, std::make_unique(new_lua_state)).first->second; + } + + // dumpstack function from: https://stackoverflow.com/questions/59091462/from-c-how-can-i-print-the-contents-of-the-lua-stack/59097940#59097940 + // it's been modified slightly + auto dump_stack(lua_State* lua_state, const char* message) -> void + { + printf_s("\n\nLUA Stack dump -> START------------------------------\n%s\n", message); + int top = lua_gettop(lua_state); + for (int i = 1; i <= top; i++) + { + printf_s("%d\t%s\t", i, luaL_typename(lua_state, i)); + switch (lua_type(lua_state, i)) + { + case LUA_TNUMBER: + printf_s("%g", lua_tonumber(lua_state, i)); + break; + case LUA_TSTRING: + printf_s("%s", lua_tostring(lua_state, i)); + break; + case LUA_TBOOLEAN: + printf_s("%s", (lua_toboolean(lua_state, i) ? "true" : "false")); + break; + case LUA_TNIL: + printf_s("nil"); + break; + case LUA_TFUNCTION: + printf_s("function"); + break; + default: + printf_s("%p", lua_topointer(lua_state, i)); + break; + } + printf_s("\n"); + } + printf_s("\nLUA Stack dump -> END----------------------------\n\n"); + } + + auto process_lua_function(lua_State* lua_state) -> int + { + const size_t func_id = lua_tointeger(lua_state, lua_upvalueindex(1)); + const Lua::LuaFunctionType func_type = static_cast(lua_tointeger(lua_state, lua_upvalueindex(2))); + + if (func_type == Lua::LuaFunctionType::Local && !lua_isuserdata(lua_state, 1)) + { + throw_error(lua_state, std::format("[process_lua_function] A function requiring userdata as param #1 was called without userdata at param #1")); + } + + if (!lua_instances.contains(lua_state)) + { + throw_error(lua_state, std::format("[process_lua_function] The lua state '{}' has no instance inside lua_instances unordered map", (void*)lua_state)); + } + + Lua& data_owner = *lua_instances.find(lua_state)->second; + + if (func_id > lua_functions.size()) + { + throw_error(lua_state, std::format("[process_lua_function] There was no global function with the id '{}' inside the lua_functions vector", func_id)); + } + + if (!lua_functions[func_id].has_value()) + { + throw_error(lua_state, "[process_lua_function] The optional was empty"); + } + + return TRY(lua_state, [&] { + auto return_value = lua_functions[func_id].value()(data_owner); + for (const auto& post_process_callback : data_owner.m_post_function_process_callbacks) + { + post_process_callback(data_owner); + } + return return_value; + }); + } +} diff --git a/Dependencies/LuaMadeSimple/src/LuaObject.cpp b/Dependencies/LuaMadeSimple/src/LuaObject.cpp new file mode 100644 index 000000000..9a476c4e0 --- /dev/null +++ b/Dependencies/LuaMadeSimple/src/LuaObject.cpp @@ -0,0 +1,6 @@ +#include + +namespace RC::LuaMadeSimple::Type +{ + +} diff --git a/Dependencies/LuaRaw b/Dependencies/LuaRaw deleted file mode 160000 index 7804d3031..000000000 --- a/Dependencies/LuaRaw +++ /dev/null @@ -1 +0,0 @@ -Subproject commit 7804d3031940d9c0e769bfbc69f7f89d18aa7e82 diff --git a/Dependencies/LuaRaw/CMakeLists.txt b/Dependencies/LuaRaw/CMakeLists.txt new file mode 100644 index 000000000..f31ae393b --- /dev/null +++ b/Dependencies/LuaRaw/CMakeLists.txt @@ -0,0 +1,67 @@ +cmake_minimum_required(VERSION 3.18) + +set(TARGET LuaRaw) +project(${TARGET}) + +set(${TARGET}_Sources + "${CMAKE_CURRENT_SOURCE_DIR}/src/lapi.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/lauxlib.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/lbaselib.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/lcode.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/lcorolib.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/lctype.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/ldblib.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/ldebug.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/ldo.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/ldump.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/lfunc.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/lgc.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/linit.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/liolib.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/llex.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/lmathlib.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/lmem.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/loadlib.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/lobject.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/lopcodes.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/loslib.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/lparser.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/lstate.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/lstring.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/lstrlib.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/ltable.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/ltablib.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/ltm.c" + #${CMAKE_CURRENT_SOURCE_DIR}/"src/lua.c" + #${CMAKE_CURRENT_SOURCE_DIR}/"src/luac.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/luauser.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/lundump.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/lutf8lib.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/lvm.c" + "${CMAKE_CURRENT_SOURCE_DIR}/src/lzio.c" + ) + +# This makes the .c files be compiled with the C++ compiler +# This causes __cplusplus to be defined which is what Lua uses to determine whether it's compiled as C or C++ +set_source_files_properties(${${TARGET}_Sources} PROPERTIES LANGUAGE CXX) + +string(REGEX REPLACE "(.)([A-Z])" "\\1_\\2" MODULE_NAME ${TARGET}) +string(TOUPPER ${MODULE_NAME} MODULE_NAME) + +if ((NOT DEFINED BUILD_SHARED_LIBS) OR (NOT (${BUILD_SHARED_LIBS}))) + set(BUILD_STATIC 1) + set(BUILD_SHARED 0) + message("Project: ${TARGET} (STATIC)") +else () + set(BUILD_STATIC 0) + set(BUILD_SHARED 1) + message("Project: ${TARGET} (SHARED)") +endif () + +add_library(${TARGET} ${${TARGET}_Sources}) +target_include_directories(${TARGET} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include) +# I removed LUA_LIB from the compile definitions because I don't think it's needed but we'll see. +target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:LUA_BUILD_AS_DLL>) +target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS} /W0) +target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) +target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) diff --git a/Dependencies/LuaRaw/LICENSE b/Dependencies/LuaRaw/LICENSE new file mode 100644 index 000000000..eee4c9316 --- /dev/null +++ b/Dependencies/LuaRaw/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2022 Narknon + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Dependencies/LuaRaw/include/lapi.h b/Dependencies/LuaRaw/include/lapi.h new file mode 100644 index 000000000..9e99cc448 --- /dev/null +++ b/Dependencies/LuaRaw/include/lapi.h @@ -0,0 +1,49 @@ +/* +** $Id: lapi.h $ +** Auxiliary functions from Lua API +** See Copyright Notice in lua.h +*/ + +#ifndef lapi_h +#define lapi_h + + +#include "llimits.h" +#include "lstate.h" + + +/* Increments 'L->top', checking for stack overflows */ +#define api_incr_top(L) {L->top++; api_check(L, L->top <= L->ci->top, \ + "stack overflow");} + + +/* +** If a call returns too many multiple returns, the callee may not have +** stack space to accommodate all results. In this case, this macro +** increases its stack space ('L->ci->top'). +*/ +#define adjustresults(L,nres) \ + { if ((nres) <= LUA_MULTRET && L->ci->top < L->top) L->ci->top = L->top; } + + +/* Ensure the stack has at least 'n' elements */ +#define api_checknelems(L,n) api_check(L, (n) < (L->top - L->ci->func), \ + "not enough elements in the stack") + + +/* +** To reduce the overhead of returning from C functions, the presence of +** to-be-closed variables in these functions is coded in the CallInfo's +** field 'nresults', in a way that functions with no to-be-closed variables +** with zero, one, or "all" wanted results have no overhead. Functions +** with other number of wanted results, as well as functions with +** variables to be closed, have an extra check. +*/ + +#define hastocloseCfunc(n) ((n) < LUA_MULTRET) + +/* Map [-1, inf) (range of 'nresults') into (-inf, -2] */ +#define codeNresults(n) (-(n) - 3) +#define decodeNresults(n) (-(n) - 3) + +#endif diff --git a/Dependencies/LuaRaw/include/lauxlib.h b/Dependencies/LuaRaw/include/lauxlib.h new file mode 100644 index 000000000..5b977e2a3 --- /dev/null +++ b/Dependencies/LuaRaw/include/lauxlib.h @@ -0,0 +1,301 @@ +/* +** $Id: lauxlib.h $ +** Auxiliary functions for building Lua libraries +** See Copyright Notice in lua.h +*/ + + +#ifndef lauxlib_h +#define lauxlib_h + + +#include +#include + +#include "luaconf.h" +#include "lua.h" + + +/* global table */ +#define LUA_GNAME "_G" + + +typedef struct luaL_Buffer luaL_Buffer; + + +/* extra error code for 'luaL_loadfilex' */ +#define LUA_ERRFILE (LUA_ERRERR+1) + + +/* key, in the registry, for table of loaded modules */ +#define LUA_LOADED_TABLE "_LOADED" + + +/* key, in the registry, for table of preloaded loaders */ +#define LUA_PRELOAD_TABLE "_PRELOAD" + + +typedef struct luaL_Reg { + const char *name; + lua_CFunction func; +} luaL_Reg; + + +#define LUAL_NUMSIZES (sizeof(lua_Integer)*16 + sizeof(lua_Number)) + +LUALIB_API void (luaL_checkversion_) (lua_State *L, lua_Number ver, size_t sz); +#define luaL_checkversion(L) \ + luaL_checkversion_(L, LUA_VERSION_NUM, LUAL_NUMSIZES) + +LUALIB_API int (luaL_getmetafield) (lua_State *L, int obj, const char *e); +LUALIB_API int (luaL_callmeta) (lua_State *L, int obj, const char *e); +LUALIB_API const char *(luaL_tolstring) (lua_State *L, int idx, size_t *len); +LUALIB_API int (luaL_argerror) (lua_State *L, int arg, const char *extramsg); +LUALIB_API int (luaL_typeerror) (lua_State *L, int arg, const char *tname); +LUALIB_API const char *(luaL_checklstring) (lua_State *L, int arg, + size_t *l); +LUALIB_API const char *(luaL_optlstring) (lua_State *L, int arg, + const char *def, size_t *l); +LUALIB_API lua_Number (luaL_checknumber) (lua_State *L, int arg); +LUALIB_API lua_Number (luaL_optnumber) (lua_State *L, int arg, lua_Number def); + +LUALIB_API lua_Integer (luaL_checkinteger) (lua_State *L, int arg); +LUALIB_API lua_Integer (luaL_optinteger) (lua_State *L, int arg, + lua_Integer def); + +LUALIB_API void (luaL_checkstack) (lua_State *L, int sz, const char *msg); +LUALIB_API void (luaL_checktype) (lua_State *L, int arg, int t); +LUALIB_API void (luaL_checkany) (lua_State *L, int arg); + +LUALIB_API int (luaL_newmetatable) (lua_State *L, const char *tname); +LUALIB_API void (luaL_setmetatable) (lua_State *L, const char *tname); +LUALIB_API void *(luaL_testudata) (lua_State *L, int ud, const char *tname); +LUALIB_API void *(luaL_checkudata) (lua_State *L, int ud, const char *tname); + +LUALIB_API void (luaL_where) (lua_State *L, int lvl); +LUALIB_API int (luaL_error) (lua_State *L, const char *fmt, ...); + +LUALIB_API int (luaL_checkoption) (lua_State *L, int arg, const char *def, + const char *const lst[]); + +LUALIB_API int (luaL_fileresult) (lua_State *L, int stat, const char *fname); +LUALIB_API int (luaL_execresult) (lua_State *L, int stat); + + +/* predefined references */ +#define LUA_NOREF (-2) +#define LUA_REFNIL (-1) + +LUALIB_API int (luaL_ref) (lua_State *L, int t); +LUALIB_API void (luaL_unref) (lua_State *L, int t, int ref); + +LUALIB_API int (luaL_loadfilex) (lua_State *L, const char *filename, + const char *mode); + +#define luaL_loadfile(L,f) luaL_loadfilex(L,f,NULL) + +LUALIB_API int (luaL_loadbufferx) (lua_State *L, const char *buff, size_t sz, + const char *name, const char *mode); +LUALIB_API int (luaL_loadstring) (lua_State *L, const char *s); + +LUALIB_API lua_State *(luaL_newstate) (void); + +LUALIB_API lua_Integer (luaL_len) (lua_State *L, int idx); + +LUALIB_API void (luaL_addgsub) (luaL_Buffer *b, const char *s, + const char *p, const char *r); +LUALIB_API const char *(luaL_gsub) (lua_State *L, const char *s, + const char *p, const char *r); + +LUALIB_API void (luaL_setfuncs) (lua_State *L, const luaL_Reg *l, int nup); + +LUALIB_API int (luaL_getsubtable) (lua_State *L, int idx, const char *fname); + +LUALIB_API void (luaL_traceback) (lua_State *L, lua_State *L1, + const char *msg, int level); + +LUALIB_API void (luaL_requiref) (lua_State *L, const char *modname, + lua_CFunction openf, int glb); + +/* +** =============================================================== +** some useful macros +** =============================================================== +*/ + + +#define luaL_newlibtable(L,l) \ + lua_createtable(L, 0, sizeof(l)/sizeof((l)[0]) - 1) + +#define luaL_newlib(L,l) \ + (luaL_checkversion(L), luaL_newlibtable(L,l), luaL_setfuncs(L,l,0)) + +#define luaL_argcheck(L, cond,arg,extramsg) \ + ((void)(luai_likely(cond) || luaL_argerror(L, (arg), (extramsg)))) + +#define luaL_argexpected(L,cond,arg,tname) \ + ((void)(luai_likely(cond) || luaL_typeerror(L, (arg), (tname)))) + +#define luaL_checkstring(L,n) (luaL_checklstring(L, (n), NULL)) +#define luaL_optstring(L,n,d) (luaL_optlstring(L, (n), (d), NULL)) + +#define luaL_typename(L,i) lua_typename(L, lua_type(L,(i))) + +#define luaL_dofile(L, fn) \ + (luaL_loadfile(L, fn) || lua_pcall(L, 0, LUA_MULTRET, 0)) + +#define luaL_dostring(L, s) \ + (luaL_loadstring(L, s) || lua_pcall(L, 0, LUA_MULTRET, 0)) + +#define luaL_getmetatable(L,n) (lua_getfield(L, LUA_REGISTRYINDEX, (n))) + +#define luaL_opt(L,f,n,d) (lua_isnoneornil(L,(n)) ? (d) : f(L,(n))) + +#define luaL_loadbuffer(L,s,sz,n) luaL_loadbufferx(L,s,sz,n,NULL) + + +/* +** Perform arithmetic operations on lua_Integer values with wrap-around +** semantics, as the Lua core does. +*/ +#define luaL_intop(op,v1,v2) \ + ((lua_Integer)((lua_Unsigned)(v1) op (lua_Unsigned)(v2))) + + +/* push the value used to represent failure/error */ +#define luaL_pushfail(L) lua_pushnil(L) + + +/* +** Internal assertions for in-house debugging +*/ +#if !defined(lua_assert) + +#if defined LUAI_ASSERT + #include + #define lua_assert(c) assert(c) +#else + #define lua_assert(c) ((void)0) +#endif + +#endif + + + +/* +** {====================================================== +** Generic Buffer manipulation +** ======================================================= +*/ + +struct luaL_Buffer { + char *b; /* buffer address */ + size_t size; /* buffer size */ + size_t n; /* number of characters in buffer */ + lua_State *L; + union { + LUAI_MAXALIGN; /* ensure maximum alignment for buffer */ + char b[LUAL_BUFFERSIZE]; /* initial buffer */ + } init; +}; + + +#define luaL_bufflen(bf) ((bf)->n) +#define luaL_buffaddr(bf) ((bf)->b) + + +#define luaL_addchar(B,c) \ + ((void)((B)->n < (B)->size || luaL_prepbuffsize((B), 1)), \ + ((B)->b[(B)->n++] = (c))) + +#define luaL_addsize(B,s) ((B)->n += (s)) + +#define luaL_buffsub(B,s) ((B)->n -= (s)) + +LUALIB_API void (luaL_buffinit) (lua_State *L, luaL_Buffer *B); +LUALIB_API char *(luaL_prepbuffsize) (luaL_Buffer *B, size_t sz); +LUALIB_API void (luaL_addlstring) (luaL_Buffer *B, const char *s, size_t l); +LUALIB_API void (luaL_addstring) (luaL_Buffer *B, const char *s); +LUALIB_API void (luaL_addvalue) (luaL_Buffer *B); +LUALIB_API void (luaL_pushresult) (luaL_Buffer *B); +LUALIB_API void (luaL_pushresultsize) (luaL_Buffer *B, size_t sz); +LUALIB_API char *(luaL_buffinitsize) (lua_State *L, luaL_Buffer *B, size_t sz); + +#define luaL_prepbuffer(B) luaL_prepbuffsize(B, LUAL_BUFFERSIZE) + +/* }====================================================== */ + + + +/* +** {====================================================== +** File handles for IO library +** ======================================================= +*/ + +/* +** A file handle is a userdata with metatable 'LUA_FILEHANDLE' and +** initial structure 'luaL_Stream' (it may contain other fields +** after that initial structure). +*/ + +#define LUA_FILEHANDLE "FILE*" + + +typedef struct luaL_Stream { + FILE *f; /* stream (NULL for incompletely created streams) */ + lua_CFunction closef; /* to close stream (NULL for closed streams) */ +} luaL_Stream; + +/* }====================================================== */ + +/* +** {================================================================== +** "Abstraction Layer" for basic report of messages and errors +** =================================================================== +*/ + +/* print a string */ +#if !defined(lua_writestring) +#define lua_writestring(s,l) fwrite((s), sizeof(char), (l), stdout) +#endif + +/* print a newline and flush the output */ +#if !defined(lua_writeline) +#define lua_writeline() (lua_writestring("\n", 1), fflush(stdout)) +#endif + +/* print an error message */ +#if !defined(lua_writestringerror) +#define lua_writestringerror(s,p) \ + (fprintf(stderr, (s), (p)), fflush(stderr)) +#endif + +/* }================================================================== */ + + +/* +** {============================================================ +** Compatibility with deprecated conversions +** ============================================================= +*/ +#if defined(LUA_COMPAT_APIINTCASTS) + +#define luaL_checkunsigned(L,a) ((lua_Unsigned)luaL_checkinteger(L,a)) +#define luaL_optunsigned(L,a,d) \ + ((lua_Unsigned)luaL_optinteger(L,a,(lua_Integer)(d))) + +#define luaL_checkint(L,n) ((int)luaL_checkinteger(L, (n))) +#define luaL_optint(L,n,d) ((int)luaL_optinteger(L, (n), (d))) + +#define luaL_checklong(L,n) ((long)luaL_checkinteger(L, (n))) +#define luaL_optlong(L,n,d) ((long)luaL_optinteger(L, (n), (d))) + +#endif +/* }============================================================ */ + + + +#endif + + diff --git a/Dependencies/LuaRaw/include/lcode.h b/Dependencies/LuaRaw/include/lcode.h new file mode 100644 index 000000000..326582445 --- /dev/null +++ b/Dependencies/LuaRaw/include/lcode.h @@ -0,0 +1,104 @@ +/* +** $Id: lcode.h $ +** Code generator for Lua +** See Copyright Notice in lua.h +*/ + +#ifndef lcode_h +#define lcode_h + +#include "llex.h" +#include "lobject.h" +#include "lopcodes.h" +#include "lparser.h" + + +/* +** Marks the end of a patch list. It is an invalid value both as an absolute +** address, and as a list link (would link an element to itself). +*/ +#define NO_JUMP (-1) + + +/* +** grep "ORDER OPR" if you change these enums (ORDER OP) +*/ +typedef enum BinOpr { + /* arithmetic operators */ + OPR_ADD, OPR_SUB, OPR_MUL, OPR_MOD, OPR_POW, + OPR_DIV, OPR_IDIV, + /* bitwise operators */ + OPR_BAND, OPR_BOR, OPR_BXOR, + OPR_SHL, OPR_SHR, + /* string operator */ + OPR_CONCAT, + /* comparison operators */ + OPR_EQ, OPR_LT, OPR_LE, + OPR_NE, OPR_GT, OPR_GE, + /* logical operators */ + OPR_AND, OPR_OR, + OPR_NOBINOPR +} BinOpr; + + +/* true if operation is foldable (that is, it is arithmetic or bitwise) */ +#define foldbinop(op) ((op) <= OPR_SHR) + + +#define luaK_codeABC(fs,o,a,b,c) luaK_codeABCk(fs,o,a,b,c,0) + + +typedef enum UnOpr { OPR_MINUS, OPR_BNOT, OPR_NOT, OPR_LEN, OPR_NOUNOPR } UnOpr; + + +/* get (pointer to) instruction of given 'expdesc' */ +#define getinstruction(fs,e) ((fs)->f->code[(e)->u.info]) + + +#define luaK_setmultret(fs,e) luaK_setreturns(fs, e, LUA_MULTRET) + +#define luaK_jumpto(fs,t) luaK_patchlist(fs, luaK_jump(fs), t) + +LUAI_FUNC int luaK_code (FuncState *fs, Instruction i); +LUAI_FUNC int luaK_codeABx (FuncState *fs, OpCode o, int A, unsigned int Bx); +LUAI_FUNC int luaK_codeAsBx (FuncState *fs, OpCode o, int A, int Bx); +LUAI_FUNC int luaK_codeABCk (FuncState *fs, OpCode o, int A, + int B, int C, int k); +LUAI_FUNC int luaK_isKint (expdesc *e); +LUAI_FUNC int luaK_exp2const (FuncState *fs, const expdesc *e, TValue *v); +LUAI_FUNC void luaK_fixline (FuncState *fs, int line); +LUAI_FUNC void luaK_nil (FuncState *fs, int from, int n); +LUAI_FUNC void luaK_reserveregs (FuncState *fs, int n); +LUAI_FUNC void luaK_checkstack (FuncState *fs, int n); +LUAI_FUNC void luaK_int (FuncState *fs, int reg, lua_Integer n); +LUAI_FUNC void luaK_dischargevars (FuncState *fs, expdesc *e); +LUAI_FUNC int luaK_exp2anyreg (FuncState *fs, expdesc *e); +LUAI_FUNC void luaK_exp2anyregup (FuncState *fs, expdesc *e); +LUAI_FUNC void luaK_exp2nextreg (FuncState *fs, expdesc *e); +LUAI_FUNC void luaK_exp2val (FuncState *fs, expdesc *e); +LUAI_FUNC int luaK_exp2RK (FuncState *fs, expdesc *e); +LUAI_FUNC void luaK_self (FuncState *fs, expdesc *e, expdesc *key); +LUAI_FUNC void luaK_indexed (FuncState *fs, expdesc *t, expdesc *k); +LUAI_FUNC void luaK_goiftrue (FuncState *fs, expdesc *e); +LUAI_FUNC void luaK_goiffalse (FuncState *fs, expdesc *e); +LUAI_FUNC void luaK_storevar (FuncState *fs, expdesc *var, expdesc *e); +LUAI_FUNC void luaK_setreturns (FuncState *fs, expdesc *e, int nresults); +LUAI_FUNC void luaK_setoneret (FuncState *fs, expdesc *e); +LUAI_FUNC int luaK_jump (FuncState *fs); +LUAI_FUNC void luaK_ret (FuncState *fs, int first, int nret); +LUAI_FUNC void luaK_patchlist (FuncState *fs, int list, int target); +LUAI_FUNC void luaK_patchtohere (FuncState *fs, int list); +LUAI_FUNC void luaK_concat (FuncState *fs, int *l1, int l2); +LUAI_FUNC int luaK_getlabel (FuncState *fs); +LUAI_FUNC void luaK_prefix (FuncState *fs, UnOpr op, expdesc *v, int line); +LUAI_FUNC void luaK_infix (FuncState *fs, BinOpr op, expdesc *v); +LUAI_FUNC void luaK_posfix (FuncState *fs, BinOpr op, expdesc *v1, + expdesc *v2, int line); +LUAI_FUNC void luaK_settablesize (FuncState *fs, int pc, + int ra, int asize, int hsize); +LUAI_FUNC void luaK_setlist (FuncState *fs, int base, int nelems, int tostore); +LUAI_FUNC void luaK_finish (FuncState *fs); +LUAI_FUNC l_noret luaK_semerror (LexState *ls, const char *msg); + + +#endif diff --git a/Dependencies/LuaRaw/include/lctype.h b/Dependencies/LuaRaw/include/lctype.h new file mode 100644 index 000000000..864e19018 --- /dev/null +++ b/Dependencies/LuaRaw/include/lctype.h @@ -0,0 +1,101 @@ +/* +** $Id: lctype.h $ +** 'ctype' functions for Lua +** See Copyright Notice in lua.h +*/ + +#ifndef lctype_h +#define lctype_h + +#include "lua.h" + + +/* +** WARNING: the functions defined here do not necessarily correspond +** to the similar functions in the standard C ctype.h. They are +** optimized for the specific needs of Lua. +*/ + +#if !defined(LUA_USE_CTYPE) + +#if 'A' == 65 && '0' == 48 +/* ASCII case: can use its own tables; faster and fixed */ +#define LUA_USE_CTYPE 0 +#else +/* must use standard C ctype */ +#define LUA_USE_CTYPE 1 +#endif + +#endif + + +#if !LUA_USE_CTYPE /* { */ + +#include + +#include "llimits.h" + + +#define ALPHABIT 0 +#define DIGITBIT 1 +#define PRINTBIT 2 +#define SPACEBIT 3 +#define XDIGITBIT 4 + + +#define MASK(B) (1 << (B)) + + +/* +** add 1 to char to allow index -1 (EOZ) +*/ +#define testprop(c,p) (luai_ctype_[(c)+1] & (p)) + +/* +** 'lalpha' (Lua alphabetic) and 'lalnum' (Lua alphanumeric) both include '_' +*/ +#define lislalpha(c) testprop(c, MASK(ALPHABIT)) +#define lislalnum(c) testprop(c, (MASK(ALPHABIT) | MASK(DIGITBIT))) +#define lisdigit(c) testprop(c, MASK(DIGITBIT)) +#define lisspace(c) testprop(c, MASK(SPACEBIT)) +#define lisprint(c) testprop(c, MASK(PRINTBIT)) +#define lisxdigit(c) testprop(c, MASK(XDIGITBIT)) + + +/* +** In ASCII, this 'ltolower' is correct for alphabetic characters and +** for '.'. That is enough for Lua needs. ('check_exp' ensures that +** the character either is an upper-case letter or is unchanged by +** the transformation, which holds for lower-case letters and '.'.) +*/ +#define ltolower(c) \ + check_exp(('A' <= (c) && (c) <= 'Z') || (c) == ((c) | ('A' ^ 'a')), \ + (c) | ('A' ^ 'a')) + + +/* one entry for each character and for -1 (EOZ) */ +LUAI_DDEC(const lu_byte luai_ctype_[UCHAR_MAX + 2];) + + +#else /* }{ */ + +/* +** use standard C ctypes +*/ + +#include + + +#define lislalpha(c) (isalpha(c) || (c) == '_') +#define lislalnum(c) (isalnum(c) || (c) == '_') +#define lisdigit(c) (isdigit(c)) +#define lisspace(c) (isspace(c)) +#define lisprint(c) (isprint(c)) +#define lisxdigit(c) (isxdigit(c)) + +#define ltolower(c) (tolower(c)) + +#endif /* } */ + +#endif + diff --git a/Dependencies/LuaRaw/include/ldebug.h b/Dependencies/LuaRaw/include/ldebug.h new file mode 100644 index 000000000..974960e99 --- /dev/null +++ b/Dependencies/LuaRaw/include/ldebug.h @@ -0,0 +1,63 @@ +/* +** $Id: ldebug.h $ +** Auxiliary functions from Debug Interface module +** See Copyright Notice in lua.h +*/ + +#ifndef ldebug_h +#define ldebug_h + + +#include "lstate.h" + + +#define pcRel(pc, p) (cast_int((pc) - (p)->code) - 1) + + +/* Active Lua function (given call info) */ +#define ci_func(ci) (clLvalue(s2v((ci)->func))) + + +#define resethookcount(L) (L->hookcount = L->basehookcount) + +/* +** mark for entries in 'lineinfo' array that has absolute information in +** 'abslineinfo' array +*/ +#define ABSLINEINFO (-0x80) + + +/* +** MAXimum number of successive Instructions WiTHout ABSolute line +** information. (A power of two allows fast divisions.) +*/ +#if !defined(MAXIWTHABS) +#define MAXIWTHABS 128 +#endif + + +LUAI_FUNC int luaG_getfuncline (const Proto *f, int pc); +LUAI_FUNC const char *luaG_findlocal (lua_State *L, CallInfo *ci, int n, + StkId *pos); +LUAI_FUNC l_noret luaG_typeerror (lua_State *L, const TValue *o, + const char *opname); +LUAI_FUNC l_noret luaG_callerror (lua_State *L, const TValue *o); +LUAI_FUNC l_noret luaG_forerror (lua_State *L, const TValue *o, + const char *what); +LUAI_FUNC l_noret luaG_concaterror (lua_State *L, const TValue *p1, + const TValue *p2); +LUAI_FUNC l_noret luaG_opinterror (lua_State *L, const TValue *p1, + const TValue *p2, + const char *msg); +LUAI_FUNC l_noret luaG_tointerror (lua_State *L, const TValue *p1, + const TValue *p2); +LUAI_FUNC l_noret luaG_ordererror (lua_State *L, const TValue *p1, + const TValue *p2); +LUAI_FUNC l_noret luaG_runerror (lua_State *L, const char *fmt, ...); +LUAI_FUNC const char *luaG_addinfo (lua_State *L, const char *msg, + TString *src, int line); +LUAI_FUNC l_noret luaG_errormsg (lua_State *L); +LUAI_FUNC int luaG_traceexec (lua_State *L, const Instruction *pc); + + +#endif diff --git a/Dependencies/LuaRaw/include/ldo.h b/Dependencies/LuaRaw/include/ldo.h new file mode 100644 index 000000000..911e67f66 --- /dev/null +++ b/Dependencies/LuaRaw/include/ldo.h @@ -0,0 +1,79 @@ +/* +** $Id: ldo.h $ +** Stack and Call structure of Lua +** See Copyright Notice in lua.h +*/ + +#ifndef ldo_h +#define ldo_h + + +#include "lobject.h" +#include "lstate.h" +#include "lzio.h" + + +/* +** Macro to check stack size and grow stack if needed. Parameters +** 'pre'/'pos' allow the macro to preserve a pointer into the +** stack across reallocations, doing the work only when needed. +** It also allows the running of one GC step when the stack is +** reallocated. +** 'condmovestack' is used in heavy tests to force a stack reallocation +** at every check. +*/ +#define luaD_checkstackaux(L,n,pre,pos) \ + if (l_unlikely(L->stack_last - L->top <= (n))) \ + { pre; luaD_growstack(L, n, 1); pos; } \ + else { condmovestack(L,pre,pos); } + +/* In general, 'pre'/'pos' are empty (nothing to save) */ +#define luaD_checkstack(L,n) luaD_checkstackaux(L,n,(void)0,(void)0) + + + +#define savestack(L,p) ((char *)(p) - (char *)L->stack) +#define restorestack(L,n) ((StkId)((char *)L->stack + (n))) + + +/* macro to check stack size, preserving 'p' */ +#define checkstackGCp(L,n,p) \ + luaD_checkstackaux(L, n, \ + ptrdiff_t t__ = savestack(L, p); /* save 'p' */ \ + luaC_checkGC(L), /* stack grow uses memory */ \ + p = restorestack(L, t__)) /* 'pos' part: restore 'p' */ + + +/* macro to check stack size and GC */ +#define checkstackGC(L,fsize) \ + luaD_checkstackaux(L, (fsize), luaC_checkGC(L), (void)0) + + +/* type of protected functions, to be ran by 'runprotected' */ +typedef void (*Pfunc) (lua_State *L, void *ud); + +LUAI_FUNC void luaD_seterrorobj (lua_State *L, int errcode, StkId oldtop); +LUAI_FUNC int luaD_protectedparser (lua_State *L, ZIO *z, const char *name, + const char *mode); +LUAI_FUNC void luaD_hook (lua_State *L, int event, int line, + int fTransfer, int nTransfer); +LUAI_FUNC void luaD_hookcall (lua_State *L, CallInfo *ci); +LUAI_FUNC int luaD_pretailcall (lua_State *L, CallInfo *ci, StkId func, int narg1, int delta); +LUAI_FUNC CallInfo *luaD_precall (lua_State *L, StkId func, int nResults); +LUAI_FUNC void luaD_call (lua_State *L, StkId func, int nResults); +LUAI_FUNC void luaD_callnoyield (lua_State *L, StkId func, int nResults); +LUAI_FUNC StkId luaD_tryfuncTM (lua_State *L, StkId func); +LUAI_FUNC int luaD_closeprotected (lua_State *L, ptrdiff_t level, int status); +LUAI_FUNC int luaD_pcall (lua_State *L, Pfunc func, void *u, + ptrdiff_t oldtop, ptrdiff_t ef); +LUAI_FUNC void luaD_poscall (lua_State *L, CallInfo *ci, int nres); +LUAI_FUNC int luaD_reallocstack (lua_State *L, int newsize, int raiseerror); +LUAI_FUNC int luaD_growstack (lua_State *L, int n, int raiseerror); +LUAI_FUNC void luaD_shrinkstack (lua_State *L); +LUAI_FUNC void luaD_inctop (lua_State *L); + +LUAI_FUNC l_noret luaD_throw (lua_State *L, int errcode); +LUAI_FUNC int luaD_rawrunprotected (lua_State *L, Pfunc f, void *ud); + +#endif + diff --git a/Dependencies/LuaRaw/include/lfunc.h b/Dependencies/LuaRaw/include/lfunc.h new file mode 100644 index 000000000..dc1cebccd --- /dev/null +++ b/Dependencies/LuaRaw/include/lfunc.h @@ -0,0 +1,64 @@ +/* +** $Id: lfunc.h $ +** Auxiliary functions to manipulate prototypes and closures +** See Copyright Notice in lua.h +*/ + +#ifndef lfunc_h +#define lfunc_h + + +#include "lobject.h" + + +#define sizeCclosure(n) (cast_int(offsetof(CClosure, upvalue)) + \ + cast_int(sizeof(TValue)) * (n)) + +#define sizeLclosure(n) (cast_int(offsetof(LClosure, upvals)) + \ + cast_int(sizeof(TValue *)) * (n)) + + +/* test whether thread is in 'twups' list */ +#define isintwups(L) (L->twups != L) + + +/* +** maximum number of upvalues in a closure (both C and Lua). (Value +** must fit in a VM register.) +*/ +#define MAXUPVAL 255 + + +#define upisopen(up) ((up)->v != &(up)->u.value) + + +#define uplevel(up) check_exp(upisopen(up), cast(StkId, (up)->v)) + + +/* +** maximum number of misses before giving up the cache of closures +** in prototypes +*/ +#define MAXMISS 10 + + + +/* special status to close upvalues preserving the top of the stack */ +#define CLOSEKTOP (-1) + + +LUAI_FUNC Proto *luaF_newproto (lua_State *L); +LUAI_FUNC CClosure *luaF_newCclosure (lua_State *L, int nupvals); +LUAI_FUNC LClosure *luaF_newLclosure (lua_State *L, int nupvals); +LUAI_FUNC void luaF_initupvals (lua_State *L, LClosure *cl); +LUAI_FUNC UpVal *luaF_findupval (lua_State *L, StkId level); +LUAI_FUNC void luaF_newtbcupval (lua_State *L, StkId level); +LUAI_FUNC void luaF_closeupval (lua_State *L, StkId level); +LUAI_FUNC void luaF_close (lua_State *L, StkId level, int status, int yy); +LUAI_FUNC void luaF_unlinkupval (UpVal *uv); +LUAI_FUNC void luaF_freeproto (lua_State *L, Proto *f); +LUAI_FUNC const char *luaF_getlocalname (const Proto *func, int local_number, + int pc); + + +#endif diff --git a/Dependencies/LuaRaw/include/lgc.h b/Dependencies/LuaRaw/include/lgc.h new file mode 100644 index 000000000..4a125634b --- /dev/null +++ b/Dependencies/LuaRaw/include/lgc.h @@ -0,0 +1,199 @@ +/* +** $Id: lgc.h $ +** Garbage Collector +** See Copyright Notice in lua.h +*/ + +#ifndef lgc_h +#define lgc_h + + +#include "lobject.h" +#include "lstate.h" + +/* +** Collectable objects may have one of three colors: white, which means +** the object is not marked; gray, which means the object is marked, but +** its references may be not marked; and black, which means that the +** object and all its references are marked. The main invariant of the +** garbage collector, while marking objects, is that a black object can +** never point to a white one. Moreover, any gray object must be in a +** "gray list" (gray, grayagain, weak, allweak, ephemeron) so that it +** can be visited again before finishing the collection cycle. (Open +** upvalues are an exception to this rule.) These lists have no meaning +** when the invariant is not being enforced (e.g., sweep phase). +*/ + + +/* +** Possible states of the Garbage Collector +*/ +#define GCSpropagate 0 +#define GCSenteratomic 1 +#define GCSatomic 2 +#define GCSswpallgc 3 +#define GCSswpfinobj 4 +#define GCSswptobefnz 5 +#define GCSswpend 6 +#define GCScallfin 7 +#define GCSpause 8 + + +#define issweepphase(g) \ + (GCSswpallgc <= (g)->gcstate && (g)->gcstate <= GCSswpend) + + +/* +** macro to tell when main invariant (white objects cannot point to black +** ones) must be kept. During a collection, the sweep +** phase may break the invariant, as objects turned white may point to +** still-black objects. The invariant is restored when sweep ends and +** all objects are white again. +*/ + +#define keepinvariant(g) ((g)->gcstate <= GCSatomic) + + +/* +** some useful bit tricks +*/ +#define resetbits(x,m) ((x) &= cast_byte(~(m))) +#define setbits(x,m) ((x) |= (m)) +#define testbits(x,m) ((x) & (m)) +#define bitmask(b) (1<<(b)) +#define bit2mask(b1,b2) (bitmask(b1) | bitmask(b2)) +#define l_setbit(x,b) setbits(x, bitmask(b)) +#define resetbit(x,b) resetbits(x, bitmask(b)) +#define testbit(x,b) testbits(x, bitmask(b)) + + +/* +** Layout for bit use in 'marked' field. First three bits are +** used for object "age" in generational mode. Last bit is used +** by tests. +*/ +#define WHITE0BIT 3 /* object is white (type 0) */ +#define WHITE1BIT 4 /* object is white (type 1) */ +#define BLACKBIT 5 /* object is black */ +#define FINALIZEDBIT 6 /* object has been marked for finalization */ + +#define TESTBIT 7 + + + +#define WHITEBITS bit2mask(WHITE0BIT, WHITE1BIT) + + +#define iswhite(x) testbits((x)->marked, WHITEBITS) +#define isblack(x) testbit((x)->marked, BLACKBIT) +#define isgray(x) /* neither white nor black */ \ + (!testbits((x)->marked, WHITEBITS | bitmask(BLACKBIT))) + +#define tofinalize(x) testbit((x)->marked, FINALIZEDBIT) + +#define otherwhite(g) ((g)->currentwhite ^ WHITEBITS) +#define isdeadm(ow,m) ((m) & (ow)) +#define isdead(g,v) isdeadm(otherwhite(g), (v)->marked) + +#define changewhite(x) ((x)->marked ^= WHITEBITS) +#define nw2black(x) \ + check_exp(!iswhite(x), l_setbit((x)->marked, BLACKBIT)) + +#define luaC_white(g) cast_byte((g)->currentwhite & WHITEBITS) + + +/* object age in generational mode */ +#define G_NEW 0 /* created in current cycle */ +#define G_SURVIVAL 1 /* created in previous cycle */ +#define G_OLD0 2 /* marked old by frw. barrier in this cycle */ +#define G_OLD1 3 /* first full cycle as old */ +#define G_OLD 4 /* really old object (not to be visited) */ +#define G_TOUCHED1 5 /* old object touched this cycle */ +#define G_TOUCHED2 6 /* old object touched in previous cycle */ + +#define AGEBITS 7 /* all age bits (111) */ + +#define getage(o) ((o)->marked & AGEBITS) +#define setage(o,a) ((o)->marked = cast_byte(((o)->marked & (~AGEBITS)) | a)) +#define isold(o) (getage(o) > G_SURVIVAL) + +#define changeage(o,f,t) \ + check_exp(getage(o) == (f), (o)->marked ^= ((f)^(t))) + + +/* Default Values for GC parameters */ +#define LUAI_GENMAJORMUL 100 +#define LUAI_GENMINORMUL 20 + +/* wait memory to double before starting new cycle */ +#define LUAI_GCPAUSE 200 + +/* +** some gc parameters are stored divided by 4 to allow a maximum value +** up to 1023 in a 'lu_byte'. +*/ +#define getgcparam(p) ((p) * 4) +#define setgcparam(p,v) ((p) = (v) / 4) + +#define LUAI_GCMUL 100 + +/* how much to allocate before next GC step (log2) */ +#define LUAI_GCSTEPSIZE 13 /* 8 KB */ + + +/* +** Check whether the declared GC mode is generational. While in +** generational mode, the collector can go temporarily to incremental +** mode to improve performance. This is signaled by 'g->lastatomic != 0'. +*/ +#define isdecGCmodegen(g) (g->gckind == KGC_GEN || g->lastatomic != 0) + + +/* +** Control when GC is running: +*/ +#define GCSTPUSR 1 /* bit true when GC stopped by user */ +#define GCSTPGC 2 /* bit true when GC stopped by itself */ +#define GCSTPCLS 4 /* bit true when closing Lua state */ +#define gcrunning(g) ((g)->gcstp == 0) + + +/* +** Does one step of collection when debt becomes positive. 'pre'/'pos' +** allows some adjustments to be done only when needed. macro +** 'condchangemem' is used only for heavy tests (forcing a full +** GC cycle on every opportunity) +*/ +#define luaC_condGC(L,pre,pos) \ + { if (G(L)->GCdebt > 0) { pre; luaC_step(L); pos;}; \ + condchangemem(L,pre,pos); } + +/* more often than not, 'pre'/'pos' are empty */ +#define luaC_checkGC(L) luaC_condGC(L,(void)0,(void)0) + + +#define luaC_barrier(L,p,v) ( \ + (iscollectable(v) && isblack(p) && iswhite(gcvalue(v))) ? \ + luaC_barrier_(L,obj2gco(p),gcvalue(v)) : cast_void(0)) + +#define luaC_barrierback(L,p,v) ( \ + (iscollectable(v) && isblack(p) && iswhite(gcvalue(v))) ? \ + luaC_barrierback_(L,p) : cast_void(0)) + +#define luaC_objbarrier(L,p,o) ( \ + (isblack(p) && iswhite(o)) ? \ + luaC_barrier_(L,obj2gco(p),obj2gco(o)) : cast_void(0)) + +LUAI_FUNC void luaC_fix (lua_State *L, GCObject *o); +LUAI_FUNC void luaC_freeallobjects (lua_State *L); +LUAI_FUNC void luaC_step (lua_State *L); +LUAI_FUNC void luaC_runtilstate (lua_State *L, int statesmask); +LUAI_FUNC void luaC_fullgc (lua_State *L, int isemergency); +LUAI_FUNC GCObject *luaC_newobj (lua_State *L, int tt, size_t sz); +LUAI_FUNC void luaC_barrier_ (lua_State *L, GCObject *o, GCObject *v); +LUAI_FUNC void luaC_barrierback_ (lua_State *L, GCObject *o); +LUAI_FUNC void luaC_checkfinalizer (lua_State *L, GCObject *o, Table *mt); +LUAI_FUNC void luaC_changemode (lua_State *L, int newmode); + + +#endif diff --git a/Dependencies/LuaRaw/include/ljumptab.h b/Dependencies/LuaRaw/include/ljumptab.h new file mode 100644 index 000000000..8306f250c --- /dev/null +++ b/Dependencies/LuaRaw/include/ljumptab.h @@ -0,0 +1,112 @@ +/* +** $Id: ljumptab.h $ +** Jump Table for the Lua interpreter +** See Copyright Notice in lua.h +*/ + + +#undef vmdispatch +#undef vmcase +#undef vmbreak + +#define vmdispatch(x) goto *disptab[x]; + +#define vmcase(l) L_##l: + +#define vmbreak vmfetch(); vmdispatch(GET_OPCODE(i)); + + +static const void *const disptab[NUM_OPCODES] = { + +#if 0 +** you can update the following list with this command: +** +** sed -n '/^OP_/\!d; s/OP_/\&\&L_OP_/ ; s/,.*/,/ ; s/\/.*// ; p' lopcodes.h +** +#endif + +&&L_OP_MOVE, +&&L_OP_LOADI, +&&L_OP_LOADF, +&&L_OP_LOADK, +&&L_OP_LOADKX, +&&L_OP_LOADFALSE, +&&L_OP_LFALSESKIP, +&&L_OP_LOADTRUE, +&&L_OP_LOADNIL, +&&L_OP_GETUPVAL, +&&L_OP_SETUPVAL, +&&L_OP_GETTABUP, +&&L_OP_GETTABLE, +&&L_OP_GETI, +&&L_OP_GETFIELD, +&&L_OP_SETTABUP, +&&L_OP_SETTABLE, +&&L_OP_SETI, +&&L_OP_SETFIELD, +&&L_OP_NEWTABLE, +&&L_OP_SELF, +&&L_OP_ADDI, +&&L_OP_ADDK, +&&L_OP_SUBK, +&&L_OP_MULK, +&&L_OP_MODK, +&&L_OP_POWK, +&&L_OP_DIVK, +&&L_OP_IDIVK, +&&L_OP_BANDK, +&&L_OP_BORK, +&&L_OP_BXORK, +&&L_OP_SHRI, +&&L_OP_SHLI, +&&L_OP_ADD, +&&L_OP_SUB, +&&L_OP_MUL, +&&L_OP_MOD, +&&L_OP_POW, +&&L_OP_DIV, +&&L_OP_IDIV, +&&L_OP_BAND, +&&L_OP_BOR, +&&L_OP_BXOR, +&&L_OP_SHL, +&&L_OP_SHR, +&&L_OP_MMBIN, +&&L_OP_MMBINI, +&&L_OP_MMBINK, +&&L_OP_UNM, +&&L_OP_BNOT, +&&L_OP_NOT, +&&L_OP_LEN, +&&L_OP_CONCAT, +&&L_OP_CLOSE, +&&L_OP_TBC, +&&L_OP_JMP, +&&L_OP_EQ, +&&L_OP_LT, +&&L_OP_LE, +&&L_OP_EQK, +&&L_OP_EQI, +&&L_OP_LTI, +&&L_OP_LEI, +&&L_OP_GTI, +&&L_OP_GEI, +&&L_OP_TEST, +&&L_OP_TESTSET, +&&L_OP_CALL, +&&L_OP_TAILCALL, +&&L_OP_RETURN, +&&L_OP_RETURN0, +&&L_OP_RETURN1, +&&L_OP_FORLOOP, +&&L_OP_FORPREP, +&&L_OP_TFORPREP, +&&L_OP_TFORCALL, +&&L_OP_TFORLOOP, +&&L_OP_SETLIST, +&&L_OP_CLOSURE, +&&L_OP_VARARG, +&&L_OP_VARARGPREP, +&&L_OP_EXTRAARG + +}; diff --git a/Dependencies/LuaRaw/include/llex.h b/Dependencies/LuaRaw/include/llex.h new file mode 100644 index 000000000..389d2f863 --- /dev/null +++ b/Dependencies/LuaRaw/include/llex.h @@ -0,0 +1,91 @@ +/* +** $Id: llex.h $ +** Lexical Analyzer +** See Copyright Notice in lua.h +*/ + +#ifndef llex_h +#define llex_h + +#include + +#include "lobject.h" +#include "lzio.h" + + +/* +** Single-char tokens (terminal symbols) are represented by their own +** numeric code. Other tokens start at the following value. +*/ +#define FIRST_RESERVED (UCHAR_MAX + 1) + + +#if !defined(LUA_ENV) +#define LUA_ENV "_ENV" +#endif + + +/* +* WARNING: if you change the order of this enumeration, +* grep "ORDER RESERVED" +*/ +enum RESERVED { + /* terminal symbols denoted by reserved words */ + TK_AND = FIRST_RESERVED, TK_BREAK, + TK_DO, TK_ELSE, TK_ELSEIF, TK_END, TK_FALSE, TK_FOR, TK_FUNCTION, + TK_GOTO, TK_IF, TK_IN, TK_LOCAL, TK_NIL, TK_NOT, TK_OR, TK_REPEAT, + TK_RETURN, TK_THEN, TK_TRUE, TK_UNTIL, TK_WHILE, + /* other terminal symbols */ + TK_IDIV, TK_CONCAT, TK_DOTS, TK_EQ, TK_GE, TK_LE, TK_NE, + TK_SHL, TK_SHR, + TK_DBCOLON, TK_EOS, + TK_FLT, TK_INT, TK_NAME, TK_STRING +}; + +/* number of reserved words */ +#define NUM_RESERVED (cast_int(TK_WHILE-FIRST_RESERVED + 1)) + + +typedef union { + lua_Number r; + lua_Integer i; + TString *ts; +} SemInfo; /* semantics information */ + + +typedef struct Token { + int token; + SemInfo seminfo; +} Token; + + +/* state of the lexer plus state of the parser when shared by all + functions */ +typedef struct LexState { + int current; /* current character (charint) */ + int linenumber; /* input line counter */ + int lastline; /* line of last token 'consumed' */ + Token t; /* current token */ + Token lookahead; /* look ahead token */ + struct FuncState *fs; /* current function (parser) */ + struct lua_State *L; + ZIO *z; /* input stream */ + Mbuffer *buff; /* buffer for tokens */ + Table *h; /* to avoid collection/reuse strings */ + struct Dyndata *dyd; /* dynamic structures used by the parser */ + TString *source; /* current source name */ + TString *envn; /* environment variable name */ +} LexState; + + +LUAI_FUNC void luaX_init (lua_State *L); +LUAI_FUNC void luaX_setinput (lua_State *L, LexState *ls, ZIO *z, + TString *source, int firstchar); +LUAI_FUNC TString *luaX_newstring (LexState *ls, const char *str, size_t l); +LUAI_FUNC void luaX_next (LexState *ls); +LUAI_FUNC int luaX_lookahead (LexState *ls); +LUAI_FUNC l_noret luaX_syntaxerror (LexState *ls, const char *s); +LUAI_FUNC const char *luaX_token2str (LexState *ls, int token); + + +#endif diff --git a/Dependencies/LuaRaw/include/llimits.h b/Dependencies/LuaRaw/include/llimits.h new file mode 100644 index 000000000..52a32f92e --- /dev/null +++ b/Dependencies/LuaRaw/include/llimits.h @@ -0,0 +1,367 @@ +/* +** $Id: llimits.h $ +** Limits, basic types, and some other 'installation-dependent' definitions +** See Copyright Notice in lua.h +*/ + +#ifndef llimits_h +#define llimits_h + + +#include +#include + + +#include "lua.h" + + +/* +** 'lu_mem' and 'l_mem' are unsigned/signed integers big enough to count +** the total memory used by Lua (in bytes). Usually, 'size_t' and +** 'ptrdiff_t' should work, but we use 'long' for 16-bit machines. +*/ +#if defined(LUAI_MEM) /* { external definitions? */ +typedef LUAI_UMEM lu_mem; +typedef LUAI_MEM l_mem; +#elif LUAI_IS32INT /* }{ */ +typedef size_t lu_mem; +typedef ptrdiff_t l_mem; +#else /* 16-bit ints */ /* }{ */ +typedef unsigned long lu_mem; +typedef long l_mem; +#endif /* } */ + + +/* chars used as small naturals (so that 'char' is reserved for characters) */ +typedef unsigned char lu_byte; +typedef signed char ls_byte; + + +/* maximum value for size_t */ +#define MAX_SIZET ((size_t)(~(size_t)0)) + +/* maximum size visible for Lua (must be representable in a lua_Integer) */ +#define MAX_SIZE (sizeof(size_t) < sizeof(lua_Integer) ? MAX_SIZET \ + : (size_t)(LUA_MAXINTEGER)) + + +#define MAX_LUMEM ((lu_mem)(~(lu_mem)0)) + +#define MAX_LMEM ((l_mem)(MAX_LUMEM >> 1)) + + +#define MAX_INT INT_MAX /* maximum value of an int */ + + +/* +** floor of the log2 of the maximum signed value for integral type 't'. +** (That is, maximum 'n' such that '2^n' fits in the given signed type.) +*/ +#define log2maxs(t) (sizeof(t) * 8 - 2) + + +/* +** test whether an unsigned value is a power of 2 (or zero) +*/ +#define ispow2(x) (((x) & ((x) - 1)) == 0) + + +/* number of chars of a literal string without the ending \0 */ +#define LL(x) (sizeof(x)/sizeof(char) - 1) + + +/* +** conversion of pointer to unsigned integer: +** this is for hashing only; there is no problem if the integer +** cannot hold the whole pointer value +*/ +#define point2uint(p) ((unsigned int)((size_t)(p) & UINT_MAX)) + + + +/* types of 'usual argument conversions' for lua_Number and lua_Integer */ +typedef LUAI_UACNUMBER l_uacNumber; +typedef LUAI_UACINT l_uacInt; + + +/* +** Internal assertions for in-house debugging +*/ +#if defined LUAI_ASSERT +#undef NDEBUG +#include +#define lua_assert(c) assert(c) +#endif + +#if defined(lua_assert) +#define check_exp(c,e) (lua_assert(c), (e)) +/* to avoid problems with conditions too long */ +#define lua_longassert(c) ((c) ? (void)0 : lua_assert(0)) +#else +#define lua_assert(c) ((void)0) +#define check_exp(c,e) (e) +#define lua_longassert(c) ((void)0) +#endif + +/* +** assertion for checking API calls +*/ +#if !defined(luai_apicheck) +#define luai_apicheck(l,e) ((void)l, lua_assert(e)) +#endif + +#define api_check(l,e,msg) luai_apicheck(l,(e) && msg) + + +/* macro to avoid warnings about unused variables */ +#if !defined(UNUSED) +#define UNUSED(x) ((void)(x)) +#endif + + +/* type casts (a macro highlights casts in the code) */ +#define cast(t, exp) ((t)(exp)) + +#define cast_void(i) cast(void, (i)) +#define cast_voidp(i) cast(void *, (i)) +#define cast_num(i) cast(lua_Number, (i)) +#define cast_int(i) cast(int, (i)) +#define cast_uint(i) cast(unsigned int, (i)) +#define cast_byte(i) cast(lu_byte, (i)) +#define cast_uchar(i) cast(unsigned char, (i)) +#define cast_char(i) cast(char, (i)) +#define cast_charp(i) cast(char *, (i)) +#define cast_sizet(i) cast(size_t, (i)) + + +/* cast a signed lua_Integer to lua_Unsigned */ +#if !defined(l_castS2U) +#define l_castS2U(i) ((lua_Unsigned)(i)) +#endif + +/* +** cast a lua_Unsigned to a signed lua_Integer; this cast is +** not strict ISO C, but two-complement architectures should +** work fine. +*/ +#if !defined(l_castU2S) +#define l_castU2S(i) ((lua_Integer)(i)) +#endif + + +/* +** non-return type +*/ +#if !defined(l_noret) + +#if defined(__GNUC__) +#define l_noret void __attribute__((noreturn)) +#elif defined(_MSC_VER) && _MSC_VER >= 1200 +#define l_noret void __declspec(noreturn) +#else +#define l_noret void +#endif + +#endif + + +/* +** Inline functions +*/ +#if !defined(LUA_USE_C89) +#define l_inline inline +#elif defined(__GNUC__) +#define l_inline __inline__ +#else +#define l_inline /* empty */ +#endif + +#define l_sinline static l_inline + + +/* +** type for virtual-machine instructions; +** must be an unsigned with (at least) 4 bytes (see details in lopcodes.h) +*/ +#if LUAI_IS32INT +typedef unsigned int l_uint32; +#else +typedef unsigned long l_uint32; +#endif + +typedef l_uint32 Instruction; + + + +/* +** Maximum length for short strings, that is, strings that are +** internalized. (Cannot be smaller than reserved words or tags for +** metamethods, as these strings must be internalized; +** #("function") = 8, #("__newindex") = 10.) +*/ +#if !defined(LUAI_MAXSHORTLEN) +#define LUAI_MAXSHORTLEN 40 +#endif + + +/* +** Initial size for the string table (must be power of 2). +** The Lua core alone registers ~50 strings (reserved words + +** metaevent keys + a few others). Libraries would typically add +** a few dozens more. +*/ +#if !defined(MINSTRTABSIZE) +#define MINSTRTABSIZE 128 +#endif + + +/* +** Size of cache for strings in the API. 'N' is the number of +** sets (better be a prime) and "M" is the size of each set (M == 1 +** makes a direct cache.) +*/ +#if !defined(STRCACHE_N) +#define STRCACHE_N 53 +#define STRCACHE_M 2 +#endif + + +/* minimum size for string buffer */ +#if !defined(LUA_MINBUFFER) +#define LUA_MINBUFFER 32 +#endif + + +/* +** Maximum depth for nested C calls, syntactical nested non-terminals, +** and other features implemented through recursion in C. (Value must +** fit in a 16-bit unsigned integer. It must also be compatible with +** the size of the C stack.) +*/ +#if !defined(LUAI_MAXCCALLS) +#define LUAI_MAXCCALLS 200 +#endif + + +/* +** macros that are executed whenever program enters the Lua core +** ('lua_lock') and leaves the core ('lua_unlock') +*/ +#if !defined(lua_lock) +#define lua_lock(L) ((void) 0) +#define lua_unlock(L) ((void) 0) +#endif + +/* +** macro executed during Lua functions at points where the +** function can yield. +*/ +#if !defined(luai_threadyield) +#define luai_threadyield(L) {lua_unlock(L); lua_lock(L);} +#endif + + +/* +** these macros allow user-specific actions when a thread is +** created/deleted/resumed/yielded. +*/ +#if !defined(luai_userstateopen) +#define luai_userstateopen(L) ((void)L) +#endif + +#if !defined(luai_userstateclose) +#define luai_userstateclose(L) ((void)L) +#endif + +#if !defined(luai_userstatethread) +#define luai_userstatethread(L,L1) ((void)L) +#endif + +#if !defined(luai_userstatefree) +#define luai_userstatefree(L,L1) ((void)L) +#endif + +#if !defined(luai_userstateresume) +#define luai_userstateresume(L,n) ((void)L) +#endif + +#if !defined(luai_userstateyield) +#define luai_userstateyield(L,n) ((void)L) +#endif + + + +/* +** The luai_num* macros define the primitive operations over numbers. +*/ + +/* floor division (defined as 'floor(a/b)') */ +#if !defined(luai_numidiv) +#define luai_numidiv(L,a,b) ((void)L, l_floor(luai_numdiv(L,a,b))) +#endif + +/* float division */ +#if !defined(luai_numdiv) +#define luai_numdiv(L,a,b) ((a)/(b)) +#endif + +/* +** modulo: defined as 'a - floor(a/b)*b'; the direct computation +** using this definition has several problems with rounding errors, +** so it is better to use 'fmod'. 'fmod' gives the result of +** 'a - trunc(a/b)*b', and therefore must be corrected when +** 'trunc(a/b) ~= floor(a/b)'. That happens when the division has a +** non-integer negative result: non-integer result is equivalent to +** a non-zero remainder 'm'; negative result is equivalent to 'a' and +** 'b' with different signs, or 'm' and 'b' with different signs +** (as the result 'm' of 'fmod' has the same sign of 'a'). +*/ +#if !defined(luai_nummod) +#define luai_nummod(L,a,b,m) \ + { (void)L; (m) = l_mathop(fmod)(a,b); \ + if (((m) > 0) ? (b) < 0 : ((m) < 0 && (b) > 0)) (m) += (b); } +#endif + +/* exponentiation */ +#if !defined(luai_numpow) +#define luai_numpow(L,a,b) \ + ((void)L, (b == 2) ? (a)*(a) : l_mathop(pow)(a,b)) +#endif + +/* the others are quite standard operations */ +#if !defined(luai_numadd) +#define luai_numadd(L,a,b) ((a)+(b)) +#define luai_numsub(L,a,b) ((a)-(b)) +#define luai_nummul(L,a,b) ((a)*(b)) +#define luai_numunm(L,a) (-(a)) +#define luai_numeq(a,b) ((a)==(b)) +#define luai_numlt(a,b) ((a)<(b)) +#define luai_numle(a,b) ((a)<=(b)) +#define luai_numgt(a,b) ((a)>(b)) +#define luai_numge(a,b) ((a)>=(b)) +#define luai_numisnan(a) (!luai_numeq((a), (a))) +#endif + + + + + +/* +** macro to control inclusion of some hard tests on stack reallocation +*/ +#if !defined(HARDSTACKTESTS) +#define condmovestack(L,pre,pos) ((void)0) +#else +/* realloc stack keeping its size */ +#define condmovestack(L,pre,pos) \ + { int sz_ = stacksize(L); pre; luaD_reallocstack((L), sz_, 0); pos; } +#endif + +#if !defined(HARDMEMTESTS) +#define condchangemem(L,pre,pos) ((void)0) +#else +#define condchangemem(L,pre,pos) \ + { if (gcrunning(G(L))) { pre; luaC_fullgc(L, 0); pos; } } +#endif + +#endif diff --git a/Dependencies/LuaRaw/include/lmem.h b/Dependencies/LuaRaw/include/lmem.h new file mode 100644 index 000000000..8c75a44be --- /dev/null +++ b/Dependencies/LuaRaw/include/lmem.h @@ -0,0 +1,93 @@ +/* +** $Id: lmem.h $ +** Interface to Memory Manager +** See Copyright Notice in lua.h +*/ + +#ifndef lmem_h +#define lmem_h + + +#include + +#include "llimits.h" +#include "lua.h" + + +#define luaM_error(L) luaD_throw(L, LUA_ERRMEM) + + +/* +** This macro tests whether it is safe to multiply 'n' by the size of +** type 't' without overflows. Because 'e' is always constant, it avoids +** the runtime division MAX_SIZET/(e). +** (The macro is somewhat complex to avoid warnings: The 'sizeof' +** comparison avoids a runtime comparison when overflow cannot occur. +** The compiler should be able to optimize the real test by itself, but +** when it does it, it may give a warning about "comparison is always +** false due to limited range of data type"; the +1 tricks the compiler, +** avoiding this warning but also this optimization.) +*/ +#define luaM_testsize(n,e) \ + (sizeof(n) >= sizeof(size_t) && cast_sizet((n)) + 1 > MAX_SIZET/(e)) + +#define luaM_checksize(L,n,e) \ + (luaM_testsize(n,e) ? luaM_toobig(L) : cast_void(0)) + + +/* +** Computes the minimum between 'n' and 'MAX_SIZET/sizeof(t)', so that +** the result is not larger than 'n' and cannot overflow a 'size_t' +** when multiplied by the size of type 't'. (Assumes that 'n' is an +** 'int' or 'unsigned int' and that 'int' is not larger than 'size_t'.) +*/ +#define luaM_limitN(n,t) \ + ((cast_sizet(n) <= MAX_SIZET/sizeof(t)) ? (n) : \ + cast_uint((MAX_SIZET/sizeof(t)))) + + +/* +** Arrays of chars do not need any test +*/ +#define luaM_reallocvchar(L,b,on,n) \ + cast_charp(luaM_saferealloc_(L, (b), (on)*sizeof(char), (n)*sizeof(char))) + +#define luaM_freemem(L, b, s) luaM_free_(L, (b), (s)) +#define luaM_free(L, b) luaM_free_(L, (b), sizeof(*(b))) +#define luaM_freearray(L, b, n) luaM_free_(L, (b), (n)*sizeof(*(b))) + +#define luaM_new(L,t) cast(t*, luaM_malloc_(L, sizeof(t), 0)) +#define luaM_newvector(L,n,t) cast(t*, luaM_malloc_(L, (n)*sizeof(t), 0)) +#define luaM_newvectorchecked(L,n,t) \ + (luaM_checksize(L,n,sizeof(t)), luaM_newvector(L,n,t)) + +#define luaM_newobject(L,tag,s) luaM_malloc_(L, (s), tag) + +#define luaM_growvector(L,v,nelems,size,t,limit,e) \ + ((v)=cast(t *, luaM_growaux_(L,v,nelems,&(size),sizeof(t), \ + luaM_limitN(limit,t),e))) + +#define luaM_reallocvector(L, v,oldn,n,t) \ + (cast(t *, luaM_realloc_(L, v, cast_sizet(oldn) * sizeof(t), \ + cast_sizet(n) * sizeof(t)))) + +#define luaM_shrinkvector(L,v,size,fs,t) \ + ((v)=cast(t *, luaM_shrinkvector_(L, v, &(size), fs, sizeof(t)))) + +LUAI_FUNC l_noret luaM_toobig (lua_State *L); + +/* not to be called directly */ +LUAI_FUNC void *luaM_realloc_ (lua_State *L, void *block, size_t oldsize, + size_t size); +LUAI_FUNC void *luaM_saferealloc_ (lua_State *L, void *block, size_t oldsize, + size_t size); +LUAI_FUNC void luaM_free_ (lua_State *L, void *block, size_t osize); +LUAI_FUNC void *luaM_growaux_ (lua_State *L, void *block, int nelems, + int *size, int size_elem, int limit, + const char *what); +LUAI_FUNC void *luaM_shrinkvector_ (lua_State *L, void *block, int *nelem, + int final_n, int size_elem); +LUAI_FUNC void *luaM_malloc_ (lua_State *L, size_t size, int tag); + +#endif + diff --git a/Dependencies/LuaRaw/include/lobject.h b/Dependencies/LuaRaw/include/lobject.h new file mode 100644 index 000000000..0e05b3e42 --- /dev/null +++ b/Dependencies/LuaRaw/include/lobject.h @@ -0,0 +1,800 @@ +/* +** $Id: lobject.h $ +** Type definitions for Lua objects +** See Copyright Notice in lua.h +*/ + + +#ifndef lobject_h +#define lobject_h + + +#include + + +#include "llimits.h" +#include "lua.h" + + +/* +** Extra types for collectable non-values +*/ +#define LUA_TUPVAL LUA_NUMTYPES /* upvalues */ +#define LUA_TPROTO (LUA_NUMTYPES+1) /* function prototypes */ +#define LUA_TDEADKEY (LUA_NUMTYPES+2) /* removed keys in tables */ + + + +/* +** number of all possible types (including LUA_TNONE but excluding DEADKEY) +*/ +#define LUA_TOTALTYPES (LUA_TPROTO + 2) + + +/* +** tags for Tagged Values have the following use of bits: +** bits 0-3: actual tag (a LUA_T* constant) +** bits 4-5: variant bits +** bit 6: whether value is collectable +*/ + +/* add variant bits to a type */ +#define makevariant(t,v) ((t) | ((v) << 4)) + + + +/* +** Union of all Lua values +*/ +typedef union Value { + struct GCObject *gc; /* collectable objects */ + void *p; /* light userdata */ + lua_CFunction f; /* light C functions */ + lua_Integer i; /* integer numbers */ + lua_Number n; /* float numbers */ +} Value; + + +/* +** Tagged Values. This is the basic representation of values in Lua: +** an actual value plus a tag with its type. +*/ + +#define TValuefields Value value_; lu_byte tt_ + +typedef struct TValue { + TValuefields; +} TValue; + + +#define val_(o) ((o)->value_) +#define valraw(o) (val_(o)) + + +/* raw type tag of a TValue */ +#define rawtt(o) ((o)->tt_) + +/* tag with no variants (bits 0-3) */ +#define novariant(t) ((t) & 0x0F) + +/* type tag of a TValue (bits 0-3 for tags + variant bits 4-5) */ +#define withvariant(t) ((t) & 0x3F) +#define ttypetag(o) withvariant(rawtt(o)) + +/* type of a TValue */ +#define ttype(o) (novariant(rawtt(o))) + + +/* Macros to test type */ +#define checktag(o,t) (rawtt(o) == (t)) +#define checktype(o,t) (ttype(o) == (t)) + + +/* Macros for internal tests */ + +/* collectable object has the same tag as the original value */ +#define righttt(obj) (ttypetag(obj) == gcvalue(obj)->tt) + +/* +** Any value being manipulated by the program either is non +** collectable, or the collectable object has the right tag +** and it is not dead. The option 'L == NULL' allows other +** macros using this one to be used where L is not available. +*/ +#define checkliveness(L,obj) \ + ((void)L, lua_longassert(!iscollectable(obj) || \ + (righttt(obj) && (L == NULL || !isdead(G(L),gcvalue(obj)))))) + + +/* Macros to set values */ + +/* set a value's tag */ +#define settt_(o,t) ((o)->tt_=(t)) + + +/* main macro to copy values (from 'obj2' to 'obj1') */ +#define setobj(L,obj1,obj2) \ + { TValue *io1=(obj1); const TValue *io2=(obj2); \ + io1->value_ = io2->value_; settt_(io1, io2->tt_); \ + checkliveness(L,io1); lua_assert(!isnonstrictnil(io1)); } + +/* +** Different types of assignments, according to source and destination. +** (They are mostly equal now, but may be different in the future.) +*/ + +/* from stack to stack */ +#define setobjs2s(L,o1,o2) setobj(L,s2v(o1),s2v(o2)) +/* to stack (not from same stack) */ +#define setobj2s(L,o1,o2) setobj(L,s2v(o1),o2) +/* from table to same table */ +#define setobjt2t setobj +/* to new object */ +#define setobj2n setobj +/* to table */ +#define setobj2t setobj + + +/* +** Entries in a Lua stack. Field 'tbclist' forms a list of all +** to-be-closed variables active in this stack. Dummy entries are +** used when the distance between two tbc variables does not fit +** in an unsigned short. They are represented by delta==0, and +** their real delta is always the maximum value that fits in +** that field. +*/ +typedef union StackValue { + TValue val; + struct { + TValuefields; + unsigned short delta; + } tbclist; +} StackValue; + + +/* index to stack elements */ +typedef StackValue *StkId; + +/* convert a 'StackValue' to a 'TValue' */ +#define s2v(o) (&(o)->val) + + + +/* +** {================================================================== +** Nil +** =================================================================== +*/ + +/* Standard nil */ +#define LUA_VNIL makevariant(LUA_TNIL, 0) + +/* Empty slot (which might be different from a slot containing nil) */ +#define LUA_VEMPTY makevariant(LUA_TNIL, 1) + +/* Value returned for a key not found in a table (absent key) */ +#define LUA_VABSTKEY makevariant(LUA_TNIL, 2) + + +/* macro to test for (any kind of) nil */ +#define ttisnil(v) checktype((v), LUA_TNIL) + + +/* macro to test for a standard nil */ +#define ttisstrictnil(o) checktag((o), LUA_VNIL) + + +#define setnilvalue(obj) settt_(obj, LUA_VNIL) + + +#define isabstkey(v) checktag((v), LUA_VABSTKEY) + + +/* +** macro to detect non-standard nils (used only in assertions) +*/ +#define isnonstrictnil(v) (ttisnil(v) && !ttisstrictnil(v)) + + +/* +** By default, entries with any kind of nil are considered empty. +** (In any definition, values associated with absent keys must also +** be accepted as empty.) +*/ +#define isempty(v) ttisnil(v) + + +/* macro defining a value corresponding to an absent key */ +#define ABSTKEYCONSTANT {NULL}, LUA_VABSTKEY + + +/* mark an entry as empty */ +#define setempty(v) settt_(v, LUA_VEMPTY) + + + +/* }================================================================== */ + + +/* +** {================================================================== +** Booleans +** =================================================================== +*/ + + +#define LUA_VFALSE makevariant(LUA_TBOOLEAN, 0) +#define LUA_VTRUE makevariant(LUA_TBOOLEAN, 1) + +#define ttisboolean(o) checktype((o), LUA_TBOOLEAN) +#define ttisfalse(o) checktag((o), LUA_VFALSE) +#define ttistrue(o) checktag((o), LUA_VTRUE) + + +#define l_isfalse(o) (ttisfalse(o) || ttisnil(o)) + + +#define setbfvalue(obj) settt_(obj, LUA_VFALSE) +#define setbtvalue(obj) settt_(obj, LUA_VTRUE) + +/* }================================================================== */ + + +/* +** {================================================================== +** Threads +** =================================================================== +*/ + +#define LUA_VTHREAD makevariant(LUA_TTHREAD, 0) + +#define ttisthread(o) checktag((o), ctb(LUA_VTHREAD)) + +#define thvalue(o) check_exp(ttisthread(o), gco2th(val_(o).gc)) + +#define setthvalue(L,obj,x) \ + { TValue *io = (obj); lua_State *x_ = (x); \ + val_(io).gc = obj2gco(x_); settt_(io, ctb(LUA_VTHREAD)); \ + checkliveness(L,io); } + +#define setthvalue2s(L,o,t) setthvalue(L,s2v(o),t) + +/* }================================================================== */ + + +/* +** {================================================================== +** Collectable Objects +** =================================================================== +*/ + +/* +** Common Header for all collectable objects (in macro form, to be +** included in other objects) +*/ +#define CommonHeader struct GCObject *next; lu_byte tt; lu_byte marked + + +/* Common type for all collectable objects */ +typedef struct GCObject { + CommonHeader; +} GCObject; + + +/* Bit mark for collectable types */ +#define BIT_ISCOLLECTABLE (1 << 6) + +#define iscollectable(o) (rawtt(o) & BIT_ISCOLLECTABLE) + +/* mark a tag as collectable */ +#define ctb(t) ((t) | BIT_ISCOLLECTABLE) + +#define gcvalue(o) check_exp(iscollectable(o), val_(o).gc) + +#define gcvalueraw(v) ((v).gc) + +#define setgcovalue(L,obj,x) \ + { TValue *io = (obj); GCObject *i_g=(x); \ + val_(io).gc = i_g; settt_(io, ctb(i_g->tt)); } + +/* }================================================================== */ + + +/* +** {================================================================== +** Numbers +** =================================================================== +*/ + +/* Variant tags for numbers */ +#define LUA_VNUMINT makevariant(LUA_TNUMBER, 0) /* integer numbers */ +#define LUA_VNUMFLT makevariant(LUA_TNUMBER, 1) /* float numbers */ + +#define ttisnumber(o) checktype((o), LUA_TNUMBER) +#define ttisfloat(o) checktag((o), LUA_VNUMFLT) +#define ttisinteger(o) checktag((o), LUA_VNUMINT) + +#define nvalue(o) check_exp(ttisnumber(o), \ + (ttisinteger(o) ? cast_num(ivalue(o)) : fltvalue(o))) +#define fltvalue(o) check_exp(ttisfloat(o), val_(o).n) +#define ivalue(o) check_exp(ttisinteger(o), val_(o).i) + +#define fltvalueraw(v) ((v).n) +#define ivalueraw(v) ((v).i) + +#define setfltvalue(obj,x) \ + { TValue *io=(obj); val_(io).n=(x); settt_(io, LUA_VNUMFLT); } + +#define chgfltvalue(obj,x) \ + { TValue *io=(obj); lua_assert(ttisfloat(io)); val_(io).n=(x); } + +#define setivalue(obj,x) \ + { TValue *io=(obj); val_(io).i=(x); settt_(io, LUA_VNUMINT); } + +#define chgivalue(obj,x) \ + { TValue *io=(obj); lua_assert(ttisinteger(io)); val_(io).i=(x); } + +/* }================================================================== */ + + +/* +** {================================================================== +** Strings +** =================================================================== +*/ + +/* Variant tags for strings */ +#define LUA_VSHRSTR makevariant(LUA_TSTRING, 0) /* short strings */ +#define LUA_VLNGSTR makevariant(LUA_TSTRING, 1) /* long strings */ + +#define ttisstring(o) checktype((o), LUA_TSTRING) +#define ttisshrstring(o) checktag((o), ctb(LUA_VSHRSTR)) +#define ttislngstring(o) checktag((o), ctb(LUA_VLNGSTR)) + +#define tsvalueraw(v) (gco2ts((v).gc)) + +#define tsvalue(o) check_exp(ttisstring(o), gco2ts(val_(o).gc)) + +#define setsvalue(L,obj,x) \ + { TValue *io = (obj); TString *x_ = (x); \ + val_(io).gc = obj2gco(x_); settt_(io, ctb(x_->tt)); \ + checkliveness(L,io); } + +/* set a string to the stack */ +#define setsvalue2s(L,o,s) setsvalue(L,s2v(o),s) + +/* set a string to a new object */ +#define setsvalue2n setsvalue + + +/* +** Header for a string value. +*/ +typedef struct TString { + CommonHeader; + lu_byte extra; /* reserved words for short strings; "has hash" for longs */ + lu_byte shrlen; /* length for short strings */ + unsigned int hash; + union { + size_t lnglen; /* length for long strings */ + struct TString *hnext; /* linked list for hash table */ + } u; + char contents[1]; +} TString; + + + +/* +** Get the actual string (array of bytes) from a 'TString'. +*/ +#define getstr(ts) ((ts)->contents) + + +/* get the actual string (array of bytes) from a Lua value */ +#define svalue(o) getstr(tsvalue(o)) + +/* get string length from 'TString *s' */ +#define tsslen(s) ((s)->tt == LUA_VSHRSTR ? (s)->shrlen : (s)->u.lnglen) + +/* get string length from 'TValue *o' */ +#define vslen(o) tsslen(tsvalue(o)) + +/* }================================================================== */ + + +/* +** {================================================================== +** Userdata +** =================================================================== +*/ + + +/* +** Light userdata should be a variant of userdata, but for compatibility +** reasons they are also different types. +*/ +#define LUA_VLIGHTUSERDATA makevariant(LUA_TLIGHTUSERDATA, 0) + +#define LUA_VUSERDATA makevariant(LUA_TUSERDATA, 0) + +#define ttislightuserdata(o) checktag((o), LUA_VLIGHTUSERDATA) +#define ttisfulluserdata(o) checktag((o), ctb(LUA_VUSERDATA)) + +#define pvalue(o) check_exp(ttislightuserdata(o), val_(o).p) +#define uvalue(o) check_exp(ttisfulluserdata(o), gco2u(val_(o).gc)) + +#define pvalueraw(v) ((v).p) + +#define setpvalue(obj,x) \ + { TValue *io=(obj); val_(io).p=(x); settt_(io, LUA_VLIGHTUSERDATA); } + +#define setuvalue(L,obj,x) \ + { TValue *io = (obj); Udata *x_ = (x); \ + val_(io).gc = obj2gco(x_); settt_(io, ctb(LUA_VUSERDATA)); \ + checkliveness(L,io); } + + +/* Ensures that addresses after this type are always fully aligned. */ +typedef union UValue { + TValue uv; + LUAI_MAXALIGN; /* ensures maximum alignment for udata bytes */ +} UValue; + + +/* +** Header for userdata with user values; +** memory area follows the end of this structure. +*/ +typedef struct Udata { + CommonHeader; + unsigned short nuvalue; /* number of user values */ + size_t len; /* number of bytes */ + struct Table *metatable; + GCObject *gclist; + UValue uv[1]; /* user values */ +} Udata; + + +/* +** Header for userdata with no user values. These userdata do not need +** to be gray during GC, and therefore do not need a 'gclist' field. +** To simplify, the code always use 'Udata' for both kinds of userdata, +** making sure it never accesses 'gclist' on userdata with no user values. +** This structure here is used only to compute the correct size for +** this representation. (The 'bindata' field in its end ensures correct +** alignment for binary data following this header.) +*/ +typedef struct Udata0 { + CommonHeader; + unsigned short nuvalue; /* number of user values */ + size_t len; /* number of bytes */ + struct Table *metatable; + union {LUAI_MAXALIGN;} bindata; +} Udata0; + + +/* compute the offset of the memory area of a userdata */ +#define udatamemoffset(nuv) \ + ((nuv) == 0 ? offsetof(Udata0, bindata) \ + : offsetof(Udata, uv) + (sizeof(UValue) * (nuv))) + +/* get the address of the memory block inside 'Udata' */ +#define getudatamem(u) (cast_charp(u) + udatamemoffset((u)->nuvalue)) + +/* compute the size of a userdata */ +#define sizeudata(nuv,nb) (udatamemoffset(nuv) + (nb)) + +/* }================================================================== */ + + +/* +** {================================================================== +** Prototypes +** =================================================================== +*/ + +#define LUA_VPROTO makevariant(LUA_TPROTO, 0) + + +/* +** Description of an upvalue for function prototypes +*/ +typedef struct Upvaldesc { + TString *name; /* upvalue name (for debug information) */ + lu_byte instack; /* whether it is in stack (register) */ + lu_byte idx; /* index of upvalue (in stack or in outer function's list) */ + lu_byte kind; /* kind of corresponding variable */ +} Upvaldesc; + + +/* +** Description of a local variable for function prototypes +** (used for debug information) +*/ +typedef struct LocVar { + TString *varname; + int startpc; /* first point where variable is active */ + int endpc; /* first point where variable is dead */ +} LocVar; + + +/* +** Associates the absolute line source for a given instruction ('pc'). +** The array 'lineinfo' gives, for each instruction, the difference in +** lines from the previous instruction. When that difference does not +** fit into a byte, Lua saves the absolute line for that instruction. +** (Lua also saves the absolute line periodically, to speed up the +** computation of a line number: we can use binary search in the +** absolute-line array, but we must traverse the 'lineinfo' array +** linearly to compute a line.) +*/ +typedef struct AbsLineInfo { + int pc; + int line; +} AbsLineInfo; + +/* +** Function Prototypes +*/ +typedef struct Proto { + CommonHeader; + lu_byte numparams; /* number of fixed (named) parameters */ + lu_byte is_vararg; + lu_byte maxstacksize; /* number of registers needed by this function */ + int sizeupvalues; /* size of 'upvalues' */ + int sizek; /* size of 'k' */ + int sizecode; + int sizelineinfo; + int sizep; /* size of 'p' */ + int sizelocvars; + int sizeabslineinfo; /* size of 'abslineinfo' */ + int linedefined; /* debug information */ + int lastlinedefined; /* debug information */ + TValue *k; /* constants used by the function */ + Instruction *code; /* opcodes */ + struct Proto **p; /* functions defined inside the function */ + Upvaldesc *upvalues; /* upvalue information */ + ls_byte *lineinfo; /* information about source lines (debug information) */ + AbsLineInfo *abslineinfo; /* idem */ + LocVar *locvars; /* information about local variables (debug information) */ + TString *source; /* used for debug information */ + GCObject *gclist; +} Proto; + +/* }================================================================== */ + + +/* +** {================================================================== +** Functions +** =================================================================== +*/ + +#define LUA_VUPVAL makevariant(LUA_TUPVAL, 0) + + +/* Variant tags for functions */ +#define LUA_VLCL makevariant(LUA_TFUNCTION, 0) /* Lua closure */ +#define LUA_VLCF makevariant(LUA_TFUNCTION, 1) /* light C function */ +#define LUA_VCCL makevariant(LUA_TFUNCTION, 2) /* C closure */ + +#define ttisfunction(o) checktype(o, LUA_TFUNCTION) +#define ttisLclosure(o) checktag((o), ctb(LUA_VLCL)) +#define ttislcf(o) checktag((o), LUA_VLCF) +#define ttisCclosure(o) checktag((o), ctb(LUA_VCCL)) +#define ttisclosure(o) (ttisLclosure(o) || ttisCclosure(o)) + + +#define isLfunction(o) ttisLclosure(o) + +#define clvalue(o) check_exp(ttisclosure(o), gco2cl(val_(o).gc)) +#define clLvalue(o) check_exp(ttisLclosure(o), gco2lcl(val_(o).gc)) +#define fvalue(o) check_exp(ttislcf(o), val_(o).f) +#define clCvalue(o) check_exp(ttisCclosure(o), gco2ccl(val_(o).gc)) + +#define fvalueraw(v) ((v).f) + +#define setclLvalue(L,obj,x) \ + { TValue *io = (obj); LClosure *x_ = (x); \ + val_(io).gc = obj2gco(x_); settt_(io, ctb(LUA_VLCL)); \ + checkliveness(L,io); } + +#define setclLvalue2s(L,o,cl) setclLvalue(L,s2v(o),cl) + +#define setfvalue(obj,x) \ + { TValue *io=(obj); val_(io).f=(x); settt_(io, LUA_VLCF); } + +#define setclCvalue(L,obj,x) \ + { TValue *io = (obj); CClosure *x_ = (x); \ + val_(io).gc = obj2gco(x_); settt_(io, ctb(LUA_VCCL)); \ + checkliveness(L,io); } + + +/* +** Upvalues for Lua closures +*/ +typedef struct UpVal { + CommonHeader; + lu_byte tbc; /* true if it represents a to-be-closed variable */ + TValue *v; /* points to stack or to its own value */ + union { + struct { /* (when open) */ + struct UpVal *next; /* linked list */ + struct UpVal **previous; + } open; + TValue value; /* the value (when closed) */ + } u; +} UpVal; + + + +#define ClosureHeader \ + CommonHeader; lu_byte nupvalues; GCObject *gclist + +typedef struct CClosure { + ClosureHeader; + lua_CFunction f; + TValue upvalue[1]; /* list of upvalues */ +} CClosure; + + +typedef struct LClosure { + ClosureHeader; + struct Proto *p; + UpVal *upvals[1]; /* list of upvalues */ +} LClosure; + + +typedef union Closure { + CClosure c; + LClosure l; +} Closure; + + +#define getproto(o) (clLvalue(o)->p) + +/* }================================================================== */ + + +/* +** {================================================================== +** Tables +** =================================================================== +*/ + +#define LUA_VTABLE makevariant(LUA_TTABLE, 0) + +#define ttistable(o) checktag((o), ctb(LUA_VTABLE)) + +#define hvalue(o) check_exp(ttistable(o), gco2t(val_(o).gc)) + +#define sethvalue(L,obj,x) \ + { TValue *io = (obj); Table *x_ = (x); \ + val_(io).gc = obj2gco(x_); settt_(io, ctb(LUA_VTABLE)); \ + checkliveness(L,io); } + +#define sethvalue2s(L,o,h) sethvalue(L,s2v(o),h) + + +/* +** Nodes for Hash tables: A pack of two TValue's (key-value pairs) +** plus a 'next' field to link colliding entries. The distribution +** of the key's fields ('key_tt' and 'key_val') not forming a proper +** 'TValue' allows for a smaller size for 'Node' both in 4-byte +** and 8-byte alignments. +*/ +typedef union Node { + struct NodeKey { + TValuefields; /* fields for value */ + lu_byte key_tt; /* key type */ + int next; /* for chaining */ + Value key_val; /* key value */ + } u; + TValue i_val; /* direct access to node's value as a proper 'TValue' */ +} Node; + + +/* copy a value into a key */ +#define setnodekey(L,node,obj) \ + { Node *n_=(node); const TValue *io_=(obj); \ + n_->u.key_val = io_->value_; n_->u.key_tt = io_->tt_; \ + checkliveness(L,io_); } + + +/* copy a value from a key */ +#define getnodekey(L,obj,node) \ + { TValue *io_=(obj); const Node *n_=(node); \ + io_->value_ = n_->u.key_val; io_->tt_ = n_->u.key_tt; \ + checkliveness(L,io_); } + + +/* +** About 'alimit': if 'isrealasize(t)' is true, then 'alimit' is the +** real size of 'array'. Otherwise, the real size of 'array' is the +** smallest power of two not smaller than 'alimit' (or zero iff 'alimit' +** is zero); 'alimit' is then used as a hint for #t. +*/ + +#define BITRAS (1 << 7) +#define isrealasize(t) (!((t)->flags & BITRAS)) +#define setrealasize(t) ((t)->flags &= cast_byte(~BITRAS)) +#define setnorealasize(t) ((t)->flags |= BITRAS) + + +typedef struct Table { + CommonHeader; + lu_byte flags; /* 1<

u.key_tt) +#define keyval(node) ((node)->u.key_val) + +#define keyisnil(node) (keytt(node) == LUA_TNIL) +#define keyisinteger(node) (keytt(node) == LUA_VNUMINT) +#define keyival(node) (keyval(node).i) +#define keyisshrstr(node) (keytt(node) == ctb(LUA_VSHRSTR)) +#define keystrval(node) (gco2ts(keyval(node).gc)) + +#define setnilkey(node) (keytt(node) = LUA_TNIL) + +#define keyiscollectable(n) (keytt(n) & BIT_ISCOLLECTABLE) + +#define gckey(n) (keyval(n).gc) +#define gckeyN(n) (keyiscollectable(n) ? gckey(n) : NULL) + + +/* +** Dead keys in tables have the tag DEADKEY but keep their original +** gcvalue. This distinguishes them from regular keys but allows them to +** be found when searched in a special way. ('next' needs that to find +** keys removed from a table during a traversal.) +*/ +#define setdeadkey(node) (keytt(node) = LUA_TDEADKEY) +#define keyisdead(node) (keytt(node) == LUA_TDEADKEY) + +/* }================================================================== */ + + + +/* +** 'module' operation for hashing (size is always a power of 2) +*/ +#define lmod(s,size) \ + (check_exp((size&(size-1))==0, (cast_int((s) & ((size)-1))))) + + +#define twoto(x) (1<<(x)) +#define sizenode(t) (twoto((t)->lsizenode)) + + +/* size of buffer for 'luaO_utf8esc' function */ +#define UTF8BUFFSZ 8 + +LUAI_FUNC int luaO_utf8esc (char *buff, unsigned long x); +LUAI_FUNC int luaO_ceillog2 (unsigned int x); +LUAI_FUNC int luaO_rawarith (lua_State *L, int op, const TValue *p1, + const TValue *p2, TValue *res); +LUAI_FUNC void luaO_arith (lua_State *L, int op, const TValue *p1, + const TValue *p2, StkId res); +LUAI_FUNC size_t luaO_str2num (const char *s, TValue *o); +LUAI_FUNC int luaO_hexavalue (int c); +LUAI_FUNC void luaO_tostring (lua_State *L, TValue *obj); +LUAI_FUNC const char *luaO_pushvfstring (lua_State *L, const char *fmt, + va_list argp); +LUAI_FUNC const char *luaO_pushfstring (lua_State *L, const char *fmt, ...); +LUAI_FUNC void luaO_chunkid (char *out, const char *source, size_t srclen); + + +#endif + diff --git a/Dependencies/LuaRaw/include/lopcodes.h b/Dependencies/LuaRaw/include/lopcodes.h new file mode 100644 index 000000000..7c2745159 --- /dev/null +++ b/Dependencies/LuaRaw/include/lopcodes.h @@ -0,0 +1,405 @@ +/* +** $Id: lopcodes.h $ +** Opcodes for Lua virtual machine +** See Copyright Notice in lua.h +*/ + +#ifndef lopcodes_h +#define lopcodes_h + +#include "llimits.h" + + +/*=========================================================================== + We assume that instructions are unsigned 32-bit integers. + All instructions have an opcode in the first 7 bits. + Instructions can have the following formats: + + 3 3 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 + 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 +iABC C(8) | B(8) |k| A(8) | Op(7) | +iABx Bx(17) | A(8) | Op(7) | +iAsBx sBx (signed)(17) | A(8) | Op(7) | +iAx Ax(25) | Op(7) | +isJ sJ(25) | Op(7) | + + A signed argument is represented in excess K: the represented value is + the written unsigned value minus K, where K is half the maximum for the + corresponding unsigned argument. +===========================================================================*/ + + +enum OpMode {iABC, iABx, iAsBx, iAx, isJ}; /* basic instruction formats */ + + +/* +** size and position of opcode arguments. +*/ +#define SIZE_C 8 +#define SIZE_B 8 +#define SIZE_Bx (SIZE_C + SIZE_B + 1) +#define SIZE_A 8 +#define SIZE_Ax (SIZE_Bx + SIZE_A) +#define SIZE_sJ (SIZE_Bx + SIZE_A) + +#define SIZE_OP 7 + +#define POS_OP 0 + +#define POS_A (POS_OP + SIZE_OP) +#define POS_k (POS_A + SIZE_A) +#define POS_B (POS_k + 1) +#define POS_C (POS_B + SIZE_B) + +#define POS_Bx POS_k + +#define POS_Ax POS_A + +#define POS_sJ POS_A + + +/* +** limits for opcode arguments. +** we use (signed) 'int' to manipulate most arguments, +** so they must fit in ints. +*/ + +/* Check whether type 'int' has at least 'b' bits ('b' < 32) */ +#define L_INTHASBITS(b) ((UINT_MAX >> ((b) - 1)) >= 1) + + +#if L_INTHASBITS(SIZE_Bx) +#define MAXARG_Bx ((1<>1) /* 'sBx' is signed */ + + +#if L_INTHASBITS(SIZE_Ax) +#define MAXARG_Ax ((1<> 1) + + +#define MAXARG_A ((1<> 1) + +#define int2sC(i) ((i) + OFFSET_sC) +#define sC2int(i) ((i) - OFFSET_sC) + + +/* creates a mask with 'n' 1 bits at position 'p' */ +#define MASK1(n,p) ((~((~(Instruction)0)<<(n)))<<(p)) + +/* creates a mask with 'n' 0 bits at position 'p' */ +#define MASK0(n,p) (~MASK1(n,p)) + +/* +** the following macros help to manipulate instructions +*/ + +#define GET_OPCODE(i) (cast(OpCode, ((i)>>POS_OP) & MASK1(SIZE_OP,0))) +#define SET_OPCODE(i,o) ((i) = (((i)&MASK0(SIZE_OP,POS_OP)) | \ + ((cast(Instruction, o)<>(pos)) & MASK1(size,0))) +#define setarg(i,v,pos,size) ((i) = (((i)&MASK0(size,pos)) | \ + ((cast(Instruction, v)<> sC */ +OP_SHLI,/* A B sC R[A] := sC << R[B] */ + +OP_ADD,/* A B C R[A] := R[B] + R[C] */ +OP_SUB,/* A B C R[A] := R[B] - R[C] */ +OP_MUL,/* A B C R[A] := R[B] * R[C] */ +OP_MOD,/* A B C R[A] := R[B] % R[C] */ +OP_POW,/* A B C R[A] := R[B] ^ R[C] */ +OP_DIV,/* A B C R[A] := R[B] / R[C] */ +OP_IDIV,/* A B C R[A] := R[B] // R[C] */ + +OP_BAND,/* A B C R[A] := R[B] & R[C] */ +OP_BOR,/* A B C R[A] := R[B] | R[C] */ +OP_BXOR,/* A B C R[A] := R[B] ~ R[C] */ +OP_SHL,/* A B C R[A] := R[B] << R[C] */ +OP_SHR,/* A B C R[A] := R[B] >> R[C] */ + +OP_MMBIN,/* A B C call C metamethod over R[A] and R[B] (*) */ +OP_MMBINI,/* A sB C k call C metamethod over R[A] and sB */ +OP_MMBINK,/* A B C k call C metamethod over R[A] and K[B] */ + +OP_UNM,/* A B R[A] := -R[B] */ +OP_BNOT,/* A B R[A] := ~R[B] */ +OP_NOT,/* A B R[A] := not R[B] */ +OP_LEN,/* A B R[A] := #R[B] (length operator) */ + +OP_CONCAT,/* A B R[A] := R[A].. ... ..R[A + B - 1] */ + +OP_CLOSE,/* A close all upvalues >= R[A] */ +OP_TBC,/* A mark variable A "to be closed" */ +OP_JMP,/* sJ pc += sJ */ +OP_EQ,/* A B k if ((R[A] == R[B]) ~= k) then pc++ */ +OP_LT,/* A B k if ((R[A] < R[B]) ~= k) then pc++ */ +OP_LE,/* A B k if ((R[A] <= R[B]) ~= k) then pc++ */ + +OP_EQK,/* A B k if ((R[A] == K[B]) ~= k) then pc++ */ +OP_EQI,/* A sB k if ((R[A] == sB) ~= k) then pc++ */ +OP_LTI,/* A sB k if ((R[A] < sB) ~= k) then pc++ */ +OP_LEI,/* A sB k if ((R[A] <= sB) ~= k) then pc++ */ +OP_GTI,/* A sB k if ((R[A] > sB) ~= k) then pc++ */ +OP_GEI,/* A sB k if ((R[A] >= sB) ~= k) then pc++ */ + +OP_TEST,/* A k if (not R[A] == k) then pc++ */ +OP_TESTSET,/* A B k if (not R[B] == k) then pc++ else R[A] := R[B] (*) */ + +OP_CALL,/* A B C R[A], ... ,R[A+C-2] := R[A](R[A+1], ... ,R[A+B-1]) */ +OP_TAILCALL,/* A B C k return R[A](R[A+1], ... ,R[A+B-1]) */ + +OP_RETURN,/* A B C k return R[A], ... ,R[A+B-2] (see note) */ +OP_RETURN0,/* return */ +OP_RETURN1,/* A return R[A] */ + +OP_FORLOOP,/* A Bx update counters; if loop continues then pc-=Bx; */ +OP_FORPREP,/* A Bx ; + if not to run then pc+=Bx+1; */ + +OP_TFORPREP,/* A Bx create upvalue for R[A + 3]; pc+=Bx */ +OP_TFORCALL,/* A C R[A+4], ... ,R[A+3+C] := R[A](R[A+1], R[A+2]); */ +OP_TFORLOOP,/* A Bx if R[A+2] ~= nil then { R[A]=R[A+2]; pc -= Bx } */ + +OP_SETLIST,/* A B C k R[A][C+i] := R[A+i], 1 <= i <= B */ + +OP_CLOSURE,/* A Bx R[A] := closure(KPROTO[Bx]) */ + +OP_VARARG,/* A C R[A], R[A+1], ..., R[A+C-2] = vararg */ + +OP_VARARGPREP,/*A (adjust vararg parameters) */ + +OP_EXTRAARG/* Ax extra (larger) argument for previous opcode */ +} OpCode; + + +#define NUM_OPCODES ((int)(OP_EXTRAARG) + 1) + + + +/*=========================================================================== + Notes: + + (*) Opcode OP_LFALSESKIP is used to convert a condition to a boolean + value, in a code equivalent to (not cond ? false : true). (It + produces false and skips the next instruction producing true.) + + (*) Opcodes OP_MMBIN and variants follow each arithmetic and + bitwise opcode. If the operation succeeds, it skips this next + opcode. Otherwise, this opcode calls the corresponding metamethod. + + (*) Opcode OP_TESTSET is used in short-circuit expressions that need + both to jump and to produce a value, such as (a = b or c). + + (*) In OP_CALL, if (B == 0) then B = top - A. If (C == 0), then + 'top' is set to last_result+1, so next open instruction (OP_CALL, + OP_RETURN*, OP_SETLIST) may use 'top'. + + (*) In OP_VARARG, if (C == 0) then use actual number of varargs and + set top (like in OP_CALL with C == 0). + + (*) In OP_RETURN, if (B == 0) then return up to 'top'. + + (*) In OP_LOADKX and OP_NEWTABLE, the next instruction is always + OP_EXTRAARG. + + (*) In OP_SETLIST, if (B == 0) then real B = 'top'; if k, then + real C = EXTRAARG _ C (the bits of EXTRAARG concatenated with the + bits of C). + + (*) In OP_NEWTABLE, B is log2 of the hash size (which is always a + power of 2) plus 1, or zero for size zero. If not k, the array size + is C. Otherwise, the array size is EXTRAARG _ C. + + (*) For comparisons, k specifies what condition the test should accept + (true or false). + + (*) In OP_MMBINI/OP_MMBINK, k means the arguments were flipped + (the constant is the first operand). + + (*) All 'skips' (pc++) assume that next instruction is a jump. + + (*) In instructions OP_RETURN/OP_TAILCALL, 'k' specifies that the + function builds upvalues, which may need to be closed. C > 0 means + the function is vararg, so that its 'func' must be corrected before + returning; in this case, (C - 1) is its number of fixed parameters. + + (*) In comparisons with an immediate operand, C signals whether the + original operand was a float. (It must be corrected in case of + metamethods.) + +===========================================================================*/ + + +/* +** masks for instruction properties. The format is: +** bits 0-2: op mode +** bit 3: instruction set register A +** bit 4: operator is a test (next instruction must be a jump) +** bit 5: instruction uses 'L->top' set by previous instruction (when B == 0) +** bit 6: instruction sets 'L->top' for next instruction (when C == 0) +** bit 7: instruction is an MM instruction (call a metamethod) +*/ + +LUAI_DDEC(const lu_byte luaP_opmodes[NUM_OPCODES];) + +#define getOpMode(m) (cast(enum OpMode, luaP_opmodes[m] & 7)) +#define testAMode(m) (luaP_opmodes[m] & (1 << 3)) +#define testTMode(m) (luaP_opmodes[m] & (1 << 4)) +#define testITMode(m) (luaP_opmodes[m] & (1 << 5)) +#define testOTMode(m) (luaP_opmodes[m] & (1 << 6)) +#define testMMMode(m) (luaP_opmodes[m] & (1 << 7)) + +/* "out top" (set top for next instruction) */ +#define isOT(i) \ + ((testOTMode(GET_OPCODE(i)) && GETARG_C(i) == 0) || \ + GET_OPCODE(i) == OP_TAILCALL) + +/* "in top" (uses top from previous instruction) */ +#define isIT(i) (testITMode(GET_OPCODE(i)) && GETARG_B(i) == 0) + +#define opmode(mm,ot,it,t,a,m) \ + (((mm) << 7) | ((ot) << 6) | ((it) << 5) | ((t) << 4) | ((a) << 3) | (m)) + + +/* number of list items to accumulate before a SETLIST instruction */ +#define LFIELDS_PER_FLUSH 50 + +#endif diff --git a/Dependencies/LuaRaw/include/lopnames.h b/Dependencies/LuaRaw/include/lopnames.h new file mode 100644 index 000000000..965cec9bf --- /dev/null +++ b/Dependencies/LuaRaw/include/lopnames.h @@ -0,0 +1,103 @@ +/* +** $Id: lopnames.h $ +** Opcode names +** See Copyright Notice in lua.h +*/ + +#if !defined(lopnames_h) +#define lopnames_h + +#include + + +/* ORDER OP */ + +static const char *const opnames[] = { + "MOVE", + "LOADI", + "LOADF", + "LOADK", + "LOADKX", + "LOADFALSE", + "LFALSESKIP", + "LOADTRUE", + "LOADNIL", + "GETUPVAL", + "SETUPVAL", + "GETTABUP", + "GETTABLE", + "GETI", + "GETFIELD", + "SETTABUP", + "SETTABLE", + "SETI", + "SETFIELD", + "NEWTABLE", + "SELF", + "ADDI", + "ADDK", + "SUBK", + "MULK", + "MODK", + "POWK", + "DIVK", + "IDIVK", + "BANDK", + "BORK", + "BXORK", + "SHRI", + "SHLI", + "ADD", + "SUB", + "MUL", + "MOD", + "POW", + "DIV", + "IDIV", + "BAND", + "BOR", + "BXOR", + "SHL", + "SHR", + "MMBIN", + "MMBINI", + "MMBINK", + "UNM", + "BNOT", + "NOT", + "LEN", + "CONCAT", + "CLOSE", + "TBC", + "JMP", + "EQ", + "LT", + "LE", + "EQK", + "EQI", + "LTI", + "LEI", + "GTI", + "GEI", + "TEST", + "TESTSET", + "CALL", + "TAILCALL", + "RETURN", + "RETURN0", + "RETURN1", + "FORLOOP", + "FORPREP", + "TFORPREP", + "TFORCALL", + "TFORLOOP", + "SETLIST", + "CLOSURE", + "VARARG", + "VARARGPREP", + "EXTRAARG", + NULL +}; + +#endif + diff --git a/Dependencies/LuaRaw/include/lparser.h b/Dependencies/LuaRaw/include/lparser.h new file mode 100644 index 000000000..5e4500f18 --- /dev/null +++ b/Dependencies/LuaRaw/include/lparser.h @@ -0,0 +1,171 @@ +/* +** $Id: lparser.h $ +** Lua Parser +** See Copyright Notice in lua.h +*/ + +#ifndef lparser_h +#define lparser_h + +#include "llimits.h" +#include "lobject.h" +#include "lzio.h" + + +/* +** Expression and variable descriptor. +** Code generation for variables and expressions can be delayed to allow +** optimizations; An 'expdesc' structure describes a potentially-delayed +** variable/expression. It has a description of its "main" value plus a +** list of conditional jumps that can also produce its value (generated +** by short-circuit operators 'and'/'or'). +*/ + +/* kinds of variables/expressions */ +typedef enum { + VVOID, /* when 'expdesc' describes the last expression of a list, + this kind means an empty list (so, no expression) */ + VNIL, /* constant nil */ + VTRUE, /* constant true */ + VFALSE, /* constant false */ + VK, /* constant in 'k'; info = index of constant in 'k' */ + VKFLT, /* floating constant; nval = numerical float value */ + VKINT, /* integer constant; ival = numerical integer value */ + VKSTR, /* string constant; strval = TString address; + (string is fixed by the lexer) */ + VNONRELOC, /* expression has its value in a fixed register; + info = result register */ + VLOCAL, /* local variable; var.ridx = register index; + var.vidx = relative index in 'actvar.arr' */ + VUPVAL, /* upvalue variable; info = index of upvalue in 'upvalues' */ + VCONST, /* compile-time variable; + info = absolute index in 'actvar.arr' */ + VINDEXED, /* indexed variable; + ind.t = table register; + ind.idx = key's R index */ + VINDEXUP, /* indexed upvalue; + ind.t = table upvalue; + ind.idx = key's K index */ + VINDEXI, /* indexed variable with constant integer; + ind.t = table register; + ind.idx = key's value */ + VINDEXSTR, /* indexed variable with literal string; + ind.t = table register; + ind.idx = key's K index */ + VJMP, /* expression is a test/comparison; + info = pc of corresponding jump instruction */ + VRELOC, /* expression can put result in any register; + info = instruction pc */ + VCALL, /* expression is a function call; info = instruction pc */ + VVARARG /* vararg expression; info = instruction pc */ +} expkind; + + +#define vkisvar(k) (VLOCAL <= (k) && (k) <= VINDEXSTR) +#define vkisindexed(k) (VINDEXED <= (k) && (k) <= VINDEXSTR) + + +typedef struct expdesc { + expkind k; + union { + lua_Integer ival; /* for VKINT */ + lua_Number nval; /* for VKFLT */ + TString *strval; /* for VKSTR */ + int info; /* for generic use */ + struct { /* for indexed variables */ + short idx; /* index (R or "long" K) */ + lu_byte t; /* table (register or upvalue) */ + } ind; + struct { /* for local variables */ + lu_byte ridx; /* register holding the variable */ + unsigned short vidx; /* compiler index (in 'actvar.arr') */ + } var; + } u; + int t; /* patch list of 'exit when true' */ + int f; /* patch list of 'exit when false' */ +} expdesc; + + +/* kinds of variables */ +#define VDKREG 0 /* regular */ +#define RDKCONST 1 /* constant */ +#define RDKTOCLOSE 2 /* to-be-closed */ +#define RDKCTC 3 /* compile-time constant */ + +/* description of an active local variable */ +typedef union Vardesc { + struct { + TValuefields; /* constant value (if it is a compile-time constant) */ + lu_byte kind; + lu_byte ridx; /* register holding the variable */ + short pidx; /* index of the variable in the Proto's 'locvars' array */ + TString *name; /* variable name */ + } vd; + TValue k; /* constant value (if any) */ +} Vardesc; + + + +/* description of pending goto statements and label statements */ +typedef struct Labeldesc { + TString *name; /* label identifier */ + int pc; /* position in code */ + int line; /* line where it appeared */ + lu_byte nactvar; /* number of active variables in that position */ + lu_byte close; /* goto that escapes upvalues */ +} Labeldesc; + + +/* list of labels or gotos */ +typedef struct Labellist { + Labeldesc *arr; /* array */ + int n; /* number of entries in use */ + int size; /* array size */ +} Labellist; + + +/* dynamic structures used by the parser */ +typedef struct Dyndata { + struct { /* list of all active local variables */ + Vardesc *arr; + int n; + int size; + } actvar; + Labellist gt; /* list of pending gotos */ + Labellist label; /* list of active labels */ +} Dyndata; + + +/* control of blocks */ +struct BlockCnt; /* defined in lparser.c */ + + +/* state needed to generate code for a given function */ +typedef struct FuncState { + Proto *f; /* current function header */ + struct FuncState *prev; /* enclosing function */ + struct LexState *ls; /* lexical state */ + struct BlockCnt *bl; /* chain of current blocks */ + int pc; /* next position to code (equivalent to 'ncode') */ + int lasttarget; /* 'label' of last 'jump label' */ + int previousline; /* last line that was saved in 'lineinfo' */ + int nk; /* number of elements in 'k' */ + int np; /* number of elements in 'p' */ + int nabslineinfo; /* number of elements in 'abslineinfo' */ + int firstlocal; /* index of first local var (in Dyndata array) */ + int firstlabel; /* index of first label (in 'dyd->label->arr') */ + short ndebugvars; /* number of elements in 'f->locvars' */ + lu_byte nactvar; /* number of active local variables */ + lu_byte nups; /* number of upvalues */ + lu_byte freereg; /* first free register */ + lu_byte iwthabs; /* instructions issued since last absolute line info */ + lu_byte needclose; /* function needs to close upvalues when returning */ +} FuncState; + + +LUAI_FUNC int luaY_nvarstack (FuncState *fs); +LUAI_FUNC LClosure *luaY_parser (lua_State *L, ZIO *z, Mbuffer *buff, + Dyndata *dyd, const char *name, int firstchar); + + +#endif diff --git a/Dependencies/LuaRaw/include/lprefix.h b/Dependencies/LuaRaw/include/lprefix.h new file mode 100644 index 000000000..484f2ad6f --- /dev/null +++ b/Dependencies/LuaRaw/include/lprefix.h @@ -0,0 +1,45 @@ +/* +** $Id: lprefix.h $ +** Definitions for Lua code that must come before any other header file +** See Copyright Notice in lua.h +*/ + +#ifndef lprefix_h +#define lprefix_h + + +/* +** Allows POSIX/XSI stuff +*/ +#if !defined(LUA_USE_C89) /* { */ + +#if !defined(_XOPEN_SOURCE) +#define _XOPEN_SOURCE 600 +#elif _XOPEN_SOURCE == 0 +#undef _XOPEN_SOURCE /* use -D_XOPEN_SOURCE=0 to undefine it */ +#endif + +/* +** Allows manipulation of large files in gcc and some other compilers +*/ +#if !defined(LUA_32BITS) && !defined(_FILE_OFFSET_BITS) +#define _LARGEFILE_SOURCE 1 +#define _FILE_OFFSET_BITS 64 +#endif + +#endif /* } */ + + +/* +** Windows stuff +*/ +#if defined(_WIN32) /* { */ + +#if !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS /* avoid warnings about ISO C functions */ +#endif + +#endif /* } */ + +#endif + diff --git a/Dependencies/LuaRaw/include/lstate.h b/Dependencies/LuaRaw/include/lstate.h new file mode 100644 index 000000000..61e82cde7 --- /dev/null +++ b/Dependencies/LuaRaw/include/lstate.h @@ -0,0 +1,404 @@ +/* +** $Id: lstate.h $ +** Global State +** See Copyright Notice in lua.h +*/ + +#ifndef lstate_h +#define lstate_h + +#include "lua.h" + +#include "lobject.h" +#include "ltm.h" +#include "lzio.h" + + +/* +** Some notes about garbage-collected objects: All objects in Lua must +** be kept somehow accessible until being freed, so all objects always +** belong to one (and only one) of these lists, using field 'next' of +** the 'CommonHeader' for the link: +** +** 'allgc': all objects not marked for finalization; +** 'finobj': all objects marked for finalization; +** 'tobefnz': all objects ready to be finalized; +** 'fixedgc': all objects that are not to be collected (currently +** only small strings, such as reserved words). +** +** For the generational collector, some of these lists have marks for +** generations. Each mark points to the first element in the list for +** that particular generation; that generation goes until the next mark. +** +** 'allgc' -> 'survival': new objects; +** 'survival' -> 'old': objects that survived one collection; +** 'old1' -> 'reallyold': objects that became old in last collection; +** 'reallyold' -> NULL: objects old for more than one cycle. +** +** 'finobj' -> 'finobjsur': new objects marked for finalization; +** 'finobjsur' -> 'finobjold1': survived """"; +** 'finobjold1' -> 'finobjrold': just old """"; +** 'finobjrold' -> NULL: really old """". +** +** All lists can contain elements older than their main ages, due +** to 'luaC_checkfinalizer' and 'udata2finalize', which move +** objects between the normal lists and the "marked for finalization" +** lists. Moreover, barriers can age young objects in young lists as +** OLD0, which then become OLD1. However, a list never contains +** elements younger than their main ages. +** +** The generational collector also uses a pointer 'firstold1', which +** points to the first OLD1 object in the list. It is used to optimize +** 'markold'. (Potentially OLD1 objects can be anywhere between 'allgc' +** and 'reallyold', but often the list has no OLD1 objects or they are +** after 'old1'.) Note the difference between it and 'old1': +** 'firstold1': no OLD1 objects before this point; there can be all +** ages after it. +** 'old1': no objects younger than OLD1 after this point. +*/ + +/* +** Moreover, there is another set of lists that control gray objects. +** These lists are linked by fields 'gclist'. (All objects that +** can become gray have such a field. The field is not the same +** in all objects, but it always has this name.) Any gray object +** must belong to one of these lists, and all objects in these lists +** must be gray (with two exceptions explained below): +** +** 'gray': regular gray objects, still waiting to be visited. +** 'grayagain': objects that must be revisited at the atomic phase. +** That includes +** - black objects got in a write barrier; +** - all kinds of weak tables during propagation phase; +** - all threads. +** 'weak': tables with weak values to be cleared; +** 'ephemeron': ephemeron tables with white->white entries; +** 'allweak': tables with weak keys and/or weak values to be cleared. +** +** The exceptions to that "gray rule" are: +** - TOUCHED2 objects in generational mode stay in a gray list (because +** they must be visited again at the end of the cycle), but they are +** marked black because assignments to them must activate barriers (to +** move them back to TOUCHED1). +** - Open upvales are kept gray to avoid barriers, but they stay out +** of gray lists. (They don't even have a 'gclist' field.) +*/ + + + +/* +** About 'nCcalls': This count has two parts: the lower 16 bits counts +** the number of recursive invocations in the C stack; the higher +** 16 bits counts the number of non-yieldable calls in the stack. +** (They are together so that we can change and save both with one +** instruction.) +*/ + + +/* true if this thread does not have non-yieldable calls in the stack */ +#define yieldable(L) (((L)->nCcalls & 0xffff0000) == 0) + +/* real number of C calls */ +#define getCcalls(L) ((L)->nCcalls & 0xffff) + + +/* Increment the number of non-yieldable calls */ +#define incnny(L) ((L)->nCcalls += 0x10000) + +/* Decrement the number of non-yieldable calls */ +#define decnny(L) ((L)->nCcalls -= 0x10000) + +/* Non-yieldable call increment */ +#define nyci (0x10000 | 1) + + + + +struct lua_longjmp; /* defined in ldo.c */ + + +/* +** Atomic type (relative to signals) to better ensure that 'lua_sethook' +** is thread safe +*/ +#if !defined(l_signalT) +#include +#define l_signalT sig_atomic_t +#endif + + +/* +** Extra stack space to handle TM calls and some other extras. This +** space is not included in 'stack_last'. It is used only to avoid stack +** checks, either because the element will be promptly popped or because +** there will be a stack check soon after the push. Function frames +** never use this extra space, so it does not need to be kept clean. +*/ +#define EXTRA_STACK 5 + + +#define BASIC_STACK_SIZE (2*LUA_MINSTACK) + +#define stacksize(th) cast_int((th)->stack_last - (th)->stack) + + +/* kinds of Garbage Collection */ +#define KGC_INC 0 /* incremental gc */ +#define KGC_GEN 1 /* generational gc */ + + +typedef struct stringtable { + TString **hash; + int nuse; /* number of elements */ + int size; +} stringtable; + + +/* +** Information about a call. +** About union 'u': +** - field 'l' is used only for Lua functions; +** - field 'c' is used only for C functions. +** About union 'u2': +** - field 'funcidx' is used only by C functions while doing a +** protected call; +** - field 'nyield' is used only while a function is "doing" an +** yield (from the yield until the next resume); +** - field 'nres' is used only while closing tbc variables when +** returning from a function; +** - field 'transferinfo' is used only during call/returnhooks, +** before the function starts or after it ends. +*/ +typedef struct CallInfo { + StkId func; /* function index in the stack */ + StkId top; /* top for this function */ + struct CallInfo *previous, *next; /* dynamic call link */ + union { + struct { /* only for Lua functions */ + const Instruction *savedpc; + volatile l_signalT trap; + int nextraargs; /* # of extra arguments in vararg functions */ + } l; + struct { /* only for C functions */ + lua_KFunction k; /* continuation in case of yields */ + ptrdiff_t old_errfunc; + lua_KContext ctx; /* context info. in case of yields */ + } c; + } u; + union { + int funcidx; /* called-function index */ + int nyield; /* number of values yielded */ + int nres; /* number of values returned */ + struct { /* info about transferred values (for call/return hooks) */ + unsigned short ftransfer; /* offset of first value transferred */ + unsigned short ntransfer; /* number of values transferred */ + } transferinfo; + } u2; + short nresults; /* expected number of results from this function */ + unsigned short callstatus; +} CallInfo; + + +/* +** Bits in CallInfo status +*/ +#define CIST_OAH (1<<0) /* original value of 'allowhook' */ +#define CIST_C (1<<1) /* call is running a C function */ +#define CIST_FRESH (1<<2) /* call is on a fresh "luaV_execute" frame */ +#define CIST_HOOKED (1<<3) /* call is running a debug hook */ +#define CIST_YPCALL (1<<4) /* doing a yieldable protected call */ +#define CIST_TAIL (1<<5) /* call was tail called */ +#define CIST_HOOKYIELD (1<<6) /* last hook called yielded */ +#define CIST_FIN (1<<7) /* function "called" a finalizer */ +#define CIST_TRAN (1<<8) /* 'ci' has transfer information */ +#define CIST_CLSRET (1<<9) /* function is closing tbc variables */ +/* Bits 10-12 are used for CIST_RECST (see below) */ +#define CIST_RECST 10 +#if defined(LUA_COMPAT_LT_LE) +#define CIST_LEQ (1<<13) /* using __lt for __le */ +#endif + + +/* +** Field CIST_RECST stores the "recover status", used to keep the error +** status while closing to-be-closed variables in coroutines, so that +** Lua can correctly resume after an yield from a __close method called +** because of an error. (Three bits are enough for error status.) +*/ +#define getcistrecst(ci) (((ci)->callstatus >> CIST_RECST) & 7) +#define setcistrecst(ci,st) \ + check_exp(((st) & 7) == (st), /* status must fit in three bits */ \ + ((ci)->callstatus = ((ci)->callstatus & ~(7 << CIST_RECST)) \ + | ((st) << CIST_RECST))) + + +/* active function is a Lua function */ +#define isLua(ci) (!((ci)->callstatus & CIST_C)) + +/* call is running Lua code (not a hook) */ +#define isLuacode(ci) (!((ci)->callstatus & (CIST_C | CIST_HOOKED))) + +/* assume that CIST_OAH has offset 0 and that 'v' is strictly 0/1 */ +#define setoah(st,v) ((st) = ((st) & ~CIST_OAH) | (v)) +#define getoah(st) ((st) & CIST_OAH) + + +/* +** 'global state', shared by all threads of this state +*/ +typedef struct global_State { + lua_Alloc frealloc; /* function to reallocate memory */ + void *ud; /* auxiliary data to 'frealloc' */ + l_mem totalbytes; /* number of bytes currently allocated - GCdebt */ + l_mem GCdebt; /* bytes allocated not yet compensated by the collector */ + lu_mem GCestimate; /* an estimate of the non-garbage memory in use */ + lu_mem lastatomic; /* see function 'genstep' in file 'lgc.c' */ + stringtable strt; /* hash table for strings */ + TValue l_registry; + TValue nilvalue; /* a nil value */ + unsigned int seed; /* randomized seed for hashes */ + lu_byte currentwhite; + lu_byte gcstate; /* state of garbage collector */ + lu_byte gckind; /* kind of GC running */ + lu_byte gcstopem; /* stops emergency collections */ + lu_byte genminormul; /* control for minor generational collections */ + lu_byte genmajormul; /* control for major generational collections */ + lu_byte gcstp; /* control whether GC is running */ + lu_byte gcemergency; /* true if this is an emergency collection */ + lu_byte gcpause; /* size of pause between successive GCs */ + lu_byte gcstepmul; /* GC "speed" */ + lu_byte gcstepsize; /* (log2 of) GC granularity */ + GCObject *allgc; /* list of all collectable objects */ + GCObject **sweepgc; /* current position of sweep in list */ + GCObject *finobj; /* list of collectable objects with finalizers */ + GCObject *gray; /* list of gray objects */ + GCObject *grayagain; /* list of objects to be traversed atomically */ + GCObject *weak; /* list of tables with weak values */ + GCObject *ephemeron; /* list of ephemeron tables (weak keys) */ + GCObject *allweak; /* list of all-weak tables */ + GCObject *tobefnz; /* list of userdata to be GC */ + GCObject *fixedgc; /* list of objects not to be collected */ + /* fields for generational collector */ + GCObject *survival; /* start of objects that survived one GC cycle */ + GCObject *old1; /* start of old1 objects */ + GCObject *reallyold; /* objects more than one cycle old ("really old") */ + GCObject *firstold1; /* first OLD1 object in the list (if any) */ + GCObject *finobjsur; /* list of survival objects with finalizers */ + GCObject *finobjold1; /* list of old1 objects with finalizers */ + GCObject *finobjrold; /* list of really old objects with finalizers */ + struct lua_State *twups; /* list of threads with open upvalues */ + lua_CFunction panic; /* to be called in unprotected errors */ + struct lua_State *mainthread; + TString *memerrmsg; /* message for memory-allocation errors */ + TString *tmname[TM_N]; /* array with tag-method names */ + struct Table *mt[LUA_NUMTAGS]; /* metatables for basic types */ + TString *strcache[STRCACHE_N][STRCACHE_M]; /* cache for strings in API */ + lua_WarnFunction warnf; /* warning function */ + void *ud_warn; /* auxiliary data to 'warnf' */ +} global_State; + + +/* +** 'per thread' state +*/ +struct lua_State { + CommonHeader; + lu_byte status; + lu_byte allowhook; + unsigned short nci; /* number of items in 'ci' list */ + StkId top; /* first free slot in the stack */ + global_State *l_G; + CallInfo *ci; /* call info for current function */ + StkId stack_last; /* end of stack (last element + 1) */ + StkId stack; /* stack base */ + UpVal *openupval; /* list of open upvalues in this stack */ + StkId tbclist; /* list of to-be-closed variables */ + GCObject *gclist; + struct lua_State *twups; /* list of threads with open upvalues */ + struct lua_longjmp *errorJmp; /* current error recover point */ + CallInfo base_ci; /* CallInfo for first level (C calling Lua) */ + volatile lua_Hook hook; + ptrdiff_t errfunc; /* current error handling function (stack index) */ + l_uint32 nCcalls; /* number of nested (non-yieldable | C) calls */ + int oldpc; /* last pc traced */ + int basehookcount; + int hookcount; + volatile l_signalT hookmask; +}; + + +#define G(L) (L->l_G) + +/* +** 'g->nilvalue' being a nil value flags that the state was completely +** build. +*/ +#define completestate(g) ttisnil(&g->nilvalue) + + +/* +** Union of all collectable objects (only for conversions) +** ISO C99, 6.5.2.3 p.5: +** "if a union contains several structures that share a common initial +** sequence [...], and if the union object currently contains one +** of these structures, it is permitted to inspect the common initial +** part of any of them anywhere that a declaration of the complete type +** of the union is visible." +*/ +union GCUnion { + GCObject gc; /* common header */ + struct TString ts; + struct Udata u; + union Closure cl; + struct Table h; + struct Proto p; + struct lua_State th; /* thread */ + struct UpVal upv; +}; + + +/* +** ISO C99, 6.7.2.1 p.14: +** "A pointer to a union object, suitably converted, points to each of +** its members [...], and vice versa." +*/ +#define cast_u(o) cast(union GCUnion *, (o)) + +/* macros to convert a GCObject into a specific value */ +#define gco2ts(o) \ + check_exp(novariant((o)->tt) == LUA_TSTRING, &((cast_u(o))->ts)) +#define gco2u(o) check_exp((o)->tt == LUA_VUSERDATA, &((cast_u(o))->u)) +#define gco2lcl(o) check_exp((o)->tt == LUA_VLCL, &((cast_u(o))->cl.l)) +#define gco2ccl(o) check_exp((o)->tt == LUA_VCCL, &((cast_u(o))->cl.c)) +#define gco2cl(o) \ + check_exp(novariant((o)->tt) == LUA_TFUNCTION, &((cast_u(o))->cl)) +#define gco2t(o) check_exp((o)->tt == LUA_VTABLE, &((cast_u(o))->h)) +#define gco2p(o) check_exp((o)->tt == LUA_VPROTO, &((cast_u(o))->p)) +#define gco2th(o) check_exp((o)->tt == LUA_VTHREAD, &((cast_u(o))->th)) +#define gco2upv(o) check_exp((o)->tt == LUA_VUPVAL, &((cast_u(o))->upv)) + + +/* +** macro to convert a Lua object into a GCObject +** (The access to 'tt' tries to ensure that 'v' is actually a Lua object.) +*/ +#define obj2gco(v) check_exp((v)->tt >= LUA_TSTRING, &(cast_u(v)->gc)) + + +/* actual number of total bytes allocated */ +#define gettotalbytes(g) cast(lu_mem, (g)->totalbytes + (g)->GCdebt) + +LUAI_FUNC void luaE_setdebt (global_State *g, l_mem debt); +LUAI_FUNC void luaE_freethread (lua_State *L, lua_State *L1); +LUAI_FUNC CallInfo *luaE_extendCI (lua_State *L); +LUAI_FUNC void luaE_freeCI (lua_State *L); +LUAI_FUNC void luaE_shrinkCI (lua_State *L); +LUAI_FUNC void luaE_checkcstack (lua_State *L); +LUAI_FUNC void luaE_incCstack (lua_State *L); +LUAI_FUNC void luaE_warning (lua_State *L, const char *msg, int tocont); +LUAI_FUNC void luaE_warnerror (lua_State *L, const char *where); +LUAI_FUNC int luaE_resetthread (lua_State *L, int status); + + +#endif + diff --git a/Dependencies/LuaRaw/include/lstring.h b/Dependencies/LuaRaw/include/lstring.h new file mode 100644 index 000000000..450c2390d --- /dev/null +++ b/Dependencies/LuaRaw/include/lstring.h @@ -0,0 +1,57 @@ +/* +** $Id: lstring.h $ +** String table (keep all strings handled by Lua) +** See Copyright Notice in lua.h +*/ + +#ifndef lstring_h +#define lstring_h + +#include "lgc.h" +#include "lobject.h" +#include "lstate.h" + + +/* +** Memory-allocation error message must be preallocated (it cannot +** be created after memory is exhausted) +*/ +#define MEMERRMSG "not enough memory" + + +/* +** Size of a TString: Size of the header plus space for the string +** itself (including final '\0'). +*/ +#define sizelstring(l) (offsetof(TString, contents) + ((l) + 1) * sizeof(char)) + +#define luaS_newliteral(L, s) (luaS_newlstr(L, "" s, \ + (sizeof(s)/sizeof(char))-1)) + + +/* +** test whether a string is a reserved word +*/ +#define isreserved(s) ((s)->tt == LUA_VSHRSTR && (s)->extra > 0) + + +/* +** equality for short strings, which are always internalized +*/ +#define eqshrstr(a,b) check_exp((a)->tt == LUA_VSHRSTR, (a) == (b)) + + +LUAI_FUNC unsigned int luaS_hash (const char *str, size_t l, unsigned int seed); +LUAI_FUNC unsigned int luaS_hashlongstr (TString *ts); +LUAI_FUNC int luaS_eqlngstr (TString *a, TString *b); +LUAI_FUNC void luaS_resize (lua_State *L, int newsize); +LUAI_FUNC void luaS_clearcache (global_State *g); +LUAI_FUNC void luaS_init (lua_State *L); +LUAI_FUNC void luaS_remove (lua_State *L, TString *ts); +LUAI_FUNC Udata *luaS_newudata (lua_State *L, size_t s, int nuvalue); +LUAI_FUNC TString *luaS_newlstr (lua_State *L, const char *str, size_t l); +LUAI_FUNC TString *luaS_new (lua_State *L, const char *str); +LUAI_FUNC TString *luaS_createlngstrobj (lua_State *L, size_t l); + + +#endif diff --git a/Dependencies/LuaRaw/include/ltable.h b/Dependencies/LuaRaw/include/ltable.h new file mode 100644 index 000000000..7bbbcb213 --- /dev/null +++ b/Dependencies/LuaRaw/include/ltable.h @@ -0,0 +1,66 @@ +/* +** $Id: ltable.h $ +** Lua tables (hash) +** See Copyright Notice in lua.h +*/ + +#ifndef ltable_h +#define ltable_h + +#include "lobject.h" + + +#define gnode(t,i) (&(t)->node[i]) +#define gval(n) (&(n)->i_val) +#define gnext(n) ((n)->u.next) + + +/* +** Clear all bits of fast-access metamethods, which means that the table +** may have any of these metamethods. (First access that fails after the +** clearing will set the bit again.) +*/ +#define invalidateTMcache(t) ((t)->flags &= ~maskflags) + + +/* true when 't' is using 'dummynode' as its hash part */ +#define isdummy(t) ((t)->lastfree == NULL) + + +/* allocated size for hash nodes */ +#define allocsizenode(t) (isdummy(t) ? 0 : sizenode(t)) + + +/* returns the Node, given the value of a table entry */ +#define nodefromval(v) cast(Node *, (v)) + + +LUAI_FUNC const TValue *luaH_getint (Table *t, lua_Integer key); +LUAI_FUNC void luaH_setint (lua_State *L, Table *t, lua_Integer key, + TValue *value); +LUAI_FUNC const TValue *luaH_getshortstr (Table *t, TString *key); +LUAI_FUNC const TValue *luaH_getstr (Table *t, TString *key); +LUAI_FUNC const TValue *luaH_get (Table *t, const TValue *key); +LUAI_FUNC void luaH_newkey (lua_State *L, Table *t, const TValue *key, + TValue *value); +LUAI_FUNC void luaH_set (lua_State *L, Table *t, const TValue *key, + TValue *value); +LUAI_FUNC void luaH_finishset (lua_State *L, Table *t, const TValue *key, + const TValue *slot, TValue *value); +LUAI_FUNC Table *luaH_new (lua_State *L); +LUAI_FUNC void luaH_resize (lua_State *L, Table *t, unsigned int nasize, + unsigned int nhsize); +LUAI_FUNC void luaH_resizearray (lua_State *L, Table *t, unsigned int nasize); +LUAI_FUNC void luaH_free (lua_State *L, Table *t); +LUAI_FUNC int luaH_next (lua_State *L, Table *t, StkId key); +LUAI_FUNC lua_Unsigned luaH_getn (Table *t); +LUAI_FUNC unsigned int luaH_realasize (const Table *t); + + +#if defined(LUA_DEBUG) +LUAI_FUNC Node *luaH_mainposition (const Table *t, const TValue *key); +LUAI_FUNC int luaH_isdummy (const Table *t); +#endif + + +#endif diff --git a/Dependencies/LuaRaw/include/ltm.h b/Dependencies/LuaRaw/include/ltm.h new file mode 100644 index 000000000..73b833c60 --- /dev/null +++ b/Dependencies/LuaRaw/include/ltm.h @@ -0,0 +1,103 @@ +/* +** $Id: ltm.h $ +** Tag methods +** See Copyright Notice in lua.h +*/ + +#ifndef ltm_h +#define ltm_h + + +#include "lobject.h" + + +/* +* WARNING: if you change the order of this enumeration, +* grep "ORDER TM" and "ORDER OP" +*/ +typedef enum { + TM_INDEX, + TM_NEWINDEX, + TM_GC, + TM_MODE, + TM_LEN, + TM_EQ, /* last tag method with fast access */ + TM_ADD, + TM_SUB, + TM_MUL, + TM_MOD, + TM_POW, + TM_DIV, + TM_IDIV, + TM_BAND, + TM_BOR, + TM_BXOR, + TM_SHL, + TM_SHR, + TM_UNM, + TM_BNOT, + TM_LT, + TM_LE, + TM_CONCAT, + TM_CALL, + TM_CLOSE, + TM_N /* number of elements in the enum */ +} TMS; + + +/* +** Mask with 1 in all fast-access methods. A 1 in any of these bits +** in the flag of a (meta)table means the metatable does not have the +** corresponding metamethod field. (Bit 7 of the flag is used for +** 'isrealasize'.) +*/ +#define maskflags (~(~0u << (TM_EQ + 1))) + + +/* +** Test whether there is no tagmethod. +** (Because tagmethods use raw accesses, the result may be an "empty" nil.) +*/ +#define notm(tm) ttisnil(tm) + + +#define gfasttm(g,et,e) ((et) == NULL ? NULL : \ + ((et)->flags & (1u<<(e))) ? NULL : luaT_gettm(et, e, (g)->tmname[e])) + +#define fasttm(l,et,e) gfasttm(G(l), et, e) + +#define ttypename(x) luaT_typenames_[(x) + 1] + +LUAI_DDEC(const char *const luaT_typenames_[LUA_TOTALTYPES];) + + +LUAI_FUNC const char *luaT_objtypename (lua_State *L, const TValue *o); + +LUAI_FUNC const TValue *luaT_gettm (Table *events, TMS event, TString *ename); +LUAI_FUNC const TValue *luaT_gettmbyobj (lua_State *L, const TValue *o, + TMS event); +LUAI_FUNC void luaT_init (lua_State *L); + +LUAI_FUNC void luaT_callTM (lua_State *L, const TValue *f, const TValue *p1, + const TValue *p2, const TValue *p3); +LUAI_FUNC void luaT_callTMres (lua_State *L, const TValue *f, + const TValue *p1, const TValue *p2, StkId p3); +LUAI_FUNC void luaT_trybinTM (lua_State *L, const TValue *p1, const TValue *p2, + StkId res, TMS event); +LUAI_FUNC void luaT_tryconcatTM (lua_State *L); +LUAI_FUNC void luaT_trybinassocTM (lua_State *L, const TValue *p1, + const TValue *p2, int inv, StkId res, TMS event); +LUAI_FUNC void luaT_trybiniTM (lua_State *L, const TValue *p1, lua_Integer i2, + int inv, StkId res, TMS event); +LUAI_FUNC int luaT_callorderTM (lua_State *L, const TValue *p1, + const TValue *p2, TMS event); +LUAI_FUNC int luaT_callorderiTM (lua_State *L, const TValue *p1, int v2, + int inv, int isfloat, TMS event); + +LUAI_FUNC void luaT_adjustvarargs (lua_State *L, int nfixparams, + struct CallInfo *ci, const Proto *p); +LUAI_FUNC void luaT_getvarargs (lua_State *L, struct CallInfo *ci, + StkId where, int wanted); + + +#endif diff --git a/Dependencies/LuaRaw/include/lua.h b/Dependencies/LuaRaw/include/lua.h new file mode 100644 index 000000000..33f856452 --- /dev/null +++ b/Dependencies/LuaRaw/include/lua.h @@ -0,0 +1,522 @@ +/* +** $Id: lua.h $ +** Lua - A Scripting Language +** Lua.org, PUC-Rio, Brazil (http://www.lua.org) +** See Copyright Notice at the end of this file +*/ + + +#ifndef lua_h +#define lua_h + +#include +#include + + +#include "luaconf.h" + + +#define LUA_VERSION_MAJOR "5" +#define LUA_VERSION_MINOR "4" +#define LUA_VERSION_RELEASE "4" + +#define LUA_VERSION_NUM 504 +#define LUA_VERSION_RELEASE_NUM (LUA_VERSION_NUM * 100 + 4) + +#define LUA_VERSION "Lua " LUA_VERSION_MAJOR "." LUA_VERSION_MINOR +#define LUA_RELEASE LUA_VERSION "." LUA_VERSION_RELEASE +#define LUA_COPYRIGHT LUA_RELEASE " Copyright (C) 1994-2022 Lua.org, PUC-Rio" +#define LUA_AUTHORS "R. Ierusalimschy, L. H. de Figueiredo, W. Celes" + + +/* mark for precompiled code ('Lua') */ +#define LUA_SIGNATURE "\x1bLua" + +/* option for multiple returns in 'lua_pcall' and 'lua_call' */ +#define LUA_MULTRET (-1) + + +/* +** Pseudo-indices +** (-LUAI_MAXSTACK is the minimum valid index; we keep some free empty +** space after that to help overflow detection) +*/ +#define LUA_REGISTRYINDEX (-LUAI_MAXSTACK - 1000) +#define lua_upvalueindex(i) (LUA_REGISTRYINDEX - (i)) + + +/* thread status */ +#define LUA_OK 0 +#define LUA_YIELD 1 +#define LUA_ERRRUN 2 +#define LUA_ERRSYNTAX 3 +#define LUA_ERRMEM 4 +#define LUA_ERRERR 5 + + +typedef struct lua_State lua_State; + + +/* +** basic types +*/ +#define LUA_TNONE (-1) + +#define LUA_TNIL 0 +#define LUA_TBOOLEAN 1 +#define LUA_TLIGHTUSERDATA 2 +#define LUA_TNUMBER 3 +#define LUA_TSTRING 4 +#define LUA_TTABLE 5 +#define LUA_TFUNCTION 6 +#define LUA_TUSERDATA 7 +#define LUA_TTHREAD 8 + +#define LUA_NUMTYPES 9 + + + +/* minimum Lua stack available to a C function */ +#define LUA_MINSTACK 20 + + +/* predefined values in the registry */ +#define LUA_RIDX_MAINTHREAD 1 +#define LUA_RIDX_GLOBALS 2 +#define LUA_RIDX_LAST LUA_RIDX_GLOBALS + + +/* type of numbers in Lua */ +typedef LUA_NUMBER lua_Number; + + +/* type for integer functions */ +typedef LUA_INTEGER lua_Integer; + +/* unsigned integer type */ +typedef LUA_UNSIGNED lua_Unsigned; + +/* type for continuation-function contexts */ +typedef LUA_KCONTEXT lua_KContext; + + +/* +** Type for C functions registered with Lua +*/ +typedef int (*lua_CFunction) (lua_State *L); + +/* +** Type for continuation functions +*/ +typedef int (*lua_KFunction) (lua_State *L, int status, lua_KContext ctx); + + +/* +** Type for functions that read/write blocks when loading/dumping Lua chunks +*/ +typedef const char * (*lua_Reader) (lua_State *L, void *ud, size_t *sz); + +typedef int (*lua_Writer) (lua_State *L, const void *p, size_t sz, void *ud); + + +/* +** Type for memory-allocation functions +*/ +typedef void * (*lua_Alloc) (void *ud, void *ptr, size_t osize, size_t nsize); + + +/* +** Type for warning functions +*/ +typedef void (*lua_WarnFunction) (void *ud, const char *msg, int tocont); + + + + +/* +** generic extra include file +*/ +#if defined(LUA_USER_H) +#include LUA_USER_H +#endif + + +/* +** RCS ident string +*/ +extern const char lua_ident[]; + + +/* +** state manipulation +*/ +LUA_API lua_State *(lua_newstate) (lua_Alloc f, void *ud); +LUA_API void (lua_close) (lua_State *L); +LUA_API lua_State *(lua_newthread) (lua_State *L); +LUA_API int (lua_resetthread) (lua_State *L); + +LUA_API lua_CFunction (lua_atpanic) (lua_State *L, lua_CFunction panicf); + + +LUA_API lua_Number (lua_version) (lua_State *L); + + +/* +** basic stack manipulation +*/ +LUA_API int (lua_absindex) (lua_State *L, int idx); +LUA_API int (lua_gettop) (lua_State *L); +LUA_API void (lua_settop) (lua_State *L, int idx); +LUA_API void (lua_pushvalue) (lua_State *L, int idx); +LUA_API void (lua_rotate) (lua_State *L, int idx, int n); +LUA_API void (lua_copy) (lua_State *L, int fromidx, int toidx); +LUA_API int (lua_checkstack) (lua_State *L, int n); + +LUA_API void (lua_xmove) (lua_State *from, lua_State *to, int n); + + +/* +** access functions (stack -> C) +*/ + +LUA_API int (lua_isnumber) (lua_State *L, int idx); +LUA_API int (lua_isstring) (lua_State *L, int idx); +LUA_API int (lua_iscfunction) (lua_State *L, int idx); +LUA_API int (lua_isinteger) (lua_State *L, int idx); +LUA_API int (lua_isuserdata) (lua_State *L, int idx); +LUA_API int (lua_type) (lua_State *L, int idx); +LUA_API const char *(lua_typename) (lua_State *L, int tp); + +LUA_API lua_Number (lua_tonumberx) (lua_State *L, int idx, int *isnum); +LUA_API lua_Integer (lua_tointegerx) (lua_State *L, int idx, int *isnum); +LUA_API int (lua_toboolean) (lua_State *L, int idx); +LUA_API const char *(lua_tolstring) (lua_State *L, int idx, size_t *len); +LUA_API lua_Unsigned (lua_rawlen) (lua_State *L, int idx); +LUA_API lua_CFunction (lua_tocfunction) (lua_State *L, int idx); +LUA_API void *(lua_touserdata) (lua_State *L, int idx); +LUA_API lua_State *(lua_tothread) (lua_State *L, int idx); +LUA_API const void *(lua_topointer) (lua_State *L, int idx); + + +/* +** Comparison and arithmetic functions +*/ + +#define LUA_OPADD 0 /* ORDER TM, ORDER OP */ +#define LUA_OPSUB 1 +#define LUA_OPMUL 2 +#define LUA_OPMOD 3 +#define LUA_OPPOW 4 +#define LUA_OPDIV 5 +#define LUA_OPIDIV 6 +#define LUA_OPBAND 7 +#define LUA_OPBOR 8 +#define LUA_OPBXOR 9 +#define LUA_OPSHL 10 +#define LUA_OPSHR 11 +#define LUA_OPUNM 12 +#define LUA_OPBNOT 13 + +LUA_API void (lua_arith) (lua_State *L, int op); + +#define LUA_OPEQ 0 +#define LUA_OPLT 1 +#define LUA_OPLE 2 + +LUA_API int (lua_rawequal) (lua_State *L, int idx1, int idx2); +LUA_API int (lua_compare) (lua_State *L, int idx1, int idx2, int op); + + +/* +** push functions (C -> stack) +*/ +LUA_API void (lua_pushnil) (lua_State *L); +LUA_API void (lua_pushnumber) (lua_State *L, lua_Number n); +LUA_API void (lua_pushinteger) (lua_State *L, lua_Integer n); +LUA_API const char *(lua_pushlstring) (lua_State *L, const char *s, size_t len); +LUA_API const char *(lua_pushstring) (lua_State *L, const char *s); +LUA_API const char *(lua_pushvfstring) (lua_State *L, const char *fmt, + va_list argp); +LUA_API const char *(lua_pushfstring) (lua_State *L, const char *fmt, ...); +LUA_API void (lua_pushcclosure) (lua_State *L, lua_CFunction fn, int n); +LUA_API void (lua_pushboolean) (lua_State *L, int b); +LUA_API void (lua_pushlightuserdata) (lua_State *L, void *p); +LUA_API int (lua_pushthread) (lua_State *L); + + +/* +** get functions (Lua -> stack) +*/ +LUA_API int (lua_getglobal) (lua_State *L, const char *name); +LUA_API int (lua_gettable) (lua_State *L, int idx); +LUA_API int (lua_getfield) (lua_State *L, int idx, const char *k); +LUA_API int (lua_geti) (lua_State *L, int idx, lua_Integer n); +LUA_API int (lua_rawget) (lua_State *L, int idx); +LUA_API int (lua_rawgeti) (lua_State *L, int idx, lua_Integer n); +LUA_API int (lua_rawgetp) (lua_State *L, int idx, const void *p); + +LUA_API void (lua_createtable) (lua_State *L, int narr, int nrec); +LUA_API void *(lua_newuserdatauv) (lua_State *L, size_t sz, int nuvalue); +LUA_API int (lua_getmetatable) (lua_State *L, int objindex); +LUA_API int (lua_getiuservalue) (lua_State *L, int idx, int n); + + +/* +** set functions (stack -> Lua) +*/ +LUA_API void (lua_setglobal) (lua_State *L, const char *name); +LUA_API void (lua_settable) (lua_State *L, int idx); +LUA_API void (lua_setfield) (lua_State *L, int idx, const char *k); +LUA_API void (lua_seti) (lua_State *L, int idx, lua_Integer n); +LUA_API void (lua_rawset) (lua_State *L, int idx); +LUA_API void (lua_rawseti) (lua_State *L, int idx, lua_Integer n); +LUA_API void (lua_rawsetp) (lua_State *L, int idx, const void *p); +LUA_API int (lua_setmetatable) (lua_State *L, int objindex); +LUA_API int (lua_setiuservalue) (lua_State *L, int idx, int n); + + +/* +** 'load' and 'call' functions (load and run Lua code) +*/ +LUA_API void (lua_callk) (lua_State *L, int nargs, int nresults, + lua_KContext ctx, lua_KFunction k); +#define lua_call(L,n,r) lua_callk(L, (n), (r), 0, NULL) + +LUA_API int (lua_pcallk) (lua_State *L, int nargs, int nresults, int errfunc, + lua_KContext ctx, lua_KFunction k); +#define lua_pcall(L,n,r,f) lua_pcallk(L, (n), (r), (f), 0, NULL) + +LUA_API int (lua_load) (lua_State *L, lua_Reader reader, void *dt, + const char *chunkname, const char *mode); + +LUA_API int (lua_dump) (lua_State *L, lua_Writer writer, void *data, int strip); + + +/* +** coroutine functions +*/ +LUA_API int (lua_yieldk) (lua_State *L, int nresults, lua_KContext ctx, + lua_KFunction k); +LUA_API int (lua_resume) (lua_State *L, lua_State *from, int narg, + int *nres); +LUA_API int (lua_status) (lua_State *L); +LUA_API int (lua_isyieldable) (lua_State *L); + +#define lua_yield(L,n) lua_yieldk(L, (n), 0, NULL) + + +/* +** Warning-related functions +*/ +LUA_API void (lua_setwarnf) (lua_State *L, lua_WarnFunction f, void *ud); +LUA_API void (lua_warning) (lua_State *L, const char *msg, int tocont); + + +/* +** garbage-collection function and options +*/ + +#define LUA_GCSTOP 0 +#define LUA_GCRESTART 1 +#define LUA_GCCOLLECT 2 +#define LUA_GCCOUNT 3 +#define LUA_GCCOUNTB 4 +#define LUA_GCSTEP 5 +#define LUA_GCSETPAUSE 6 +#define LUA_GCSETSTEPMUL 7 +#define LUA_GCISRUNNING 9 +#define LUA_GCGEN 10 +#define LUA_GCINC 11 + +LUA_API int (lua_gc) (lua_State *L, int what, ...); + + +/* +** miscellaneous functions +*/ + +LUA_API int (lua_error) (lua_State *L); + +LUA_API int (lua_next) (lua_State *L, int idx); + +LUA_API void (lua_concat) (lua_State *L, int n); +LUA_API void (lua_len) (lua_State *L, int idx); + +LUA_API size_t (lua_stringtonumber) (lua_State *L, const char *s); + +LUA_API lua_Alloc (lua_getallocf) (lua_State *L, void **ud); +LUA_API void (lua_setallocf) (lua_State *L, lua_Alloc f, void *ud); + +LUA_API void (lua_toclose) (lua_State *L, int idx); +LUA_API void (lua_closeslot) (lua_State *L, int idx); + + +/* +** {============================================================== +** some useful macros +** =============================================================== +*/ + +#define lua_getextraspace(L) ((void *)((char *)(L) - LUA_EXTRASPACE)) + +#define lua_tonumber(L,i) lua_tonumberx(L,(i),NULL) +#define lua_tointeger(L,i) lua_tointegerx(L,(i),NULL) + +#define lua_pop(L,n) lua_settop(L, -(n)-1) + +#define lua_newtable(L) lua_createtable(L, 0, 0) + +#define lua_register(L,n,f) (lua_pushcfunction(L, (f)), lua_setglobal(L, (n))) + +#define lua_pushcfunction(L,f) lua_pushcclosure(L, (f), 0) + +#define lua_isfunction(L,n) (lua_type(L, (n)) == LUA_TFUNCTION) +#define lua_istable(L,n) (lua_type(L, (n)) == LUA_TTABLE) +#define lua_islightuserdata(L,n) (lua_type(L, (n)) == LUA_TLIGHTUSERDATA) +#define lua_isnil(L,n) (lua_type(L, (n)) == LUA_TNIL) +#define lua_isboolean(L,n) (lua_type(L, (n)) == LUA_TBOOLEAN) +#define lua_isthread(L,n) (lua_type(L, (n)) == LUA_TTHREAD) +#define lua_isnone(L,n) (lua_type(L, (n)) == LUA_TNONE) +#define lua_isnoneornil(L, n) (lua_type(L, (n)) <= 0) + +#define lua_pushliteral(L, s) lua_pushstring(L, "" s) + +#define lua_pushglobaltable(L) \ + ((void)lua_rawgeti(L, LUA_REGISTRYINDEX, LUA_RIDX_GLOBALS)) + +#define lua_tostring(L,i) lua_tolstring(L, (i), NULL) + + +#define lua_insert(L,idx) lua_rotate(L, (idx), 1) + +#define lua_remove(L,idx) (lua_rotate(L, (idx), -1), lua_pop(L, 1)) + +#define lua_replace(L,idx) (lua_copy(L, -1, (idx)), lua_pop(L, 1)) + +/* }============================================================== */ + + +/* +** {============================================================== +** compatibility macros +** =============================================================== +*/ +#if defined(LUA_COMPAT_APIINTCASTS) + +#define lua_pushunsigned(L,n) lua_pushinteger(L, (lua_Integer)(n)) +#define lua_tounsignedx(L,i,is) ((lua_Unsigned)lua_tointegerx(L,i,is)) +#define lua_tounsigned(L,i) lua_tounsignedx(L,(i),NULL) + +#endif + +#define lua_newuserdata(L,s) lua_newuserdatauv(L,s,1) +#define lua_getuservalue(L,idx) lua_getiuservalue(L,idx,1) +#define lua_setuservalue(L,idx) lua_setiuservalue(L,idx,1) + +#define LUA_NUMTAGS LUA_NUMTYPES + +/* }============================================================== */ + +/* +** {====================================================================== +** Debug API +** ======================================================================= +*/ + + +/* +** Event codes +*/ +#define LUA_HOOKCALL 0 +#define LUA_HOOKRET 1 +#define LUA_HOOKLINE 2 +#define LUA_HOOKCOUNT 3 +#define LUA_HOOKTAILCALL 4 + + +/* +** Event masks +*/ +#define LUA_MASKCALL (1 << LUA_HOOKCALL) +#define LUA_MASKRET (1 << LUA_HOOKRET) +#define LUA_MASKLINE (1 << LUA_HOOKLINE) +#define LUA_MASKCOUNT (1 << LUA_HOOKCOUNT) + +typedef struct lua_Debug lua_Debug; /* activation record */ + + +/* Functions to be called by the debugger in specific events */ +typedef void (*lua_Hook) (lua_State *L, lua_Debug *ar); + + +LUA_API int (lua_getstack) (lua_State *L, int level, lua_Debug *ar); +LUA_API int (lua_getinfo) (lua_State *L, const char *what, lua_Debug *ar); +LUA_API const char *(lua_getlocal) (lua_State *L, const lua_Debug *ar, int n); +LUA_API const char *(lua_setlocal) (lua_State *L, const lua_Debug *ar, int n); +LUA_API const char *(lua_getupvalue) (lua_State *L, int funcindex, int n); +LUA_API const char *(lua_setupvalue) (lua_State *L, int funcindex, int n); + +LUA_API void *(lua_upvalueid) (lua_State *L, int fidx, int n); +LUA_API void (lua_upvaluejoin) (lua_State *L, int fidx1, int n1, + int fidx2, int n2); + +LUA_API void (lua_sethook) (lua_State *L, lua_Hook func, int mask, int count); +LUA_API lua_Hook (lua_gethook) (lua_State *L); +LUA_API int (lua_gethookmask) (lua_State *L); +LUA_API int (lua_gethookcount) (lua_State *L); + +LUA_API int (lua_setcstacklimit) (lua_State *L, unsigned int limit); + +struct lua_Debug { + int event; + const char *name; /* (n) */ + const char *namewhat; /* (n) 'global', 'local', 'field', 'method' */ + const char *what; /* (S) 'Lua', 'C', 'main', 'tail' */ + const char *source; /* (S) */ + size_t srclen; /* (S) */ + int currentline; /* (l) */ + int linedefined; /* (S) */ + int lastlinedefined; /* (S) */ + unsigned char nups; /* (u) number of upvalues */ + unsigned char nparams;/* (u) number of parameters */ + char isvararg; /* (u) */ + char istailcall; /* (t) */ + unsigned short ftransfer; /* (r) index of first value transferred */ + unsigned short ntransfer; /* (r) number of transferred values */ + char short_src[LUA_IDSIZE]; /* (S) */ + /* private part */ + struct CallInfo *i_ci; /* active function */ +}; + +/* }====================================================================== */ + + +/****************************************************************************** +* Copyright (C) 1994-2022 Lua.org, PUC-Rio. +* +* Permission is hereby granted, free of charge, to any person obtaining +* a copy of this software and associated documentation files (the +* "Software"), to deal in the Software without restriction, including +* without limitation the rights to use, copy, modify, merge, publish, +* distribute, sublicense, and/or sell copies of the Software, and to +* permit persons to whom the Software is furnished to do so, subject to +* the following conditions: +* +* The above copyright notice and this permission notice shall be +* included in all copies or substantial portions of the Software. +* +* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +******************************************************************************/ + +void LuaLock(lua_State* L); +void LuaUnlock(lua_State* L); +void LuaLockInitial(lua_State* L); +void LuaLockFinal(lua_State* L); + +#endif diff --git a/Dependencies/LuaRaw/include/lua.hpp b/Dependencies/LuaRaw/include/lua.hpp new file mode 100644 index 000000000..5b749b984 --- /dev/null +++ b/Dependencies/LuaRaw/include/lua.hpp @@ -0,0 +1,16 @@ +// lua.hpp +// Lua header files for C++ +// <> not supplied automatically because Lua also compiles as C++ + +/* +extern "C" { +#include "lua.h" +#include "lualib.h" +#include "lauxlib.h" +} +*/ + +// Lua was compiled as C++ so 'extern "C"' should not be used here +#include "lua.h" +#include "lualib.h" +#include "lauxlib.h" diff --git a/Dependencies/LuaRaw/include/luaconf.h b/Dependencies/LuaRaw/include/luaconf.h new file mode 100644 index 000000000..851cf818d --- /dev/null +++ b/Dependencies/LuaRaw/include/luaconf.h @@ -0,0 +1,787 @@ +/* +** $Id: luaconf.h $ +** Configuration file for Lua +** See Copyright Notice in lua.h +*/ + + +#ifndef luaconf_h +#define luaconf_h + +#include +#include + + +/* +** =================================================================== +** General Configuration File for Lua +** +** Some definitions here can be changed externally, through the compiler +** (e.g., with '-D' options): They are commented out or protected +** by '#if !defined' guards. However, several other definitions +** should be changed directly here, either because they affect the +** Lua ABI (by making the changes here, you ensure that all software +** connected to Lua, such as C libraries, will be compiled with the same +** configuration); or because they are seldom changed. +** +** Search for "@@" to find all configurable definitions. +** =================================================================== +*/ + + +/* +** {==================================================================== +** System Configuration: macros to adapt (if needed) Lua to some +** particular platform, for instance restricting it to C89. +** ===================================================================== +*/ + +/* +@@ LUA_USE_C89 controls the use of non-ISO-C89 features. +** Define it if you want Lua to avoid the use of a few C99 features +** or Windows-specific features on Windows. +*/ +/* #define LUA_USE_C89 */ + + +/* +** By default, Lua on Windows use (some) specific Windows features +*/ +#if !defined(LUA_USE_C89) && defined(_WIN32) && !defined(_WIN32_WCE) +#define LUA_USE_WINDOWS /* enable goodies for regular Windows */ +#endif + + +#if defined(LUA_USE_WINDOWS) +#define LUA_DL_DLL /* enable support for DLL */ +#define LUA_USE_C89 /* broadly, Windows is C89 */ +#endif + + +#if defined(LUA_USE_LINUX) +#define LUA_USE_POSIX +#define LUA_USE_DLOPEN /* needs an extra library: -ldl */ +#endif + + +#if defined(LUA_USE_MACOSX) +#define LUA_USE_POSIX +#define LUA_USE_DLOPEN /* MacOS does not need -ldl */ +#endif + + +/* +@@ LUAI_IS32INT is true iff 'int' has (at least) 32 bits. +*/ +#define LUAI_IS32INT ((UINT_MAX >> 30) >= 3) + +/* }================================================================== */ + + + +/* +** {================================================================== +** Configuration for Number types. These options should not be +** set externally, because any other code connected to Lua must +** use the same configuration. +** =================================================================== +*/ + +/* +@@ LUA_INT_TYPE defines the type for Lua integers. +@@ LUA_FLOAT_TYPE defines the type for Lua floats. +** Lua should work fine with any mix of these options supported +** by your C compiler. The usual configurations are 64-bit integers +** and 'double' (the default), 32-bit integers and 'float' (for +** restricted platforms), and 'long'/'double' (for C compilers not +** compliant with C99, which may not have support for 'long long'). +*/ + +/* predefined options for LUA_INT_TYPE */ +#define LUA_INT_INT 1 +#define LUA_INT_LONG 2 +#define LUA_INT_LONGLONG 3 + +/* predefined options for LUA_FLOAT_TYPE */ +#define LUA_FLOAT_FLOAT 1 +#define LUA_FLOAT_DOUBLE 2 +#define LUA_FLOAT_LONGDOUBLE 3 + + +/* Default configuration ('long long' and 'double', for 64-bit Lua) */ +#define LUA_INT_DEFAULT LUA_INT_LONGLONG +#define LUA_FLOAT_DEFAULT LUA_FLOAT_DOUBLE + + +/* +@@ LUA_32BITS enables Lua with 32-bit integers and 32-bit floats. +*/ +#define LUA_32BITS 0 + + +/* +@@ LUA_C89_NUMBERS ensures that Lua uses the largest types available for +** C89 ('long' and 'double'); Windows always has '__int64', so it does +** not need to use this case. +*/ +#if defined(LUA_USE_C89) && !defined(LUA_USE_WINDOWS) +#define LUA_C89_NUMBERS 1 +#else +#define LUA_C89_NUMBERS 0 +#endif + + +#if LUA_32BITS /* { */ +/* +** 32-bit integers and 'float' +*/ +#if LUAI_IS32INT /* use 'int' if big enough */ +#define LUA_INT_TYPE LUA_INT_INT +#else /* otherwise use 'long' */ +#define LUA_INT_TYPE LUA_INT_LONG +#endif +#define LUA_FLOAT_TYPE LUA_FLOAT_FLOAT + +#elif LUA_C89_NUMBERS /* }{ */ +/* +** largest types available for C89 ('long' and 'double') +*/ +#define LUA_INT_TYPE LUA_INT_LONG +#define LUA_FLOAT_TYPE LUA_FLOAT_DOUBLE + +#else /* }{ */ +/* use defaults */ + +#define LUA_INT_TYPE LUA_INT_DEFAULT +#define LUA_FLOAT_TYPE LUA_FLOAT_DEFAULT + +#endif /* } */ + + +/* }================================================================== */ + + + +/* +** {================================================================== +** Configuration for Paths. +** =================================================================== +*/ + +/* +** LUA_PATH_SEP is the character that separates templates in a path. +** LUA_PATH_MARK is the string that marks the substitution points in a +** template. +** LUA_EXEC_DIR in a Windows path is replaced by the executable's +** directory. +*/ +#define LUA_PATH_SEP ";" +#define LUA_PATH_MARK "?" +#define LUA_EXEC_DIR "!" + + +/* +@@ LUA_PATH_DEFAULT is the default path that Lua uses to look for +** Lua libraries. +@@ LUA_CPATH_DEFAULT is the default path that Lua uses to look for +** C libraries. +** CHANGE them if your machine has a non-conventional directory +** hierarchy or if you want to install your libraries in +** non-conventional directories. +*/ + +#define LUA_VDIR LUA_VERSION_MAJOR "." LUA_VERSION_MINOR +#if defined(_WIN32) /* { */ +/* +** In Windows, any exclamation mark ('!') in the path is replaced by the +** path of the directory of the executable file of the current process. +*/ +#define LUA_LDIR "!\\lua\\" +#define LUA_CDIR "!\\" +#define LUA_SHRDIR "!\\..\\share\\lua\\" LUA_VDIR "\\" + +#if !defined(LUA_PATH_DEFAULT) +#define LUA_PATH_DEFAULT \ + LUA_LDIR"?.lua;" LUA_LDIR"?\\init.lua;" \ + LUA_CDIR"?.lua;" LUA_CDIR"?\\init.lua;" \ + LUA_SHRDIR"?.lua;" LUA_SHRDIR"?\\init.lua;" \ + ".\\?.lua;" ".\\?\\init.lua" +#endif + +#if !defined(LUA_CPATH_DEFAULT) +#define LUA_CPATH_DEFAULT \ + LUA_CDIR"?.dll;" \ + LUA_CDIR"..\\lib\\lua\\" LUA_VDIR "\\?.dll;" \ + LUA_CDIR"loadall.dll;" ".\\?.dll" +#endif + +#else /* }{ */ + +#define LUA_ROOT "/usr/local/" +#define LUA_LDIR LUA_ROOT "share/lua/" LUA_VDIR "/" +#define LUA_CDIR LUA_ROOT "lib/lua/" LUA_VDIR "/" + +#if !defined(LUA_PATH_DEFAULT) +#define LUA_PATH_DEFAULT \ + LUA_LDIR"?.lua;" LUA_LDIR"?/init.lua;" \ + LUA_CDIR"?.lua;" LUA_CDIR"?/init.lua;" \ + "./?.lua;" "./?/init.lua" +#endif + +#if !defined(LUA_CPATH_DEFAULT) +#define LUA_CPATH_DEFAULT \ + LUA_CDIR"?.so;" LUA_CDIR"loadall.so;" "./?.so" +#endif + +#endif /* } */ + + +/* +@@ LUA_DIRSEP is the directory separator (for submodules). +** CHANGE it if your machine does not use "/" as the directory separator +** and is not Windows. (On Windows Lua automatically uses "\".) +*/ +#if !defined(LUA_DIRSEP) + +#if defined(_WIN32) +#define LUA_DIRSEP "\\" +#else +#define LUA_DIRSEP "/" +#endif + +#endif + +/* }================================================================== */ + + +/* +** {================================================================== +** Marks for exported symbols in the C code +** =================================================================== +*/ + +/* +@@ LUA_API is a mark for all core API functions. +@@ LUALIB_API is a mark for all auxiliary library functions. +@@ LUAMOD_API is a mark for all standard library opening functions. +** CHANGE them if you need to define those functions in some special way. +** For instance, if you want to create one Windows DLL with the core and +** the libraries, you may want to use the following definition (define +** LUA_BUILD_AS_DLL to get it). +*/ +#if defined(LUA_BUILD_AS_DLL) /* { */ + +#if defined(LUA_CORE) || defined(LUA_LIB) /* { */ +#define LUA_API __declspec(dllexport) +#else /* }{ */ +#define LUA_API __declspec(dllimport) +#endif /* } */ + +#else /* }{ */ + +#define LUA_API extern + +#endif /* } */ + + +/* +** More often than not the libs go together with the core. +*/ +#define LUALIB_API LUA_API +#define LUAMOD_API LUA_API + + +/* +@@ LUAI_FUNC is a mark for all extern functions that are not to be +** exported to outside modules. +@@ LUAI_DDEF and LUAI_DDEC are marks for all extern (const) variables, +** none of which to be exported to outside modules (LUAI_DDEF for +** definitions and LUAI_DDEC for declarations). +** CHANGE them if you need to mark them in some special way. Elf/gcc +** (versions 3.2 and later) mark them as "hidden" to optimize access +** when Lua is compiled as a shared library. Not all elf targets support +** this attribute. Unfortunately, gcc does not offer a way to check +** whether the target offers that support, and those without support +** give a warning about it. To avoid these warnings, change to the +** default definition. +*/ +#if defined(__GNUC__) && ((__GNUC__*100 + __GNUC_MINOR__) >= 302) && \ + defined(__ELF__) /* { */ +#define LUAI_FUNC __attribute__((visibility("internal"))) extern +#else /* }{ */ +#define LUAI_FUNC extern +#endif /* } */ + +#define LUAI_DDEC(dec) LUAI_FUNC dec +#define LUAI_DDEF /* empty */ + +/* }================================================================== */ + + +/* +** {================================================================== +** Compatibility with previous versions +** =================================================================== +*/ + +/* +@@ LUA_COMPAT_5_3 controls other macros for compatibility with Lua 5.3. +** You can define it to get all options, or change specific options +** to fit your specific needs. +*/ +#if defined(LUA_COMPAT_5_3) /* { */ + +/* +@@ LUA_COMPAT_MATHLIB controls the presence of several deprecated +** functions in the mathematical library. +** (These functions were already officially removed in 5.3; +** nevertheless they are still available here.) +*/ +#define LUA_COMPAT_MATHLIB + +/* +@@ LUA_COMPAT_APIINTCASTS controls the presence of macros for +** manipulating other integer types (lua_pushunsigned, lua_tounsigned, +** luaL_checkint, luaL_checklong, etc.) +** (These macros were also officially removed in 5.3, but they are still +** available here.) +*/ +#define LUA_COMPAT_APIINTCASTS + + +/* +@@ LUA_COMPAT_LT_LE controls the emulation of the '__le' metamethod +** using '__lt'. +*/ +#define LUA_COMPAT_LT_LE + + +/* +@@ The following macros supply trivial compatibility for some +** changes in the API. The macros themselves document how to +** change your code to avoid using them. +** (Once more, these macros were officially removed in 5.3, but they are +** still available here.) +*/ +#define lua_strlen(L,i) lua_rawlen(L, (i)) + +#define lua_objlen(L,i) lua_rawlen(L, (i)) + +#define lua_equal(L,idx1,idx2) lua_compare(L,(idx1),(idx2),LUA_OPEQ) +#define lua_lessthan(L,idx1,idx2) lua_compare(L,(idx1),(idx2),LUA_OPLT) + +#endif /* } */ + +/* }================================================================== */ + + + +/* +** {================================================================== +** Configuration for Numbers (low-level part). +** Change these definitions if no predefined LUA_FLOAT_* / LUA_INT_* +** satisfy your needs. +** =================================================================== +*/ + +/* +@@ LUAI_UACNUMBER is the result of a 'default argument promotion' +@@ over a floating number. +@@ l_floatatt(x) corrects float attribute 'x' to the proper float type +** by prefixing it with one of FLT/DBL/LDBL. +@@ LUA_NUMBER_FRMLEN is the length modifier for writing floats. +@@ LUA_NUMBER_FMT is the format for writing floats. +@@ lua_number2str converts a float to a string. +@@ l_mathop allows the addition of an 'l' or 'f' to all math operations. +@@ l_floor takes the floor of a float. +@@ lua_str2number converts a decimal numeral to a number. +*/ + + +/* The following definitions are good for most cases here */ + +#define l_floor(x) (l_mathop(floor)(x)) + +#define lua_number2str(s,sz,n) \ + l_sprintf((s), sz, LUA_NUMBER_FMT, (LUAI_UACNUMBER)(n)) + +/* +@@ lua_numbertointeger converts a float number with an integral value +** to an integer, or returns 0 if float is not within the range of +** a lua_Integer. (The range comparisons are tricky because of +** rounding. The tests here assume a two-complement representation, +** where MININTEGER always has an exact representation as a float; +** MAXINTEGER may not have one, and therefore its conversion to float +** may have an ill-defined value.) +*/ +#define lua_numbertointeger(n,p) \ + ((n) >= (LUA_NUMBER)(LUA_MININTEGER) && \ + (n) < -(LUA_NUMBER)(LUA_MININTEGER) && \ + (*(p) = (LUA_INTEGER)(n), 1)) + + +/* now the variable definitions */ + +#if LUA_FLOAT_TYPE == LUA_FLOAT_FLOAT /* { single float */ + +#define LUA_NUMBER float + +#define l_floatatt(n) (FLT_##n) + +#define LUAI_UACNUMBER double + +#define LUA_NUMBER_FRMLEN "" +#define LUA_NUMBER_FMT "%.7g" + +#define l_mathop(op) op##f + +#define lua_str2number(s,p) strtof((s), (p)) + + +#elif LUA_FLOAT_TYPE == LUA_FLOAT_LONGDOUBLE /* }{ long double */ + +#define LUA_NUMBER long double + +#define l_floatatt(n) (LDBL_##n) + +#define LUAI_UACNUMBER long double + +#define LUA_NUMBER_FRMLEN "L" +#define LUA_NUMBER_FMT "%.19Lg" + +#define l_mathop(op) op##l + +#define lua_str2number(s,p) strtold((s), (p)) + +#elif LUA_FLOAT_TYPE == LUA_FLOAT_DOUBLE /* }{ double */ + +#define LUA_NUMBER double + +#define l_floatatt(n) (DBL_##n) + +#define LUAI_UACNUMBER double + +#define LUA_NUMBER_FRMLEN "" +#define LUA_NUMBER_FMT "%.14g" + +#define l_mathop(op) op + +#define lua_str2number(s,p) strtod((s), (p)) + +#else /* }{ */ + +#error "numeric float type not defined" + +#endif /* } */ + + + +/* +@@ LUA_UNSIGNED is the unsigned version of LUA_INTEGER. +@@ LUAI_UACINT is the result of a 'default argument promotion' +@@ over a LUA_INTEGER. +@@ LUA_INTEGER_FRMLEN is the length modifier for reading/writing integers. +@@ LUA_INTEGER_FMT is the format for writing integers. +@@ LUA_MAXINTEGER is the maximum value for a LUA_INTEGER. +@@ LUA_MININTEGER is the minimum value for a LUA_INTEGER. +@@ LUA_MAXUNSIGNED is the maximum value for a LUA_UNSIGNED. +@@ lua_integer2str converts an integer to a string. +*/ + + +/* The following definitions are good for most cases here */ + +#define LUA_INTEGER_FMT "%" LUA_INTEGER_FRMLEN "d" + +#define LUAI_UACINT LUA_INTEGER + +#define lua_integer2str(s,sz,n) \ + l_sprintf((s), sz, LUA_INTEGER_FMT, (LUAI_UACINT)(n)) + +/* +** use LUAI_UACINT here to avoid problems with promotions (which +** can turn a comparison between unsigneds into a signed comparison) +*/ +#define LUA_UNSIGNED unsigned LUAI_UACINT + + +/* now the variable definitions */ + +#if LUA_INT_TYPE == LUA_INT_INT /* { int */ + +#define LUA_INTEGER int +#define LUA_INTEGER_FRMLEN "" + +#define LUA_MAXINTEGER INT_MAX +#define LUA_MININTEGER INT_MIN + +#define LUA_MAXUNSIGNED UINT_MAX + +#elif LUA_INT_TYPE == LUA_INT_LONG /* }{ long */ + +#define LUA_INTEGER long +#define LUA_INTEGER_FRMLEN "l" + +#define LUA_MAXINTEGER LONG_MAX +#define LUA_MININTEGER LONG_MIN + +#define LUA_MAXUNSIGNED ULONG_MAX + +#elif LUA_INT_TYPE == LUA_INT_LONGLONG /* }{ long long */ + +/* use presence of macro LLONG_MAX as proxy for C99 compliance */ +#if defined(LLONG_MAX) /* { */ +/* use ISO C99 stuff */ + +#define LUA_INTEGER long long +#define LUA_INTEGER_FRMLEN "ll" + +#define LUA_MAXINTEGER LLONG_MAX +#define LUA_MININTEGER LLONG_MIN + +#define LUA_MAXUNSIGNED ULLONG_MAX + +#elif defined(LUA_USE_WINDOWS) /* }{ */ +/* in Windows, can use specific Windows types */ + +#define LUA_INTEGER __int64 +#define LUA_INTEGER_FRMLEN "I64" + +#define LUA_MAXINTEGER _I64_MAX +#define LUA_MININTEGER _I64_MIN + +#define LUA_MAXUNSIGNED _UI64_MAX + +#else /* }{ */ + +#error "Compiler does not support 'long long'. Use option '-DLUA_32BITS' \ + or '-DLUA_C89_NUMBERS' (see file 'luaconf.h' for details)" + +#endif /* } */ + +#else /* }{ */ + +#error "numeric integer type not defined" + +#endif /* } */ + +/* }================================================================== */ + + +/* +** {================================================================== +** Dependencies with C99 and other C details +** =================================================================== +*/ + +/* +@@ l_sprintf is equivalent to 'snprintf' or 'sprintf' in C89. +** (All uses in Lua have only one format item.) +*/ +#if !defined(LUA_USE_C89) +#define l_sprintf(s,sz,f,i) snprintf(s,sz,f,i) +#else +#define l_sprintf(s,sz,f,i) ((void)(sz), sprintf(s,f,i)) +#endif + + +/* +@@ lua_strx2number converts a hexadecimal numeral to a number. +** In C99, 'strtod' does that conversion. Otherwise, you can +** leave 'lua_strx2number' undefined and Lua will provide its own +** implementation. +*/ +#if !defined(LUA_USE_C89) +#define lua_strx2number(s,p) lua_str2number(s,p) +#endif + + +/* +@@ lua_pointer2str converts a pointer to a readable string in a +** non-specified way. +*/ +#define lua_pointer2str(buff,sz,p) l_sprintf(buff,sz,"%p",p) + + +/* +@@ lua_number2strx converts a float to a hexadecimal numeral. +** In C99, 'sprintf' (with format specifiers '%a'/'%A') does that. +** Otherwise, you can leave 'lua_number2strx' undefined and Lua will +** provide its own implementation. +*/ +#if !defined(LUA_USE_C89) +#define lua_number2strx(L,b,sz,f,n) \ + ((void)L, l_sprintf(b,sz,f,(LUAI_UACNUMBER)(n))) +#endif + + +/* +** 'strtof' and 'opf' variants for math functions are not valid in +** C89. Otherwise, the macro 'HUGE_VALF' is a good proxy for testing the +** availability of these variants. ('math.h' is already included in +** all files that use these macros.) +*/ +#if defined(LUA_USE_C89) || (defined(HUGE_VAL) && !defined(HUGE_VALF)) +#undef l_mathop /* variants not available */ +#undef lua_str2number +#define l_mathop(op) (lua_Number)op /* no variant */ +#define lua_str2number(s,p) ((lua_Number)strtod((s), (p))) +#endif + + +/* +@@ LUA_KCONTEXT is the type of the context ('ctx') for continuation +** functions. It must be a numerical type; Lua will use 'intptr_t' if +** available, otherwise it will use 'ptrdiff_t' (the nearest thing to +** 'intptr_t' in C89) +*/ +#define LUA_KCONTEXT ptrdiff_t + +#if !defined(LUA_USE_C89) && defined(__STDC_VERSION__) && \ + __STDC_VERSION__ >= 199901L +#include +#if defined(INTPTR_MAX) /* even in C99 this type is optional */ +#undef LUA_KCONTEXT +#define LUA_KCONTEXT intptr_t +#endif +#endif + + +/* +@@ lua_getlocaledecpoint gets the locale "radix character" (decimal point). +** Change that if you do not want to use C locales. (Code using this +** macro must include the header 'locale.h'.) +*/ +#if !defined(lua_getlocaledecpoint) +#define lua_getlocaledecpoint() (localeconv()->decimal_point[0]) +#endif + + +/* +** macros to improve jump prediction, used mostly for error handling +** and debug facilities. (Some macros in the Lua API use these macros. +** Define LUA_NOBUILTIN if you do not want '__builtin_expect' in your +** code.) +*/ +#if !defined(luai_likely) + +#if defined(__GNUC__) && !defined(LUA_NOBUILTIN) +#define luai_likely(x) (__builtin_expect(((x) != 0), 1)) +#define luai_unlikely(x) (__builtin_expect(((x) != 0), 0)) +#else +#define luai_likely(x) (x) +#define luai_unlikely(x) (x) +#endif + +#endif + + +#if defined(LUA_CORE) || defined(LUA_LIB) +/* shorter names for Lua's own use */ +#define l_likely(x) luai_likely(x) +#define l_unlikely(x) luai_unlikely(x) +#endif + + + +/* }================================================================== */ + + +/* +** {================================================================== +** Language Variations +** ===================================================================== +*/ + +/* +@@ LUA_NOCVTN2S/LUA_NOCVTS2N control how Lua performs some +** coercions. Define LUA_NOCVTN2S to turn off automatic coercion from +** numbers to strings. Define LUA_NOCVTS2N to turn off automatic +** coercion from strings to numbers. +*/ +/* #define LUA_NOCVTN2S */ +/* #define LUA_NOCVTS2N */ + + +/* +@@ LUA_USE_APICHECK turns on several consistency checks on the C API. +** Define it as a help when debugging C code. +*/ +#if defined(LUA_USE_APICHECK) +#include +#define luai_apicheck(l,e) assert(e) +#endif + +/* }================================================================== */ + + +/* +** {================================================================== +** Macros that affect the API and must be stable (that is, must be the +** same when you compile Lua and when you compile code that links to +** Lua). +** ===================================================================== +*/ + +/* +@@ LUAI_MAXSTACK limits the size of the Lua stack. +** CHANGE it if you need a different limit. This limit is arbitrary; +** its only purpose is to stop Lua from consuming unlimited stack +** space (and to reserve some numbers for pseudo-indices). +** (It must fit into max(size_t)/32.) +*/ +#if LUAI_IS32INT +#define LUAI_MAXSTACK 1000000 +#else +#define LUAI_MAXSTACK 15000 +#endif + + +/* +@@ LUA_EXTRASPACE defines the size of a raw memory area associated with +** a Lua state with very fast access. +** CHANGE it if you need a different size. +*/ +#define LUA_EXTRASPACE (sizeof(void *)) + + +/* +@@ LUA_IDSIZE gives the maximum size for the description of the source +@@ of a function in debug information. +** CHANGE it if you want a different size. +*/ +#define LUA_IDSIZE 60 + + +/* +@@ LUAL_BUFFERSIZE is the buffer size used by the lauxlib buffer system. +*/ +#define LUAL_BUFFERSIZE ((int)(16 * sizeof(void*) * sizeof(lua_Number))) + + +/* +@@ LUAI_MAXALIGN defines fields that, when used in a union, ensure +** maximum alignment for the other items in that union. +*/ +#define LUAI_MAXALIGN lua_Number n; double u; void *s; lua_Integer i; long l + +/* }================================================================== */ + + + + + +/* =================================================================== */ + +/* +** Local configuration. You can use this space to add your redefinitions +** without modifying the main part of the file. +*/ + +#define lua_lock(L) LuaLock(L) +#define lua_unlock(L) LuaUnlock(L) +#define luai_userstateopen(L) LuaLockInitial(L) +#define luai_userstateclose(L) LuaLockFinal(L) +#define luai_userstatethread(L,L1) LuaLockInitial(L1) +#endif + diff --git a/Dependencies/LuaRaw/include/lualib.h b/Dependencies/LuaRaw/include/lualib.h new file mode 100644 index 000000000..262552907 --- /dev/null +++ b/Dependencies/LuaRaw/include/lualib.h @@ -0,0 +1,52 @@ +/* +** $Id: lualib.h $ +** Lua standard libraries +** See Copyright Notice in lua.h +*/ + + +#ifndef lualib_h +#define lualib_h + +#include "lua.h" + + +/* version suffix for environment variable names */ +#define LUA_VERSUFFIX "_" LUA_VERSION_MAJOR "_" LUA_VERSION_MINOR + + +LUAMOD_API int (luaopen_base) (lua_State *L); + +#define LUA_COLIBNAME "coroutine" +LUAMOD_API int (luaopen_coroutine) (lua_State *L); + +#define LUA_TABLIBNAME "table" +LUAMOD_API int (luaopen_table) (lua_State *L); + +#define LUA_IOLIBNAME "io" +LUAMOD_API int (luaopen_io) (lua_State *L); + +#define LUA_OSLIBNAME "os" +LUAMOD_API int (luaopen_os) (lua_State *L); + +#define LUA_STRLIBNAME "string" +LUAMOD_API int (luaopen_string) (lua_State *L); + +#define LUA_UTF8LIBNAME "utf8" +LUAMOD_API int (luaopen_utf8) (lua_State *L); + +#define LUA_MATHLIBNAME "math" +LUAMOD_API int (luaopen_math) (lua_State *L); + +#define LUA_DBLIBNAME "debug" +LUAMOD_API int (luaopen_debug) (lua_State *L); + +#define LUA_LOADLIBNAME "package" +LUAMOD_API int (luaopen_package) (lua_State *L); + + +/* open all previous libraries */ +LUALIB_API void (luaL_openlibs) (lua_State *L); + + +#endif diff --git a/Dependencies/LuaRaw/include/lundump.h b/Dependencies/LuaRaw/include/lundump.h new file mode 100644 index 000000000..f3748a998 --- /dev/null +++ b/Dependencies/LuaRaw/include/lundump.h @@ -0,0 +1,36 @@ +/* +** $Id: lundump.h $ +** load precompiled Lua chunks +** See Copyright Notice in lua.h +*/ + +#ifndef lundump_h +#define lundump_h + +#include "llimits.h" +#include "lobject.h" +#include "lzio.h" + + +/* data to catch conversion errors */ +#define LUAC_DATA "\x19\x93\r\n\x1a\n" + +#define LUAC_INT 0x5678 +#define LUAC_NUM cast_num(370.5) + +/* +** Encode major-minor version in one byte, one nibble for each +*/ +#define MYINT(s) (s[0]-'0') /* assume one-digit numerals */ +#define LUAC_VERSION (MYINT(LUA_VERSION_MAJOR)*16+MYINT(LUA_VERSION_MINOR)) + +#define LUAC_FORMAT 0 /* this is the official format */ + +/* load one chunk; from lundump.c */ +LUAI_FUNC LClosure* luaU_undump (lua_State* L, ZIO* Z, const char* name); + +/* dump one chunk; from ldump.c */ +LUAI_FUNC int luaU_dump (lua_State* L, const Proto* f, lua_Writer w, + void* data, int strip); + +#endif diff --git a/Dependencies/LuaRaw/include/lvm.h b/Dependencies/LuaRaw/include/lvm.h new file mode 100644 index 000000000..1bc16f3a5 --- /dev/null +++ b/Dependencies/LuaRaw/include/lvm.h @@ -0,0 +1,136 @@ +/* +** $Id: lvm.h $ +** Lua virtual machine +** See Copyright Notice in lua.h +*/ + +#ifndef lvm_h +#define lvm_h + + +#include "ldo.h" +#include "lobject.h" +#include "ltm.h" + + +#if !defined(LUA_NOCVTN2S) +#define cvt2str(o) ttisnumber(o) +#else +#define cvt2str(o) 0 /* no conversion from numbers to strings */ +#endif + + +#if !defined(LUA_NOCVTS2N) +#define cvt2num(o) ttisstring(o) +#else +#define cvt2num(o) 0 /* no conversion from strings to numbers */ +#endif + + +/* +** You can define LUA_FLOORN2I if you want to convert floats to integers +** by flooring them (instead of raising an error if they are not +** integral values) +*/ +#if !defined(LUA_FLOORN2I) +#define LUA_FLOORN2I F2Ieq +#endif + + +/* +** Rounding modes for float->integer coercion + */ +typedef enum { + F2Ieq, /* no rounding; accepts only integral values */ + F2Ifloor, /* takes the floor of the number */ + F2Iceil /* takes the ceil of the number */ +} F2Imod; + + +/* convert an object to a float (including string coercion) */ +#define tonumber(o,n) \ + (ttisfloat(o) ? (*(n) = fltvalue(o), 1) : luaV_tonumber_(o,n)) + + +/* convert an object to a float (without string coercion) */ +#define tonumberns(o,n) \ + (ttisfloat(o) ? ((n) = fltvalue(o), 1) : \ + (ttisinteger(o) ? ((n) = cast_num(ivalue(o)), 1) : 0)) + + +/* convert an object to an integer (including string coercion) */ +#define tointeger(o,i) \ + (l_likely(ttisinteger(o)) ? (*(i) = ivalue(o), 1) \ + : luaV_tointeger(o,i,LUA_FLOORN2I)) + + +/* convert an object to an integer (without string coercion) */ +#define tointegerns(o,i) \ + (l_likely(ttisinteger(o)) ? (*(i) = ivalue(o), 1) \ + : luaV_tointegerns(o,i,LUA_FLOORN2I)) + + +#define intop(op,v1,v2) l_castU2S(l_castS2U(v1) op l_castS2U(v2)) + +#define luaV_rawequalobj(t1,t2) luaV_equalobj(NULL,t1,t2) + + +/* +** fast track for 'gettable': if 't' is a table and 't[k]' is present, +** return 1 with 'slot' pointing to 't[k]' (position of final result). +** Otherwise, return 0 (meaning it will have to check metamethod) +** with 'slot' pointing to an empty 't[k]' (if 't' is a table) or NULL +** (otherwise). 'f' is the raw get function to use. +*/ +#define luaV_fastget(L,t,k,slot,f) \ + (!ttistable(t) \ + ? (slot = NULL, 0) /* not a table; 'slot' is NULL and result is 0 */ \ + : (slot = f(hvalue(t), k), /* else, do raw access */ \ + !isempty(slot))) /* result not empty? */ + + +/* +** Special case of 'luaV_fastget' for integers, inlining the fast case +** of 'luaH_getint'. +*/ +#define luaV_fastgeti(L,t,k,slot) \ + (!ttistable(t) \ + ? (slot = NULL, 0) /* not a table; 'slot' is NULL and result is 0 */ \ + : (slot = (l_castS2U(k) - 1u < hvalue(t)->alimit) \ + ? &hvalue(t)->array[k - 1] : luaH_getint(hvalue(t), k), \ + !isempty(slot))) /* result not empty? */ + + +/* +** Finish a fast set operation (when fast get succeeds). In that case, +** 'slot' points to the place to put the value. +*/ +#define luaV_finishfastset(L,t,slot,v) \ + { setobj2t(L, cast(TValue *,slot), v); \ + luaC_barrierback(L, gcvalue(t), v); } + + + + +LUAI_FUNC int luaV_equalobj (lua_State *L, const TValue *t1, const TValue *t2); +LUAI_FUNC int luaV_lessthan (lua_State *L, const TValue *l, const TValue *r); +LUAI_FUNC int luaV_lessequal (lua_State *L, const TValue *l, const TValue *r); +LUAI_FUNC int luaV_tonumber_ (const TValue *obj, lua_Number *n); +LUAI_FUNC int luaV_tointeger (const TValue *obj, lua_Integer *p, F2Imod mode); +LUAI_FUNC int luaV_tointegerns (const TValue *obj, lua_Integer *p, + F2Imod mode); +LUAI_FUNC int luaV_flttointeger (lua_Number n, lua_Integer *p, F2Imod mode); +LUAI_FUNC void luaV_finishget (lua_State *L, const TValue *t, TValue *key, + StkId val, const TValue *slot); +LUAI_FUNC void luaV_finishset (lua_State *L, const TValue *t, TValue *key, + TValue *val, const TValue *slot); +LUAI_FUNC void luaV_finishOp (lua_State *L); +LUAI_FUNC void luaV_execute (lua_State *L, CallInfo *ci); +LUAI_FUNC void luaV_concat (lua_State *L, int total); +LUAI_FUNC lua_Integer luaV_idiv (lua_State *L, lua_Integer x, lua_Integer y); +LUAI_FUNC lua_Integer luaV_mod (lua_State *L, lua_Integer x, lua_Integer y); +LUAI_FUNC lua_Number luaV_modf (lua_State *L, lua_Number x, lua_Number y); +LUAI_FUNC lua_Integer luaV_shiftl (lua_Integer x, lua_Integer y); +LUAI_FUNC void luaV_objlen (lua_State *L, StkId ra, const TValue *rb); + +#endif diff --git a/Dependencies/LuaRaw/include/lzio.h b/Dependencies/LuaRaw/include/lzio.h new file mode 100644 index 000000000..38f397fd2 --- /dev/null +++ b/Dependencies/LuaRaw/include/lzio.h @@ -0,0 +1,66 @@ +/* +** $Id: lzio.h $ +** Buffered streams +** See Copyright Notice in lua.h +*/ + + +#ifndef lzio_h +#define lzio_h + +#include "lua.h" + +#include "lmem.h" + + +#define EOZ (-1) /* end of stream */ + +typedef struct Zio ZIO; + +#define zgetc(z) (((z)->n--)>0 ? cast_uchar(*(z)->p++) : luaZ_fill(z)) + + +typedef struct Mbuffer { + char *buffer; + size_t n; + size_t buffsize; +} Mbuffer; + +#define luaZ_initbuffer(L, buff) ((buff)->buffer = NULL, (buff)->buffsize = 0) + +#define luaZ_buffer(buff) ((buff)->buffer) +#define luaZ_sizebuffer(buff) ((buff)->buffsize) +#define luaZ_bufflen(buff) ((buff)->n) + +#define luaZ_buffremove(buff,i) ((buff)->n -= (i)) +#define luaZ_resetbuffer(buff) ((buff)->n = 0) + + +#define luaZ_resizebuffer(L, buff, size) \ + ((buff)->buffer = luaM_reallocvchar(L, (buff)->buffer, \ + (buff)->buffsize, size), \ + (buff)->buffsize = size) + +#define luaZ_freebuffer(L, buff) luaZ_resizebuffer(L, buff, 0) + + +LUAI_FUNC void luaZ_init (lua_State *L, ZIO *z, lua_Reader reader, + void *data); +LUAI_FUNC size_t luaZ_read (ZIO* z, void *b, size_t n); /* read next n bytes */ + + + +/* --------- Private Part ------------------ */ + +struct Zio { + size_t n; /* bytes still unread */ + const char *p; /* current position in buffer */ + lua_Reader reader; /* reader function */ + void *data; /* additional data */ + lua_State *L; /* Lua state (for reader) */ +}; + + +LUAI_FUNC int luaZ_fill (ZIO *z); + +#endif diff --git a/Dependencies/LuaRaw/src/lapi.c b/Dependencies/LuaRaw/src/lapi.c new file mode 100644 index 000000000..5ee65792d --- /dev/null +++ b/Dependencies/LuaRaw/src/lapi.c @@ -0,0 +1,1466 @@ +/* +** $Id: lapi.c $ +** Lua API +** See Copyright Notice in lua.h +*/ + +#define lapi_c +#define LUA_CORE + +#include "lprefix.h" + + +#include +#include +#include + +#include "lua.h" + +#include "lapi.h" +#include "ldebug.h" +#include "ldo.h" +#include "lfunc.h" +#include "lgc.h" +#include "lmem.h" +#include "lobject.h" +#include "lstate.h" +#include "lstring.h" +#include "ltable.h" +#include "ltm.h" +#include "lundump.h" +#include "lvm.h" + + + +const char lua_ident[] = + "$LuaVersion: " LUA_COPYRIGHT " $" + "$LuaAuthors: " LUA_AUTHORS " $"; + + + +/* +** Test for a valid index (one that is not the 'nilvalue'). +** '!ttisnil(o)' implies 'o != &G(L)->nilvalue', so it is not needed. +** However, it covers the most common cases in a faster way. +*/ +#define isvalid(L, o) (!ttisnil(o) || o != &G(L)->nilvalue) + + +/* test for pseudo index */ +#define ispseudo(i) ((i) <= LUA_REGISTRYINDEX) + +/* test for upvalue */ +#define isupvalue(i) ((i) < LUA_REGISTRYINDEX) + + +/* +** Convert an acceptable index to a pointer to its respective value. +** Non-valid indices return the special nil value 'G(L)->nilvalue'. +*/ +static TValue *index2value (lua_State *L, int idx) { + CallInfo *ci = L->ci; + if (idx > 0) { + StkId o = ci->func + idx; + api_check(L, idx <= L->ci->top - (ci->func + 1), "unacceptable index"); + if (o >= L->top) return &G(L)->nilvalue; + else return s2v(o); + } + else if (!ispseudo(idx)) { /* negative index */ + api_check(L, idx != 0 && -idx <= L->top - (ci->func + 1), "invalid index"); + return s2v(L->top + idx); + } + else if (idx == LUA_REGISTRYINDEX) + return &G(L)->l_registry; + else { /* upvalues */ + idx = LUA_REGISTRYINDEX - idx; + api_check(L, idx <= MAXUPVAL + 1, "upvalue index too large"); + if (ttisCclosure(s2v(ci->func))) { /* C closure? */ + CClosure *func = clCvalue(s2v(ci->func)); + return (idx <= func->nupvalues) ? &func->upvalue[idx-1] + : &G(L)->nilvalue; + } + else { /* light C function or Lua function (through a hook)?) */ + api_check(L, ttislcf(s2v(ci->func)), "caller not a C function"); + return &G(L)->nilvalue; /* no upvalues */ + } + } +} + + + +/* +** Convert a valid actual index (not a pseudo-index) to its address. +*/ +l_sinline StkId index2stack (lua_State *L, int idx) { + CallInfo *ci = L->ci; + if (idx > 0) { + StkId o = ci->func + idx; + api_check(L, o < L->top, "invalid index"); + return o; + } + else { /* non-positive index */ + api_check(L, idx != 0 && -idx <= L->top - (ci->func + 1), "invalid index"); + api_check(L, !ispseudo(idx), "invalid index"); + return L->top + idx; + } +} + + +LUA_API int lua_checkstack (lua_State *L, int n) { + int res; + CallInfo *ci; + lua_lock(L); + ci = L->ci; + api_check(L, n >= 0, "negative 'n'"); + if (L->stack_last - L->top > n) /* stack large enough? */ + res = 1; /* yes; check is OK */ + else { /* no; need to grow stack */ + int inuse = cast_int(L->top - L->stack) + EXTRA_STACK; + if (inuse > LUAI_MAXSTACK - n) /* can grow without overflow? */ + res = 0; /* no */ + else /* try to grow stack */ + res = luaD_growstack(L, n, 0); + } + if (res && ci->top < L->top + n) + ci->top = L->top + n; /* adjust frame top */ + lua_unlock(L); + return res; +} + + +LUA_API void lua_xmove (lua_State *from, lua_State *to, int n) { + int i; + if (from == to) return; + lua_lock(to); + api_checknelems(from, n); + api_check(from, G(from) == G(to), "moving among independent states"); + api_check(from, to->ci->top - to->top >= n, "stack overflow"); + from->top -= n; + for (i = 0; i < n; i++) { + setobjs2s(to, to->top, from->top + i); + to->top++; /* stack already checked by previous 'api_check' */ + } + lua_unlock(to); +} + + +LUA_API lua_CFunction lua_atpanic (lua_State *L, lua_CFunction panicf) { + lua_CFunction old; + lua_lock(L); + old = G(L)->panic; + G(L)->panic = panicf; + lua_unlock(L); + return old; +} + + +LUA_API lua_Number lua_version (lua_State *L) { + UNUSED(L); + return LUA_VERSION_NUM; +} + + + +/* +** basic stack manipulation +*/ + + +/* +** convert an acceptable stack index into an absolute index +*/ +LUA_API int lua_absindex (lua_State *L, int idx) { + return (idx > 0 || ispseudo(idx)) + ? idx + : cast_int(L->top - L->ci->func) + idx; +} + + +LUA_API int lua_gettop (lua_State *L) { + return cast_int(L->top - (L->ci->func + 1)); +} + + +LUA_API void lua_settop (lua_State *L, int idx) { + CallInfo *ci; + StkId func, newtop; + ptrdiff_t diff; /* difference for new top */ + lua_lock(L); + ci = L->ci; + func = ci->func; + if (idx >= 0) { + api_check(L, idx <= ci->top - (func + 1), "new top too large"); + diff = ((func + 1) + idx) - L->top; + for (; diff > 0; diff--) + setnilvalue(s2v(L->top++)); /* clear new slots */ + } + else { + api_check(L, -(idx+1) <= (L->top - (func + 1)), "invalid new top"); + diff = idx + 1; /* will "subtract" index (as it is negative) */ + } + api_check(L, L->tbclist < L->top, "previous pop of an unclosed slot"); + newtop = L->top + diff; + if (diff < 0 && L->tbclist >= newtop) { + lua_assert(hastocloseCfunc(ci->nresults)); + luaF_close(L, newtop, CLOSEKTOP, 0); + } + L->top = newtop; /* correct top only after closing any upvalue */ + lua_unlock(L); +} + + +LUA_API void lua_closeslot (lua_State *L, int idx) { + StkId level; + lua_lock(L); + level = index2stack(L, idx); + api_check(L, hastocloseCfunc(L->ci->nresults) && L->tbclist == level, + "no variable to close at given level"); + luaF_close(L, level, CLOSEKTOP, 0); + level = index2stack(L, idx); /* stack may be moved */ + setnilvalue(s2v(level)); + lua_unlock(L); +} + + +/* +** Reverse the stack segment from 'from' to 'to' +** (auxiliary to 'lua_rotate') +** Note that we move(copy) only the value inside the stack. +** (We do not move additional fields that may exist.) +*/ +l_sinline void reverse (lua_State *L, StkId from, StkId to) { + for (; from < to; from++, to--) { + TValue temp; + setobj(L, &temp, s2v(from)); + setobjs2s(L, from, to); + setobj2s(L, to, &temp); + } +} + + +/* +** Let x = AB, where A is a prefix of length 'n'. Then, +** rotate x n == BA. But BA == (A^r . B^r)^r. +*/ +LUA_API void lua_rotate (lua_State *L, int idx, int n) { + StkId p, t, m; + lua_lock(L); + t = L->top - 1; /* end of stack segment being rotated */ + p = index2stack(L, idx); /* start of segment */ + api_check(L, (n >= 0 ? n : -n) <= (t - p + 1), "invalid 'n'"); + m = (n >= 0 ? t - n : p - n - 1); /* end of prefix */ + reverse(L, p, m); /* reverse the prefix with length 'n' */ + reverse(L, m + 1, t); /* reverse the suffix */ + reverse(L, p, t); /* reverse the entire segment */ + lua_unlock(L); +} + + +LUA_API void lua_copy (lua_State *L, int fromidx, int toidx) { + TValue *fr, *to; + lua_lock(L); + fr = index2value(L, fromidx); + to = index2value(L, toidx); + api_check(L, isvalid(L, to), "invalid index"); + setobj(L, to, fr); + if (isupvalue(toidx)) /* function upvalue? */ + luaC_barrier(L, clCvalue(s2v(L->ci->func)), fr); + /* LUA_REGISTRYINDEX does not need gc barrier + (collector revisits it before finishing collection) */ + lua_unlock(L); +} + + +LUA_API void lua_pushvalue (lua_State *L, int idx) { + lua_lock(L); + setobj2s(L, L->top, index2value(L, idx)); + api_incr_top(L); + lua_unlock(L); +} + + + +/* +** access functions (stack -> C) +*/ + + +LUA_API int lua_type (lua_State *L, int idx) { + const TValue *o = index2value(L, idx); + return (isvalid(L, o) ? ttype(o) : LUA_TNONE); +} + + +LUA_API const char *lua_typename (lua_State *L, int t) { + UNUSED(L); + api_check(L, LUA_TNONE <= t && t < LUA_NUMTYPES, "invalid type"); + return ttypename(t); +} + + +LUA_API int lua_iscfunction (lua_State *L, int idx) { + const TValue *o = index2value(L, idx); + return (ttislcf(o) || (ttisCclosure(o))); +} + + +LUA_API int lua_isinteger (lua_State *L, int idx) { + const TValue *o = index2value(L, idx); + return ttisinteger(o); +} + + +LUA_API int lua_isnumber (lua_State *L, int idx) { + lua_Number n; + const TValue *o = index2value(L, idx); + return tonumber(o, &n); +} + + +LUA_API int lua_isstring (lua_State *L, int idx) { + const TValue *o = index2value(L, idx); + return (ttisstring(o) || cvt2str(o)); +} + + +LUA_API int lua_isuserdata (lua_State *L, int idx) { + const TValue *o = index2value(L, idx); + return (ttisfulluserdata(o) || ttislightuserdata(o)); +} + + +LUA_API int lua_rawequal (lua_State *L, int index1, int index2) { + const TValue *o1 = index2value(L, index1); + const TValue *o2 = index2value(L, index2); + return (isvalid(L, o1) && isvalid(L, o2)) ? luaV_rawequalobj(o1, o2) : 0; +} + + +LUA_API void lua_arith (lua_State *L, int op) { + lua_lock(L); + if (op != LUA_OPUNM && op != LUA_OPBNOT) + api_checknelems(L, 2); /* all other operations expect two operands */ + else { /* for unary operations, add fake 2nd operand */ + api_checknelems(L, 1); + setobjs2s(L, L->top, L->top - 1); + api_incr_top(L); + } + /* first operand at top - 2, second at top - 1; result go to top - 2 */ + luaO_arith(L, op, s2v(L->top - 2), s2v(L->top - 1), L->top - 2); + L->top--; /* remove second operand */ + lua_unlock(L); +} + + +LUA_API int lua_compare (lua_State *L, int index1, int index2, int op) { + const TValue *o1; + const TValue *o2; + int i = 0; + lua_lock(L); /* may call tag method */ + o1 = index2value(L, index1); + o2 = index2value(L, index2); + if (isvalid(L, o1) && isvalid(L, o2)) { + switch (op) { + case LUA_OPEQ: i = luaV_equalobj(L, o1, o2); break; + case LUA_OPLT: i = luaV_lessthan(L, o1, o2); break; + case LUA_OPLE: i = luaV_lessequal(L, o1, o2); break; + default: api_check(L, 0, "invalid option"); + } + } + lua_unlock(L); + return i; +} + + +LUA_API size_t lua_stringtonumber (lua_State *L, const char *s) { + size_t sz = luaO_str2num(s, s2v(L->top)); + if (sz != 0) + api_incr_top(L); + return sz; +} + + +LUA_API lua_Number lua_tonumberx (lua_State *L, int idx, int *pisnum) { + lua_Number n = 0; + const TValue *o = index2value(L, idx); + int isnum = tonumber(o, &n); + if (pisnum) + *pisnum = isnum; + return n; +} + + +LUA_API lua_Integer lua_tointegerx (lua_State *L, int idx, int *pisnum) { + lua_Integer res = 0; + const TValue *o = index2value(L, idx); + int isnum = tointeger(o, &res); + if (pisnum) + *pisnum = isnum; + return res; +} + + +LUA_API int lua_toboolean (lua_State *L, int idx) { + const TValue *o = index2value(L, idx); + return !l_isfalse(o); +} + + +LUA_API const char *lua_tolstring (lua_State *L, int idx, size_t *len) { + TValue *o; + lua_lock(L); + o = index2value(L, idx); + if (!ttisstring(o)) { + if (!cvt2str(o)) { /* not convertible? */ + if (len != NULL) *len = 0; + lua_unlock(L); + return NULL; + } + luaO_tostring(L, o); + luaC_checkGC(L); + o = index2value(L, idx); /* previous call may reallocate the stack */ + } + if (len != NULL) + *len = vslen(o); + lua_unlock(L); + return svalue(o); +} + + +LUA_API lua_Unsigned lua_rawlen (lua_State *L, int idx) { + const TValue *o = index2value(L, idx); + switch (ttypetag(o)) { + case LUA_VSHRSTR: return tsvalue(o)->shrlen; + case LUA_VLNGSTR: return tsvalue(o)->u.lnglen; + case LUA_VUSERDATA: return uvalue(o)->len; + case LUA_VTABLE: return luaH_getn(hvalue(o)); + default: return 0; + } +} + + +LUA_API lua_CFunction lua_tocfunction (lua_State *L, int idx) { + const TValue *o = index2value(L, idx); + if (ttislcf(o)) return fvalue(o); + else if (ttisCclosure(o)) + return clCvalue(o)->f; + else return NULL; /* not a C function */ +} + + +l_sinline void *touserdata (const TValue *o) { + switch (ttype(o)) { + case LUA_TUSERDATA: return getudatamem(uvalue(o)); + case LUA_TLIGHTUSERDATA: return pvalue(o); + default: return NULL; + } +} + + +LUA_API void *lua_touserdata (lua_State *L, int idx) { + const TValue *o = index2value(L, idx); + return touserdata(o); +} + + +LUA_API lua_State *lua_tothread (lua_State *L, int idx) { + const TValue *o = index2value(L, idx); + return (!ttisthread(o)) ? NULL : thvalue(o); +} + + +/* +** Returns a pointer to the internal representation of an object. +** Note that ANSI C does not allow the conversion of a pointer to +** function to a 'void*', so the conversion here goes through +** a 'size_t'. (As the returned pointer is only informative, this +** conversion should not be a problem.) +*/ +LUA_API const void *lua_topointer (lua_State *L, int idx) { + const TValue *o = index2value(L, idx); + switch (ttypetag(o)) { + case LUA_VLCF: return cast_voidp(cast_sizet(fvalue(o))); + case LUA_VUSERDATA: case LUA_VLIGHTUSERDATA: + return touserdata(o); + default: { + if (iscollectable(o)) + return gcvalue(o); + else + return NULL; + } + } +} + + + +/* +** push functions (C -> stack) +*/ + + +LUA_API void lua_pushnil (lua_State *L) { + lua_lock(L); + setnilvalue(s2v(L->top)); + api_incr_top(L); + lua_unlock(L); +} + + +LUA_API void lua_pushnumber (lua_State *L, lua_Number n) { + lua_lock(L); + setfltvalue(s2v(L->top), n); + api_incr_top(L); + lua_unlock(L); +} + + +LUA_API void lua_pushinteger (lua_State *L, lua_Integer n) { + lua_lock(L); + setivalue(s2v(L->top), n); + api_incr_top(L); + lua_unlock(L); +} + + +/* +** Pushes on the stack a string with given length. Avoid using 's' when +** 'len' == 0 (as 's' can be NULL in that case), due to later use of +** 'memcmp' and 'memcpy'. +*/ +LUA_API const char *lua_pushlstring (lua_State *L, const char *s, size_t len) { + TString *ts; + lua_lock(L); + ts = (len == 0) ? luaS_new(L, "") : luaS_newlstr(L, s, len); + setsvalue2s(L, L->top, ts); + api_incr_top(L); + luaC_checkGC(L); + lua_unlock(L); + return getstr(ts); +} + + +LUA_API const char *lua_pushstring (lua_State *L, const char *s) { + lua_lock(L); + if (s == NULL) + setnilvalue(s2v(L->top)); + else { + TString *ts; + ts = luaS_new(L, s); + setsvalue2s(L, L->top, ts); + s = getstr(ts); /* internal copy's address */ + } + api_incr_top(L); + luaC_checkGC(L); + lua_unlock(L); + return s; +} + + +LUA_API const char *lua_pushvfstring (lua_State *L, const char *fmt, + va_list argp) { + const char *ret; + lua_lock(L); + ret = luaO_pushvfstring(L, fmt, argp); + luaC_checkGC(L); + lua_unlock(L); + return ret; +} + + +LUA_API const char *lua_pushfstring (lua_State *L, const char *fmt, ...) { + const char *ret; + va_list argp; + lua_lock(L); + va_start(argp, fmt); + ret = luaO_pushvfstring(L, fmt, argp); + va_end(argp); + luaC_checkGC(L); + lua_unlock(L); + return ret; +} + + +LUA_API void lua_pushcclosure (lua_State *L, lua_CFunction fn, int n) { + lua_lock(L); + if (n == 0) { + setfvalue(s2v(L->top), fn); + api_incr_top(L); + } + else { + CClosure *cl; + api_checknelems(L, n); + api_check(L, n <= MAXUPVAL, "upvalue index too large"); + cl = luaF_newCclosure(L, n); + cl->f = fn; + L->top -= n; + while (n--) { + setobj2n(L, &cl->upvalue[n], s2v(L->top + n)); + /* does not need barrier because closure is white */ + lua_assert(iswhite(cl)); + } + setclCvalue(L, s2v(L->top), cl); + api_incr_top(L); + luaC_checkGC(L); + } + lua_unlock(L); +} + + +LUA_API void lua_pushboolean (lua_State *L, int b) { + lua_lock(L); + if (b) + setbtvalue(s2v(L->top)); + else + setbfvalue(s2v(L->top)); + api_incr_top(L); + lua_unlock(L); +} + + +LUA_API void lua_pushlightuserdata (lua_State *L, void *p) { + lua_lock(L); + setpvalue(s2v(L->top), p); + api_incr_top(L); + lua_unlock(L); +} + + +LUA_API int lua_pushthread (lua_State *L) { + lua_lock(L); + setthvalue(L, s2v(L->top), L); + api_incr_top(L); + lua_unlock(L); + return (G(L)->mainthread == L); +} + + + +/* +** get functions (Lua -> stack) +*/ + + +l_sinline int auxgetstr (lua_State *L, const TValue *t, const char *k) { + const TValue *slot; + TString *str = luaS_new(L, k); + if (luaV_fastget(L, t, str, slot, luaH_getstr)) { + setobj2s(L, L->top, slot); + api_incr_top(L); + } + else { + setsvalue2s(L, L->top, str); + api_incr_top(L); + luaV_finishget(L, t, s2v(L->top - 1), L->top - 1, slot); + } + lua_unlock(L); + return ttype(s2v(L->top - 1)); +} + + +/* +** Get the global table in the registry. Since all predefined +** indices in the registry were inserted right when the registry +** was created and never removed, they must always be in the array +** part of the registry. +*/ +#define getGtable(L) \ + (&hvalue(&G(L)->l_registry)->array[LUA_RIDX_GLOBALS - 1]) + + +LUA_API int lua_getglobal (lua_State *L, const char *name) { + const TValue *G; + lua_lock(L); + G = getGtable(L); + return auxgetstr(L, G, name); +} + + +LUA_API int lua_gettable (lua_State *L, int idx) { + const TValue *slot; + TValue *t; + lua_lock(L); + t = index2value(L, idx); + if (luaV_fastget(L, t, s2v(L->top - 1), slot, luaH_get)) { + setobj2s(L, L->top - 1, slot); + } + else + luaV_finishget(L, t, s2v(L->top - 1), L->top - 1, slot); + lua_unlock(L); + return ttype(s2v(L->top - 1)); +} + + +LUA_API int lua_getfield (lua_State *L, int idx, const char *k) { + lua_lock(L); + return auxgetstr(L, index2value(L, idx), k); +} + + +LUA_API int lua_geti (lua_State *L, int idx, lua_Integer n) { + TValue *t; + const TValue *slot; + lua_lock(L); + t = index2value(L, idx); + if (luaV_fastgeti(L, t, n, slot)) { + setobj2s(L, L->top, slot); + } + else { + TValue aux; + setivalue(&aux, n); + luaV_finishget(L, t, &aux, L->top, slot); + } + api_incr_top(L); + lua_unlock(L); + return ttype(s2v(L->top - 1)); +} + + +l_sinline int finishrawget (lua_State *L, const TValue *val) { + if (isempty(val)) /* avoid copying empty items to the stack */ + setnilvalue(s2v(L->top)); + else + setobj2s(L, L->top, val); + api_incr_top(L); + lua_unlock(L); + return ttype(s2v(L->top - 1)); +} + + +static Table *gettable (lua_State *L, int idx) { + TValue *t = index2value(L, idx); + api_check(L, ttistable(t), "table expected"); + return hvalue(t); +} + + +LUA_API int lua_rawget (lua_State *L, int idx) { + Table *t; + const TValue *val; + lua_lock(L); + api_checknelems(L, 1); + t = gettable(L, idx); + val = luaH_get(t, s2v(L->top - 1)); + L->top--; /* remove key */ + return finishrawget(L, val); +} + + +LUA_API int lua_rawgeti (lua_State *L, int idx, lua_Integer n) { + Table *t; + lua_lock(L); + t = gettable(L, idx); + return finishrawget(L, luaH_getint(t, n)); +} + + +LUA_API int lua_rawgetp (lua_State *L, int idx, const void *p) { + Table *t; + TValue k; + lua_lock(L); + t = gettable(L, idx); + setpvalue(&k, cast_voidp(p)); + return finishrawget(L, luaH_get(t, &k)); +} + + +LUA_API void lua_createtable (lua_State *L, int narray, int nrec) { + Table *t; + lua_lock(L); + t = luaH_new(L); + sethvalue2s(L, L->top, t); + api_incr_top(L); + if (narray > 0 || nrec > 0) + luaH_resize(L, t, narray, nrec); + luaC_checkGC(L); + lua_unlock(L); +} + + +LUA_API int lua_getmetatable (lua_State *L, int objindex) { + const TValue *obj; + Table *mt; + int res = 0; + lua_lock(L); + obj = index2value(L, objindex); + switch (ttype(obj)) { + case LUA_TTABLE: + mt = hvalue(obj)->metatable; + break; + case LUA_TUSERDATA: + mt = uvalue(obj)->metatable; + break; + default: + mt = G(L)->mt[ttype(obj)]; + break; + } + if (mt != NULL) { + sethvalue2s(L, L->top, mt); + api_incr_top(L); + res = 1; + } + lua_unlock(L); + return res; +} + + +LUA_API int lua_getiuservalue (lua_State *L, int idx, int n) { + TValue *o; + int t; + lua_lock(L); + o = index2value(L, idx); + api_check(L, ttisfulluserdata(o), "full userdata expected"); + if (n <= 0 || n > uvalue(o)->nuvalue) { + setnilvalue(s2v(L->top)); + t = LUA_TNONE; + } + else { + setobj2s(L, L->top, &uvalue(o)->uv[n - 1].uv); + t = ttype(s2v(L->top)); + } + api_incr_top(L); + lua_unlock(L); + return t; +} + + +/* +** set functions (stack -> Lua) +*/ + +/* +** t[k] = value at the top of the stack (where 'k' is a string) +*/ +static void auxsetstr (lua_State *L, const TValue *t, const char *k) { + const TValue *slot; + TString *str = luaS_new(L, k); + api_checknelems(L, 1); + if (luaV_fastget(L, t, str, slot, luaH_getstr)) { + luaV_finishfastset(L, t, slot, s2v(L->top - 1)); + L->top--; /* pop value */ + } + else { + setsvalue2s(L, L->top, str); /* push 'str' (to make it a TValue) */ + api_incr_top(L); + luaV_finishset(L, t, s2v(L->top - 1), s2v(L->top - 2), slot); + L->top -= 2; /* pop value and key */ + } + lua_unlock(L); /* lock done by caller */ +} + + +LUA_API void lua_setglobal (lua_State *L, const char *name) { + const TValue *G; + lua_lock(L); /* unlock done in 'auxsetstr' */ + G = getGtable(L); + auxsetstr(L, G, name); +} + + +LUA_API void lua_settable (lua_State *L, int idx) { + TValue *t; + const TValue *slot; + lua_lock(L); + api_checknelems(L, 2); + t = index2value(L, idx); + if (luaV_fastget(L, t, s2v(L->top - 2), slot, luaH_get)) { + luaV_finishfastset(L, t, slot, s2v(L->top - 1)); + } + else + luaV_finishset(L, t, s2v(L->top - 2), s2v(L->top - 1), slot); + L->top -= 2; /* pop index and value */ + lua_unlock(L); +} + + +LUA_API void lua_setfield (lua_State *L, int idx, const char *k) { + lua_lock(L); /* unlock done in 'auxsetstr' */ + auxsetstr(L, index2value(L, idx), k); +} + + +LUA_API void lua_seti (lua_State *L, int idx, lua_Integer n) { + TValue *t; + const TValue *slot; + lua_lock(L); + api_checknelems(L, 1); + t = index2value(L, idx); + if (luaV_fastgeti(L, t, n, slot)) { + luaV_finishfastset(L, t, slot, s2v(L->top - 1)); + } + else { + TValue aux; + setivalue(&aux, n); + luaV_finishset(L, t, &aux, s2v(L->top - 1), slot); + } + L->top--; /* pop value */ + lua_unlock(L); +} + + +static void aux_rawset (lua_State *L, int idx, TValue *key, int n) { + Table *t; + lua_lock(L); + api_checknelems(L, n); + t = gettable(L, idx); + luaH_set(L, t, key, s2v(L->top - 1)); + invalidateTMcache(t); + luaC_barrierback(L, obj2gco(t), s2v(L->top - 1)); + L->top -= n; + lua_unlock(L); +} + + +LUA_API void lua_rawset (lua_State *L, int idx) { + aux_rawset(L, idx, s2v(L->top - 2), 2); +} + + +LUA_API void lua_rawsetp (lua_State *L, int idx, const void *p) { + TValue k; + setpvalue(&k, cast_voidp(p)); + aux_rawset(L, idx, &k, 1); +} + + +LUA_API void lua_rawseti (lua_State *L, int idx, lua_Integer n) { + Table *t; + lua_lock(L); + api_checknelems(L, 1); + t = gettable(L, idx); + luaH_setint(L, t, n, s2v(L->top - 1)); + luaC_barrierback(L, obj2gco(t), s2v(L->top - 1)); + L->top--; + lua_unlock(L); +} + + +LUA_API int lua_setmetatable (lua_State *L, int objindex) { + TValue *obj; + Table *mt; + lua_lock(L); + api_checknelems(L, 1); + obj = index2value(L, objindex); + if (ttisnil(s2v(L->top - 1))) + mt = NULL; + else { + api_check(L, ttistable(s2v(L->top - 1)), "table expected"); + mt = hvalue(s2v(L->top - 1)); + } + switch (ttype(obj)) { + case LUA_TTABLE: { + hvalue(obj)->metatable = mt; + if (mt) { + luaC_objbarrier(L, gcvalue(obj), mt); + luaC_checkfinalizer(L, gcvalue(obj), mt); + } + break; + } + case LUA_TUSERDATA: { + uvalue(obj)->metatable = mt; + if (mt) { + luaC_objbarrier(L, uvalue(obj), mt); + luaC_checkfinalizer(L, gcvalue(obj), mt); + } + break; + } + default: { + G(L)->mt[ttype(obj)] = mt; + break; + } + } + L->top--; + lua_unlock(L); + return 1; +} + + +LUA_API int lua_setiuservalue (lua_State *L, int idx, int n) { + TValue *o; + int res; + lua_lock(L); + api_checknelems(L, 1); + o = index2value(L, idx); + api_check(L, ttisfulluserdata(o), "full userdata expected"); + if (!(cast_uint(n) - 1u < cast_uint(uvalue(o)->nuvalue))) + res = 0; /* 'n' not in [1, uvalue(o)->nuvalue] */ + else { + setobj(L, &uvalue(o)->uv[n - 1].uv, s2v(L->top - 1)); + luaC_barrierback(L, gcvalue(o), s2v(L->top - 1)); + res = 1; + } + L->top--; + lua_unlock(L); + return res; +} + + +/* +** 'load' and 'call' functions (run Lua code) +*/ + + +#define checkresults(L,na,nr) \ + api_check(L, (nr) == LUA_MULTRET || (L->ci->top - L->top >= (nr) - (na)), \ + "results from function overflow current stack size") + + +LUA_API void lua_callk (lua_State *L, int nargs, int nresults, + lua_KContext ctx, lua_KFunction k) { + StkId func; + lua_lock(L); + api_check(L, k == NULL || !isLua(L->ci), + "cannot use continuations inside hooks"); + api_checknelems(L, nargs+1); + api_check(L, L->status == LUA_OK, "cannot do calls on non-normal thread"); + checkresults(L, nargs, nresults); + func = L->top - (nargs+1); + if (k != NULL && yieldable(L)) { /* need to prepare continuation? */ + L->ci->u.c.k = k; /* save continuation */ + L->ci->u.c.ctx = ctx; /* save context */ + luaD_call(L, func, nresults); /* do the call */ + } + else /* no continuation or no yieldable */ + luaD_callnoyield(L, func, nresults); /* just do the call */ + adjustresults(L, nresults); + lua_unlock(L); +} + + + +/* +** Execute a protected call. +*/ +struct CallS { /* data to 'f_call' */ + StkId func; + int nresults; +}; + + +static void f_call (lua_State *L, void *ud) { + struct CallS *c = cast(struct CallS *, ud); + luaD_callnoyield(L, c->func, c->nresults); +} + + + +LUA_API int lua_pcallk (lua_State *L, int nargs, int nresults, int errfunc, + lua_KContext ctx, lua_KFunction k) { + struct CallS c; + int status; + ptrdiff_t func; + lua_lock(L); + api_check(L, k == NULL || !isLua(L->ci), + "cannot use continuations inside hooks"); + api_checknelems(L, nargs+1); + api_check(L, L->status == LUA_OK, "cannot do calls on non-normal thread"); + checkresults(L, nargs, nresults); + if (errfunc == 0) + func = 0; + else { + StkId o = index2stack(L, errfunc); + api_check(L, ttisfunction(s2v(o)), "error handler must be a function"); + func = savestack(L, o); + } + c.func = L->top - (nargs+1); /* function to be called */ + if (k == NULL || !yieldable(L)) { /* no continuation or no yieldable? */ + c.nresults = nresults; /* do a 'conventional' protected call */ + status = luaD_pcall(L, f_call, &c, savestack(L, c.func), func); + } + else { /* prepare continuation (call is already protected by 'resume') */ + CallInfo *ci = L->ci; + ci->u.c.k = k; /* save continuation */ + ci->u.c.ctx = ctx; /* save context */ + /* save information for error recovery */ + ci->u2.funcidx = cast_int(savestack(L, c.func)); + ci->u.c.old_errfunc = L->errfunc; + L->errfunc = func; + setoah(ci->callstatus, L->allowhook); /* save value of 'allowhook' */ + ci->callstatus |= CIST_YPCALL; /* function can do error recovery */ + luaD_call(L, c.func, nresults); /* do the call */ + ci->callstatus &= ~CIST_YPCALL; + L->errfunc = ci->u.c.old_errfunc; + status = LUA_OK; /* if it is here, there were no errors */ + } + adjustresults(L, nresults); + lua_unlock(L); + return status; +} + + +LUA_API int lua_load (lua_State *L, lua_Reader reader, void *data, + const char *chunkname, const char *mode) { + ZIO z; + int status; + lua_lock(L); + if (!chunkname) chunkname = "?"; + luaZ_init(L, &z, reader, data); + status = luaD_protectedparser(L, &z, chunkname, mode); + if (status == LUA_OK) { /* no errors? */ + LClosure *f = clLvalue(s2v(L->top - 1)); /* get newly created function */ + if (f->nupvalues >= 1) { /* does it have an upvalue? */ + /* get global table from registry */ + const TValue *gt = getGtable(L); + /* set global table as 1st upvalue of 'f' (may be LUA_ENV) */ + setobj(L, f->upvals[0]->v, gt); + luaC_barrier(L, f->upvals[0], gt); + } + } + lua_unlock(L); + return status; +} + + +LUA_API int lua_dump (lua_State *L, lua_Writer writer, void *data, int strip) { + int status; + TValue *o; + lua_lock(L); + api_checknelems(L, 1); + o = s2v(L->top - 1); + if (isLfunction(o)) + status = luaU_dump(L, getproto(o), writer, data, strip); + else + status = 1; + lua_unlock(L); + return status; +} + + +LUA_API int lua_status (lua_State *L) { + return L->status; +} + + +/* +** Garbage-collection function +*/ +LUA_API int lua_gc (lua_State *L, int what, ...) { + va_list argp; + int res = 0; + global_State *g = G(L); + if (g->gcstp & GCSTPGC) /* internal stop? */ + return -1; /* all options are invalid when stopped */ + lua_lock(L); + va_start(argp, what); + switch (what) { + case LUA_GCSTOP: { + g->gcstp = GCSTPUSR; /* stopped by the user */ + break; + } + case LUA_GCRESTART: { + luaE_setdebt(g, 0); + g->gcstp = 0; /* (GCSTPGC must be already zero here) */ + break; + } + case LUA_GCCOLLECT: { + luaC_fullgc(L, 0); + break; + } + case LUA_GCCOUNT: { + /* GC values are expressed in Kbytes: #bytes/2^10 */ + res = cast_int(gettotalbytes(g) >> 10); + break; + } + case LUA_GCCOUNTB: { + res = cast_int(gettotalbytes(g) & 0x3ff); + break; + } + case LUA_GCSTEP: { + int data = va_arg(argp, int); + l_mem debt = 1; /* =1 to signal that it did an actual step */ + lu_byte oldstp = g->gcstp; + g->gcstp = 0; /* allow GC to run (GCSTPGC must be zero here) */ + if (data == 0) { + luaE_setdebt(g, 0); /* do a basic step */ + luaC_step(L); + } + else { /* add 'data' to total debt */ + debt = cast(l_mem, data) * 1024 + g->GCdebt; + luaE_setdebt(g, debt); + luaC_checkGC(L); + } + g->gcstp = oldstp; /* restore previous state */ + if (debt > 0 && g->gcstate == GCSpause) /* end of cycle? */ + res = 1; /* signal it */ + break; + } + case LUA_GCSETPAUSE: { + int data = va_arg(argp, int); + res = getgcparam(g->gcpause); + setgcparam(g->gcpause, data); + break; + } + case LUA_GCSETSTEPMUL: { + int data = va_arg(argp, int); + res = getgcparam(g->gcstepmul); + setgcparam(g->gcstepmul, data); + break; + } + case LUA_GCISRUNNING: { + res = gcrunning(g); + break; + } + case LUA_GCGEN: { + int minormul = va_arg(argp, int); + int majormul = va_arg(argp, int); + res = isdecGCmodegen(g) ? LUA_GCGEN : LUA_GCINC; + if (minormul != 0) + g->genminormul = minormul; + if (majormul != 0) + setgcparam(g->genmajormul, majormul); + luaC_changemode(L, KGC_GEN); + break; + } + case LUA_GCINC: { + int pause = va_arg(argp, int); + int stepmul = va_arg(argp, int); + int stepsize = va_arg(argp, int); + res = isdecGCmodegen(g) ? LUA_GCGEN : LUA_GCINC; + if (pause != 0) + setgcparam(g->gcpause, pause); + if (stepmul != 0) + setgcparam(g->gcstepmul, stepmul); + if (stepsize != 0) + g->gcstepsize = stepsize; + luaC_changemode(L, KGC_INC); + break; + } + default: res = -1; /* invalid option */ + } + va_end(argp); + lua_unlock(L); + return res; +} + + + +/* +** miscellaneous functions +*/ + + +LUA_API int lua_error (lua_State *L) { + TValue *errobj; + lua_lock(L); + errobj = s2v(L->top - 1); + api_checknelems(L, 1); + /* error object is the memory error message? */ + if (ttisshrstring(errobj) && eqshrstr(tsvalue(errobj), G(L)->memerrmsg)) + luaM_error(L); /* raise a memory error */ + else + luaG_errormsg(L); /* raise a regular error */ + /* code unreachable; will unlock when control actually leaves the kernel */ + return 0; /* to avoid warnings */ +} + + +LUA_API int lua_next (lua_State *L, int idx) { + Table *t; + int more; + lua_lock(L); + api_checknelems(L, 1); + t = gettable(L, idx); + more = luaH_next(L, t, L->top - 1); + if (more) { + api_incr_top(L); + } + else /* no more elements */ + L->top -= 1; /* remove key */ + lua_unlock(L); + return more; +} + + +LUA_API void lua_toclose (lua_State *L, int idx) { + int nresults; + StkId o; + lua_lock(L); + o = index2stack(L, idx); + nresults = L->ci->nresults; + api_check(L, L->tbclist < o, "given index below or equal a marked one"); + luaF_newtbcupval(L, o); /* create new to-be-closed upvalue */ + if (!hastocloseCfunc(nresults)) /* function not marked yet? */ + L->ci->nresults = codeNresults(nresults); /* mark it */ + lua_assert(hastocloseCfunc(L->ci->nresults)); + lua_unlock(L); +} + + +LUA_API void lua_concat (lua_State *L, int n) { + lua_lock(L); + api_checknelems(L, n); + if (n > 0) + luaV_concat(L, n); + else { /* nothing to concatenate */ + setsvalue2s(L, L->top, luaS_newlstr(L, "", 0)); /* push empty string */ + api_incr_top(L); + } + luaC_checkGC(L); + lua_unlock(L); +} + + +LUA_API void lua_len (lua_State *L, int idx) { + TValue *t; + lua_lock(L); + t = index2value(L, idx); + luaV_objlen(L, L->top, t); + api_incr_top(L); + lua_unlock(L); +} + + +LUA_API lua_Alloc lua_getallocf (lua_State *L, void **ud) { + lua_Alloc f; + lua_lock(L); + if (ud) *ud = G(L)->ud; + f = G(L)->frealloc; + lua_unlock(L); + return f; +} + + +LUA_API void lua_setallocf (lua_State *L, lua_Alloc f, void *ud) { + lua_lock(L); + G(L)->ud = ud; + G(L)->frealloc = f; + lua_unlock(L); +} + + +void lua_setwarnf (lua_State *L, lua_WarnFunction f, void *ud) { + lua_lock(L); + G(L)->ud_warn = ud; + G(L)->warnf = f; + lua_unlock(L); +} + + +void lua_warning (lua_State *L, const char *msg, int tocont) { + lua_lock(L); + luaE_warning(L, msg, tocont); + lua_unlock(L); +} + + + +LUA_API void *lua_newuserdatauv (lua_State *L, size_t size, int nuvalue) { + Udata *u; + lua_lock(L); + api_check(L, 0 <= nuvalue && nuvalue < USHRT_MAX, "invalid value"); + u = luaS_newudata(L, size, nuvalue); + setuvalue(L, s2v(L->top), u); + api_incr_top(L); + luaC_checkGC(L); + lua_unlock(L); + return getudatamem(u); +} + + + +static const char *aux_upvalue (TValue *fi, int n, TValue **val, + GCObject **owner) { + switch (ttypetag(fi)) { + case LUA_VCCL: { /* C closure */ + CClosure *f = clCvalue(fi); + if (!(cast_uint(n) - 1u < cast_uint(f->nupvalues))) + return NULL; /* 'n' not in [1, f->nupvalues] */ + *val = &f->upvalue[n-1]; + if (owner) *owner = obj2gco(f); + return ""; + } + case LUA_VLCL: { /* Lua closure */ + LClosure *f = clLvalue(fi); + TString *name; + Proto *p = f->p; + if (!(cast_uint(n) - 1u < cast_uint(p->sizeupvalues))) + return NULL; /* 'n' not in [1, p->sizeupvalues] */ + *val = f->upvals[n-1]->v; + if (owner) *owner = obj2gco(f->upvals[n - 1]); + name = p->upvalues[n-1].name; + return (name == NULL) ? "(no name)" : getstr(name); + } + default: return NULL; /* not a closure */ + } +} + + +LUA_API const char *lua_getupvalue (lua_State *L, int funcindex, int n) { + const char *name; + TValue *val = NULL; /* to avoid warnings */ + lua_lock(L); + name = aux_upvalue(index2value(L, funcindex), n, &val, NULL); + if (name) { + setobj2s(L, L->top, val); + api_incr_top(L); + } + lua_unlock(L); + return name; +} + + +LUA_API const char *lua_setupvalue (lua_State *L, int funcindex, int n) { + const char *name; + TValue *val = NULL; /* to avoid warnings */ + GCObject *owner = NULL; /* to avoid warnings */ + TValue *fi; + lua_lock(L); + fi = index2value(L, funcindex); + api_checknelems(L, 1); + name = aux_upvalue(fi, n, &val, &owner); + if (name) { + L->top--; + setobj(L, val, s2v(L->top)); + luaC_barrier(L, owner, val); + } + lua_unlock(L); + return name; +} + + +static UpVal **getupvalref (lua_State *L, int fidx, int n, LClosure **pf) { + static const UpVal *const nullup = NULL; + LClosure *f; + TValue *fi = index2value(L, fidx); + api_check(L, ttisLclosure(fi), "Lua function expected"); + f = clLvalue(fi); + if (pf) *pf = f; + if (1 <= n && n <= f->p->sizeupvalues) + return &f->upvals[n - 1]; /* get its upvalue pointer */ + else + return (UpVal**)&nullup; +} + + +LUA_API void *lua_upvalueid (lua_State *L, int fidx, int n) { + TValue *fi = index2value(L, fidx); + switch (ttypetag(fi)) { + case LUA_VLCL: { /* lua closure */ + return *getupvalref(L, fidx, n, NULL); + } + case LUA_VCCL: { /* C closure */ + CClosure *f = clCvalue(fi); + if (1 <= n && n <= f->nupvalues) + return &f->upvalue[n - 1]; + /* else */ + } /* FALLTHROUGH */ + case LUA_VLCF: + return NULL; /* light C functions have no upvalues */ + default: { + api_check(L, 0, "function expected"); + return NULL; + } + } +} + + +LUA_API void lua_upvaluejoin (lua_State *L, int fidx1, int n1, + int fidx2, int n2) { + LClosure *f1; + UpVal **up1 = getupvalref(L, fidx1, n1, &f1); + UpVal **up2 = getupvalref(L, fidx2, n2, NULL); + api_check(L, *up1 != NULL && *up2 != NULL, "invalid upvalue index"); + *up1 = *up2; + luaC_objbarrier(L, f1, *up1); +} + + diff --git a/Dependencies/LuaRaw/src/lauxlib.c b/Dependencies/LuaRaw/src/lauxlib.c new file mode 100644 index 000000000..8ed1da112 --- /dev/null +++ b/Dependencies/LuaRaw/src/lauxlib.c @@ -0,0 +1,1106 @@ +/* +** $Id: lauxlib.c $ +** Auxiliary functions for building Lua libraries +** See Copyright Notice in lua.h +*/ + +#define lauxlib_c +#define LUA_LIB + +#include "lprefix.h" + + +#include +#include +#include +#include +#include + + +/* +** This file uses only the official API of Lua. +** Any function declared here could be written as an application function. +*/ + +#include "lua.h" + +#include "lauxlib.h" + + +#if !defined(MAX_SIZET) +/* maximum value for size_t */ +#define MAX_SIZET ((size_t)(~(size_t)0)) +#endif + + +/* +** {====================================================== +** Traceback +** ======================================================= +*/ + + +#define LEVELS1 10 /* size of the first part of the stack */ +#define LEVELS2 11 /* size of the second part of the stack */ + + + +/* +** Search for 'objidx' in table at index -1. ('objidx' must be an +** absolute index.) Return 1 + string at top if it found a good name. +*/ +static int findfield (lua_State *L, int objidx, int level) { + if (level == 0 || !lua_istable(L, -1)) + return 0; /* not found */ + lua_pushnil(L); /* start 'next' loop */ + while (lua_next(L, -2)) { /* for each pair in table */ + if (lua_type(L, -2) == LUA_TSTRING) { /* ignore non-string keys */ + if (lua_rawequal(L, objidx, -1)) { /* found object? */ + lua_pop(L, 1); /* remove value (but keep name) */ + return 1; + } + else if (findfield(L, objidx, level - 1)) { /* try recursively */ + /* stack: lib_name, lib_table, field_name (top) */ + lua_pushliteral(L, "."); /* place '.' between the two names */ + lua_replace(L, -3); /* (in the slot occupied by table) */ + lua_concat(L, 3); /* lib_name.field_name */ + return 1; + } + } + lua_pop(L, 1); /* remove value */ + } + return 0; /* not found */ +} + + +/* +** Search for a name for a function in all loaded modules +*/ +static int pushglobalfuncname (lua_State *L, lua_Debug *ar) { + int top = lua_gettop(L); + lua_getinfo(L, "f", ar); /* push function */ + lua_getfield(L, LUA_REGISTRYINDEX, LUA_LOADED_TABLE); + if (findfield(L, top + 1, 2)) { + const char *name = lua_tostring(L, -1); + if (strncmp(name, LUA_GNAME ".", 3) == 0) { /* name start with '_G.'? */ + lua_pushstring(L, name + 3); /* push name without prefix */ + lua_remove(L, -2); /* remove original name */ + } + lua_copy(L, -1, top + 1); /* copy name to proper place */ + lua_settop(L, top + 1); /* remove table "loaded" and name copy */ + return 1; + } + else { + lua_settop(L, top); /* remove function and global table */ + return 0; + } +} + + +static void pushfuncname (lua_State *L, lua_Debug *ar) { + if (pushglobalfuncname(L, ar)) { /* try first a global name */ + lua_pushfstring(L, "function '%s'", lua_tostring(L, -1)); + lua_remove(L, -2); /* remove name */ + } + else if (*ar->namewhat != '\0') /* is there a name from code? */ + lua_pushfstring(L, "%s '%s'", ar->namewhat, ar->name); /* use it */ + else if (*ar->what == 'm') /* main? */ + lua_pushliteral(L, "main chunk"); + else if (*ar->what != 'C') /* for Lua functions, use */ + lua_pushfstring(L, "function <%s:%d>", ar->short_src, ar->linedefined); + else /* nothing left... */ + lua_pushliteral(L, "?"); +} + + +static int lastlevel (lua_State *L) { + lua_Debug ar; + int li = 1, le = 1; + /* find an upper bound */ + while (lua_getstack(L, le, &ar)) { li = le; le *= 2; } + /* do a binary search */ + while (li < le) { + int m = (li + le)/2; + if (lua_getstack(L, m, &ar)) li = m + 1; + else le = m; + } + return le - 1; +} + + +LUALIB_API void luaL_traceback (lua_State *L, lua_State *L1, + const char *msg, int level) { + luaL_Buffer b; + lua_Debug ar; + int last = lastlevel(L1); + int limit2show = (last - level > LEVELS1 + LEVELS2) ? LEVELS1 : -1; + luaL_buffinit(L, &b); + if (msg) { + luaL_addstring(&b, msg); + luaL_addchar(&b, '\n'); + } + luaL_addstring(&b, "stack traceback:"); + while (lua_getstack(L1, level++, &ar)) { + if (limit2show-- == 0) { /* too many levels? */ + int n = last - level - LEVELS2 + 1; /* number of levels to skip */ + lua_pushfstring(L, "\n\t...\t(skipping %d levels)", n); + luaL_addvalue(&b); /* add warning about skip */ + level += n; /* and skip to last levels */ + } + else { + lua_getinfo(L1, "Slnt", &ar); + if (ar.currentline <= 0) + lua_pushfstring(L, "\n\t%s: in ", ar.short_src); + else + lua_pushfstring(L, "\n\t%s:%d: in ", ar.short_src, ar.currentline); + luaL_addvalue(&b); + pushfuncname(L, &ar); + luaL_addvalue(&b); + if (ar.istailcall) + luaL_addstring(&b, "\n\t(...tail calls...)"); + } + } + luaL_pushresult(&b); +} + +/* }====================================================== */ + + +/* +** {====================================================== +** Error-report functions +** ======================================================= +*/ + +LUALIB_API int luaL_argerror (lua_State *L, int arg, const char *extramsg) { + lua_Debug ar; + if (!lua_getstack(L, 0, &ar)) /* no stack frame? */ + return luaL_error(L, "bad argument #%d (%s)", arg, extramsg); + lua_getinfo(L, "n", &ar); + if (strcmp(ar.namewhat, "method") == 0) { + arg--; /* do not count 'self' */ + if (arg == 0) /* error is in the self argument itself? */ + return luaL_error(L, "calling '%s' on bad self (%s)", + ar.name, extramsg); + } + if (ar.name == NULL) + ar.name = (pushglobalfuncname(L, &ar)) ? lua_tostring(L, -1) : "?"; + return luaL_error(L, "bad argument #%d to '%s' (%s)", + arg, ar.name, extramsg); +} + + +LUALIB_API int luaL_typeerror (lua_State *L, int arg, const char *tname) { + const char *msg; + const char *typearg; /* name for the type of the actual argument */ + if (luaL_getmetafield(L, arg, "__name") == LUA_TSTRING) + typearg = lua_tostring(L, -1); /* use the given type name */ + else if (lua_type(L, arg) == LUA_TLIGHTUSERDATA) + typearg = "light userdata"; /* special name for messages */ + else + typearg = luaL_typename(L, arg); /* standard name */ + msg = lua_pushfstring(L, "%s expected, got %s", tname, typearg); + return luaL_argerror(L, arg, msg); +} + + +static void tag_error (lua_State *L, int arg, int tag) { + luaL_typeerror(L, arg, lua_typename(L, tag)); +} + + +/* +** The use of 'lua_pushfstring' ensures this function does not +** need reserved stack space when called. +*/ +LUALIB_API void luaL_where (lua_State *L, int level) { + lua_Debug ar; + if (lua_getstack(L, level, &ar)) { /* check function at level */ + lua_getinfo(L, "Sl", &ar); /* get info about it */ + if (ar.currentline > 0) { /* is there info? */ + lua_pushfstring(L, "%s:%d: ", ar.short_src, ar.currentline); + return; + } + } + lua_pushfstring(L, ""); /* else, no information available... */ +} + + +/* +** Again, the use of 'lua_pushvfstring' ensures this function does +** not need reserved stack space when called. (At worst, it generates +** an error with "stack overflow" instead of the given message.) +*/ +LUALIB_API int luaL_error (lua_State *L, const char *fmt, ...) { + va_list argp; + va_start(argp, fmt); + luaL_where(L, 1); + lua_pushvfstring(L, fmt, argp); + va_end(argp); + lua_concat(L, 2); + return lua_error(L); +} + + +LUALIB_API int luaL_fileresult (lua_State *L, int stat, const char *fname) { + int en = errno; /* calls to Lua API may change this value */ + if (stat) { + lua_pushboolean(L, 1); + return 1; + } + else { + luaL_pushfail(L); + if (fname) + lua_pushfstring(L, "%s: %s", fname, strerror(en)); + else + lua_pushstring(L, strerror(en)); + lua_pushinteger(L, en); + return 3; + } +} + + +#if !defined(l_inspectstat) /* { */ + +#if defined(LUA_USE_POSIX) + +#include + +/* +** use appropriate macros to interpret 'pclose' return status +*/ +#define l_inspectstat(stat,what) \ + if (WIFEXITED(stat)) { stat = WEXITSTATUS(stat); } \ + else if (WIFSIGNALED(stat)) { stat = WTERMSIG(stat); what = "signal"; } + +#else + +#define l_inspectstat(stat,what) /* no op */ + +#endif + +#endif /* } */ + + +LUALIB_API int luaL_execresult (lua_State *L, int stat) { + if (stat != 0 && errno != 0) /* error with an 'errno'? */ + return luaL_fileresult(L, 0, NULL); + else { + const char *what = "exit"; /* type of termination */ + l_inspectstat(stat, what); /* interpret result */ + if (*what == 'e' && stat == 0) /* successful termination? */ + lua_pushboolean(L, 1); + else + luaL_pushfail(L); + lua_pushstring(L, what); + lua_pushinteger(L, stat); + return 3; /* return true/fail,what,code */ + } +} + +/* }====================================================== */ + + + +/* +** {====================================================== +** Userdata's metatable manipulation +** ======================================================= +*/ + +LUALIB_API int luaL_newmetatable (lua_State *L, const char *tname) { + if (luaL_getmetatable(L, tname) != LUA_TNIL) /* name already in use? */ + return 0; /* leave previous value on top, but return 0 */ + lua_pop(L, 1); + lua_createtable(L, 0, 2); /* create metatable */ + lua_pushstring(L, tname); + lua_setfield(L, -2, "__name"); /* metatable.__name = tname */ + lua_pushvalue(L, -1); + lua_setfield(L, LUA_REGISTRYINDEX, tname); /* registry.name = metatable */ + return 1; +} + + +LUALIB_API void luaL_setmetatable (lua_State *L, const char *tname) { + luaL_getmetatable(L, tname); + lua_setmetatable(L, -2); +} + + +LUALIB_API void *luaL_testudata (lua_State *L, int ud, const char *tname) { + void *p = lua_touserdata(L, ud); + if (p != NULL) { /* value is a userdata? */ + if (lua_getmetatable(L, ud)) { /* does it have a metatable? */ + luaL_getmetatable(L, tname); /* get correct metatable */ + if (!lua_rawequal(L, -1, -2)) /* not the same? */ + p = NULL; /* value is a userdata with wrong metatable */ + lua_pop(L, 2); /* remove both metatables */ + return p; + } + } + return NULL; /* value is not a userdata with a metatable */ +} + + +LUALIB_API void *luaL_checkudata (lua_State *L, int ud, const char *tname) { + void *p = luaL_testudata(L, ud, tname); + luaL_argexpected(L, p != NULL, ud, tname); + return p; +} + +/* }====================================================== */ + + +/* +** {====================================================== +** Argument check functions +** ======================================================= +*/ + +LUALIB_API int luaL_checkoption (lua_State *L, int arg, const char *def, + const char *const lst[]) { + const char *name = (def) ? luaL_optstring(L, arg, def) : + luaL_checkstring(L, arg); + int i; + for (i=0; lst[i]; i++) + if (strcmp(lst[i], name) == 0) + return i; + return luaL_argerror(L, arg, + lua_pushfstring(L, "invalid option '%s'", name)); +} + + +/* +** Ensures the stack has at least 'space' extra slots, raising an error +** if it cannot fulfill the request. (The error handling needs a few +** extra slots to format the error message. In case of an error without +** this extra space, Lua will generate the same 'stack overflow' error, +** but without 'msg'.) +*/ +LUALIB_API void luaL_checkstack (lua_State *L, int space, const char *msg) { + if (l_unlikely(!lua_checkstack(L, space))) { + if (msg) + luaL_error(L, "stack overflow (%s)", msg); + else + luaL_error(L, "stack overflow"); + } +} + + +LUALIB_API void luaL_checktype (lua_State *L, int arg, int t) { + if (l_unlikely(lua_type(L, arg) != t)) + tag_error(L, arg, t); +} + + +LUALIB_API void luaL_checkany (lua_State *L, int arg) { + if (l_unlikely(lua_type(L, arg) == LUA_TNONE)) + luaL_argerror(L, arg, "value expected"); +} + + +LUALIB_API const char *luaL_checklstring (lua_State *L, int arg, size_t *len) { + const char *s = lua_tolstring(L, arg, len); + if (l_unlikely(!s)) tag_error(L, arg, LUA_TSTRING); + return s; +} + + +LUALIB_API const char *luaL_optlstring (lua_State *L, int arg, + const char *def, size_t *len) { + if (lua_isnoneornil(L, arg)) { + if (len) + *len = (def ? strlen(def) : 0); + return def; + } + else return luaL_checklstring(L, arg, len); +} + + +LUALIB_API lua_Number luaL_checknumber (lua_State *L, int arg) { + int isnum; + lua_Number d = lua_tonumberx(L, arg, &isnum); + if (l_unlikely(!isnum)) + tag_error(L, arg, LUA_TNUMBER); + return d; +} + + +LUALIB_API lua_Number luaL_optnumber (lua_State *L, int arg, lua_Number def) { + return luaL_opt(L, luaL_checknumber, arg, def); +} + + +static void interror (lua_State *L, int arg) { + if (lua_isnumber(L, arg)) + luaL_argerror(L, arg, "number has no integer representation"); + else + tag_error(L, arg, LUA_TNUMBER); +} + + +LUALIB_API lua_Integer luaL_checkinteger (lua_State *L, int arg) { + int isnum; + lua_Integer d = lua_tointegerx(L, arg, &isnum); + if (l_unlikely(!isnum)) { + interror(L, arg); + } + return d; +} + + +LUALIB_API lua_Integer luaL_optinteger (lua_State *L, int arg, + lua_Integer def) { + return luaL_opt(L, luaL_checkinteger, arg, def); +} + +/* }====================================================== */ + + +/* +** {====================================================== +** Generic Buffer manipulation +** ======================================================= +*/ + +/* userdata to box arbitrary data */ +typedef struct UBox { + void *box; + size_t bsize; +} UBox; + + +static void *resizebox (lua_State *L, int idx, size_t newsize) { + void *ud; + lua_Alloc allocf = lua_getallocf(L, &ud); + UBox *box = (UBox *)lua_touserdata(L, idx); + void *temp = allocf(ud, box->box, box->bsize, newsize); + if (l_unlikely(temp == NULL && newsize > 0)) { /* allocation error? */ + lua_pushliteral(L, "not enough memory"); + lua_error(L); /* raise a memory error */ + } + box->box = temp; + box->bsize = newsize; + return temp; +} + + +static int boxgc (lua_State *L) { + resizebox(L, 1, 0); + return 0; +} + + +static const luaL_Reg boxmt[] = { /* box metamethods */ + {"__gc", boxgc}, + {"__close", boxgc}, + {NULL, NULL} +}; + + +static void newbox (lua_State *L) { + UBox *box = (UBox *)lua_newuserdatauv(L, sizeof(UBox), 0); + box->box = NULL; + box->bsize = 0; + if (luaL_newmetatable(L, "_UBOX*")) /* creating metatable? */ + luaL_setfuncs(L, boxmt, 0); /* set its metamethods */ + lua_setmetatable(L, -2); +} + + +/* +** check whether buffer is using a userdata on the stack as a temporary +** buffer +*/ +#define buffonstack(B) ((B)->b != (B)->init.b) + + +/* +** Whenever buffer is accessed, slot 'idx' must either be a box (which +** cannot be NULL) or it is a placeholder for the buffer. +*/ +#define checkbufferlevel(B,idx) \ + lua_assert(buffonstack(B) ? lua_touserdata(B->L, idx) != NULL \ + : lua_touserdata(B->L, idx) == (void*)B) + + +/* +** Compute new size for buffer 'B', enough to accommodate extra 'sz' +** bytes. +*/ +static size_t newbuffsize (luaL_Buffer *B, size_t sz) { + size_t newsize = B->size * 2; /* double buffer size */ + if (l_unlikely(MAX_SIZET - sz < B->n)) /* overflow in (B->n + sz)? */ + return luaL_error(B->L, "buffer too large"); + if (newsize < B->n + sz) /* double is not big enough? */ + newsize = B->n + sz; + return newsize; +} + + +/* +** Returns a pointer to a free area with at least 'sz' bytes in buffer +** 'B'. 'boxidx' is the relative position in the stack where is the +** buffer's box or its placeholder. +*/ +static char *prepbuffsize (luaL_Buffer *B, size_t sz, int boxidx) { + checkbufferlevel(B, boxidx); + if (B->size - B->n >= sz) /* enough space? */ + return B->b + B->n; + else { + lua_State *L = B->L; + char *newbuff; + size_t newsize = newbuffsize(B, sz); + /* create larger buffer */ + if (buffonstack(B)) /* buffer already has a box? */ + newbuff = (char *)resizebox(L, boxidx, newsize); /* resize it */ + else { /* no box yet */ + lua_remove(L, boxidx); /* remove placeholder */ + newbox(L); /* create a new box */ + lua_insert(L, boxidx); /* move box to its intended position */ + lua_toclose(L, boxidx); + newbuff = (char *)resizebox(L, boxidx, newsize); + memcpy(newbuff, B->b, B->n * sizeof(char)); /* copy original content */ + } + B->b = newbuff; + B->size = newsize; + return newbuff + B->n; + } +} + +/* +** returns a pointer to a free area with at least 'sz' bytes +*/ +LUALIB_API char *luaL_prepbuffsize (luaL_Buffer *B, size_t sz) { + return prepbuffsize(B, sz, -1); +} + + +LUALIB_API void luaL_addlstring (luaL_Buffer *B, const char *s, size_t l) { + if (l > 0) { /* avoid 'memcpy' when 's' can be NULL */ + char *b = prepbuffsize(B, l, -1); + memcpy(b, s, l * sizeof(char)); + luaL_addsize(B, l); + } +} + + +LUALIB_API void luaL_addstring (luaL_Buffer *B, const char *s) { + luaL_addlstring(B, s, strlen(s)); +} + + +LUALIB_API void luaL_pushresult (luaL_Buffer *B) { + lua_State *L = B->L; + checkbufferlevel(B, -1); + lua_pushlstring(L, B->b, B->n); + if (buffonstack(B)) + lua_closeslot(L, -2); /* close the box */ + lua_remove(L, -2); /* remove box or placeholder from the stack */ +} + + +LUALIB_API void luaL_pushresultsize (luaL_Buffer *B, size_t sz) { + luaL_addsize(B, sz); + luaL_pushresult(B); +} + + +/* +** 'luaL_addvalue' is the only function in the Buffer system where the +** box (if existent) is not on the top of the stack. So, instead of +** calling 'luaL_addlstring', it replicates the code using -2 as the +** last argument to 'prepbuffsize', signaling that the box is (or will +** be) bellow the string being added to the buffer. (Box creation can +** trigger an emergency GC, so we should not remove the string from the +** stack before we have the space guaranteed.) +*/ +LUALIB_API void luaL_addvalue (luaL_Buffer *B) { + lua_State *L = B->L; + size_t len; + const char *s = lua_tolstring(L, -1, &len); + char *b = prepbuffsize(B, len, -2); + memcpy(b, s, len * sizeof(char)); + luaL_addsize(B, len); + lua_pop(L, 1); /* pop string */ +} + + +LUALIB_API void luaL_buffinit (lua_State *L, luaL_Buffer *B) { + B->L = L; + B->b = B->init.b; + B->n = 0; + B->size = LUAL_BUFFERSIZE; + lua_pushlightuserdata(L, (void*)B); /* push placeholder */ +} + + +LUALIB_API char *luaL_buffinitsize (lua_State *L, luaL_Buffer *B, size_t sz) { + luaL_buffinit(L, B); + return prepbuffsize(B, sz, -1); +} + +/* }====================================================== */ + + +/* +** {====================================================== +** Reference system +** ======================================================= +*/ + +/* index of free-list header (after the predefined values) */ +#define freelist (LUA_RIDX_LAST + 1) + +/* +** The previously freed references form a linked list: +** t[freelist] is the index of a first free index, or zero if list is +** empty; t[t[freelist]] is the index of the second element; etc. +*/ +LUALIB_API int luaL_ref (lua_State *L, int t) { + int ref; + if (lua_isnil(L, -1)) { + lua_pop(L, 1); /* remove from stack */ + return LUA_REFNIL; /* 'nil' has a unique fixed reference */ + } + t = lua_absindex(L, t); + if (lua_rawgeti(L, t, freelist) == LUA_TNIL) { /* first access? */ + ref = 0; /* list is empty */ + lua_pushinteger(L, 0); /* initialize as an empty list */ + lua_rawseti(L, t, freelist); /* ref = t[freelist] = 0 */ + } + else { /* already initialized */ + lua_assert(lua_isinteger(L, -1)); + ref = (int)lua_tointeger(L, -1); /* ref = t[freelist] */ + } + lua_pop(L, 1); /* remove element from stack */ + if (ref != 0) { /* any free element? */ + lua_rawgeti(L, t, ref); /* remove it from list */ + lua_rawseti(L, t, freelist); /* (t[freelist] = t[ref]) */ + } + else /* no free elements */ + ref = (int)lua_rawlen(L, t) + 1; /* get a new reference */ + lua_rawseti(L, t, ref); + return ref; +} + + +LUALIB_API void luaL_unref (lua_State *L, int t, int ref) { + if (ref >= 0) { + t = lua_absindex(L, t); + lua_rawgeti(L, t, freelist); + lua_assert(lua_isinteger(L, -1)); + lua_rawseti(L, t, ref); /* t[ref] = t[freelist] */ + lua_pushinteger(L, ref); + lua_rawseti(L, t, freelist); /* t[freelist] = ref */ + } +} + +/* }====================================================== */ + + +/* +** {====================================================== +** Load functions +** ======================================================= +*/ + +typedef struct LoadF { + int n; /* number of pre-read characters */ + FILE *f; /* file being read */ + char buff[BUFSIZ]; /* area for reading file */ +} LoadF; + + +static const char *getF (lua_State *L, void *ud, size_t *size) { + LoadF *lf = (LoadF *)ud; + (void)L; /* not used */ + if (lf->n > 0) { /* are there pre-read characters to be read? */ + *size = lf->n; /* return them (chars already in buffer) */ + lf->n = 0; /* no more pre-read characters */ + } + else { /* read a block from file */ + /* 'fread' can return > 0 *and* set the EOF flag. If next call to + 'getF' called 'fread', it might still wait for user input. + The next check avoids this problem. */ + if (feof(lf->f)) return NULL; + *size = fread(lf->buff, 1, sizeof(lf->buff), lf->f); /* read block */ + } + return lf->buff; +} + + +static int errfile (lua_State *L, const char *what, int fnameindex) { + const char *serr = strerror(errno); + const char *filename = lua_tostring(L, fnameindex) + 1; + lua_pushfstring(L, "cannot %s %s: %s", what, filename, serr); + lua_remove(L, fnameindex); + return LUA_ERRFILE; +} + + +static int skipBOM (LoadF *lf) { + const char *p = "\xEF\xBB\xBF"; /* UTF-8 BOM mark */ + int c; + lf->n = 0; + do { + c = getc(lf->f); + if (c == EOF || c != *(const unsigned char *)p++) return c; + lf->buff[lf->n++] = c; /* to be read by the parser */ + } while (*p != '\0'); + lf->n = 0; /* prefix matched; discard it */ + return getc(lf->f); /* return next character */ +} + + +/* +** reads the first character of file 'f' and skips an optional BOM mark +** in its beginning plus its first line if it starts with '#'. Returns +** true if it skipped the first line. In any case, '*cp' has the +** first "valid" character of the file (after the optional BOM and +** a first-line comment). +*/ +static int skipcomment (LoadF *lf, int *cp) { + int c = *cp = skipBOM(lf); + if (c == '#') { /* first line is a comment (Unix exec. file)? */ + do { /* skip first line */ + c = getc(lf->f); + } while (c != EOF && c != '\n'); + *cp = getc(lf->f); /* skip end-of-line, if present */ + return 1; /* there was a comment */ + } + else return 0; /* no comment */ +} + + +LUALIB_API int luaL_loadfilex (lua_State *L, const char *filename, + const char *mode) { + LoadF lf; + int status, readstatus; + int c; + int fnameindex = lua_gettop(L) + 1; /* index of filename on the stack */ + if (filename == NULL) { + lua_pushliteral(L, "=stdin"); + lf.f = stdin; + } + else { + lua_pushfstring(L, "@%s", filename); + lf.f = fopen(filename, "r"); + if (lf.f == NULL) return errfile(L, "open", fnameindex); + } + if (skipcomment(&lf, &c)) /* read initial portion */ + lf.buff[lf.n++] = '\n'; /* add line to correct line numbers */ + if (c == LUA_SIGNATURE[0] && filename) { /* binary file? */ + lf.f = freopen(filename, "rb", lf.f); /* reopen in binary mode */ + if (lf.f == NULL) return errfile(L, "reopen", fnameindex); + skipcomment(&lf, &c); /* re-read initial portion */ + } + if (c != EOF) + lf.buff[lf.n++] = c; /* 'c' is the first character of the stream */ + status = lua_load(L, getF, &lf, lua_tostring(L, -1), mode); + readstatus = ferror(lf.f); + if (filename) fclose(lf.f); /* close file (even in case of errors) */ + if (readstatus) { + lua_settop(L, fnameindex); /* ignore results from 'lua_load' */ + return errfile(L, "read", fnameindex); + } + lua_remove(L, fnameindex); + return status; +} + + +typedef struct LoadS { + const char *s; + size_t size; +} LoadS; + + +static const char *getS (lua_State *L, void *ud, size_t *size) { + LoadS *ls = (LoadS *)ud; + (void)L; /* not used */ + if (ls->size == 0) return NULL; + *size = ls->size; + ls->size = 0; + return ls->s; +} + + +LUALIB_API int luaL_loadbufferx (lua_State *L, const char *buff, size_t size, + const char *name, const char *mode) { + LoadS ls; + ls.s = buff; + ls.size = size; + return lua_load(L, getS, &ls, name, mode); +} + + +LUALIB_API int luaL_loadstring (lua_State *L, const char *s) { + return luaL_loadbuffer(L, s, strlen(s), s); +} + +/* }====================================================== */ + + + +LUALIB_API int luaL_getmetafield (lua_State *L, int obj, const char *event) { + if (!lua_getmetatable(L, obj)) /* no metatable? */ + return LUA_TNIL; + else { + int tt; + lua_pushstring(L, event); + tt = lua_rawget(L, -2); + if (tt == LUA_TNIL) /* is metafield nil? */ + lua_pop(L, 2); /* remove metatable and metafield */ + else + lua_remove(L, -2); /* remove only metatable */ + return tt; /* return metafield type */ + } +} + + +LUALIB_API int luaL_callmeta (lua_State *L, int obj, const char *event) { + obj = lua_absindex(L, obj); + if (luaL_getmetafield(L, obj, event) == LUA_TNIL) /* no metafield? */ + return 0; + lua_pushvalue(L, obj); + lua_call(L, 1, 1); + return 1; +} + + +LUALIB_API lua_Integer luaL_len (lua_State *L, int idx) { + lua_Integer l; + int isnum; + lua_len(L, idx); + l = lua_tointegerx(L, -1, &isnum); + if (l_unlikely(!isnum)) + luaL_error(L, "object length is not an integer"); + lua_pop(L, 1); /* remove object */ + return l; +} + + +LUALIB_API const char *luaL_tolstring (lua_State *L, int idx, size_t *len) { + idx = lua_absindex(L,idx); + if (luaL_callmeta(L, idx, "__tostring")) { /* metafield? */ + if (!lua_isstring(L, -1)) + luaL_error(L, "'__tostring' must return a string"); + } + else { + switch (lua_type(L, idx)) { + case LUA_TNUMBER: { + if (lua_isinteger(L, idx)) + lua_pushfstring(L, "%I", (LUAI_UACINT)lua_tointeger(L, idx)); + else + lua_pushfstring(L, "%f", (LUAI_UACNUMBER)lua_tonumber(L, idx)); + break; + } + case LUA_TSTRING: + lua_pushvalue(L, idx); + break; + case LUA_TBOOLEAN: + lua_pushstring(L, (lua_toboolean(L, idx) ? "true" : "false")); + break; + case LUA_TNIL: + lua_pushliteral(L, "nil"); + break; + default: { + int tt = luaL_getmetafield(L, idx, "__name"); /* try name */ + const char *kind = (tt == LUA_TSTRING) ? lua_tostring(L, -1) : + luaL_typename(L, idx); + lua_pushfstring(L, "%s: %p", kind, lua_topointer(L, idx)); + if (tt != LUA_TNIL) + lua_remove(L, -2); /* remove '__name' */ + break; + } + } + } + return lua_tolstring(L, -1, len); +} + + +/* +** set functions from list 'l' into table at top - 'nup'; each +** function gets the 'nup' elements at the top as upvalues. +** Returns with only the table at the stack. +*/ +LUALIB_API void luaL_setfuncs (lua_State *L, const luaL_Reg *l, int nup) { + luaL_checkstack(L, nup, "too many upvalues"); + for (; l->name != NULL; l++) { /* fill the table with given functions */ + if (l->func == NULL) /* place holder? */ + lua_pushboolean(L, 0); + else { + int i; + for (i = 0; i < nup; i++) /* copy upvalues to the top */ + lua_pushvalue(L, -nup); + lua_pushcclosure(L, l->func, nup); /* closure with those upvalues */ + } + lua_setfield(L, -(nup + 2), l->name); + } + lua_pop(L, nup); /* remove upvalues */ +} + + +/* +** ensure that stack[idx][fname] has a table and push that table +** into the stack +*/ +LUALIB_API int luaL_getsubtable (lua_State *L, int idx, const char *fname) { + if (lua_getfield(L, idx, fname) == LUA_TTABLE) + return 1; /* table already there */ + else { + lua_pop(L, 1); /* remove previous result */ + idx = lua_absindex(L, idx); + lua_newtable(L); + lua_pushvalue(L, -1); /* copy to be left at top */ + lua_setfield(L, idx, fname); /* assign new table to field */ + return 0; /* false, because did not find table there */ + } +} + + +/* +** Stripped-down 'require': After checking "loaded" table, calls 'openf' +** to open a module, registers the result in 'package.loaded' table and, +** if 'glb' is true, also registers the result in the global table. +** Leaves resulting module on the top. +*/ +LUALIB_API void luaL_requiref (lua_State *L, const char *modname, + lua_CFunction openf, int glb) { + luaL_getsubtable(L, LUA_REGISTRYINDEX, LUA_LOADED_TABLE); + lua_getfield(L, -1, modname); /* LOADED[modname] */ + if (!lua_toboolean(L, -1)) { /* package not already loaded? */ + lua_pop(L, 1); /* remove field */ + lua_pushcfunction(L, openf); + lua_pushstring(L, modname); /* argument to open function */ + lua_call(L, 1, 1); /* call 'openf' to open module */ + lua_pushvalue(L, -1); /* make copy of module (call result) */ + lua_setfield(L, -3, modname); /* LOADED[modname] = module */ + } + lua_remove(L, -2); /* remove LOADED table */ + if (glb) { + lua_pushvalue(L, -1); /* copy of module */ + lua_setglobal(L, modname); /* _G[modname] = module */ + } +} + + +LUALIB_API void luaL_addgsub (luaL_Buffer *b, const char *s, + const char *p, const char *r) { + const char *wild; + size_t l = strlen(p); + while ((wild = strstr(s, p)) != NULL) { + luaL_addlstring(b, s, wild - s); /* push prefix */ + luaL_addstring(b, r); /* push replacement in place of pattern */ + s = wild + l; /* continue after 'p' */ + } + luaL_addstring(b, s); /* push last suffix */ +} + + +LUALIB_API const char *luaL_gsub (lua_State *L, const char *s, + const char *p, const char *r) { + luaL_Buffer b; + luaL_buffinit(L, &b); + luaL_addgsub(&b, s, p, r); + luaL_pushresult(&b); + return lua_tostring(L, -1); +} + + +static void *l_alloc (void *ud, void *ptr, size_t osize, size_t nsize) { + (void)ud; (void)osize; /* not used */ + if (nsize == 0) { + free(ptr); + return NULL; + } + else + return realloc(ptr, nsize); +} + + +static int panic (lua_State *L) { + const char *msg = lua_tostring(L, -1); + if (msg == NULL) msg = "error object is not a string"; + lua_writestringerror("PANIC: unprotected error in call to Lua API (%s)\n", + msg); + return 0; /* return to Lua to abort */ +} + + +/* +** Warning functions: +** warnfoff: warning system is off +** warnfon: ready to start a new message +** warnfcont: previous message is to be continued +*/ +static void warnfoff (void *ud, const char *message, int tocont); +static void warnfon (void *ud, const char *message, int tocont); +static void warnfcont (void *ud, const char *message, int tocont); + + +/* +** Check whether message is a control message. If so, execute the +** control or ignore it if unknown. +*/ +static int checkcontrol (lua_State *L, const char *message, int tocont) { + if (tocont || *(message++) != '@') /* not a control message? */ + return 0; + else { + if (strcmp(message, "off") == 0) + lua_setwarnf(L, warnfoff, L); /* turn warnings off */ + else if (strcmp(message, "on") == 0) + lua_setwarnf(L, warnfon, L); /* turn warnings on */ + return 1; /* it was a control message */ + } +} + + +static void warnfoff (void *ud, const char *message, int tocont) { + checkcontrol((lua_State *)ud, message, tocont); +} + + +/* +** Writes the message and handle 'tocont', finishing the message +** if needed and setting the next warn function. +*/ +static void warnfcont (void *ud, const char *message, int tocont) { + lua_State *L = (lua_State *)ud; + lua_writestringerror("%s", message); /* write message */ + if (tocont) /* not the last part? */ + lua_setwarnf(L, warnfcont, L); /* to be continued */ + else { /* last part */ + lua_writestringerror("%s", "\n"); /* finish message with end-of-line */ + lua_setwarnf(L, warnfon, L); /* next call is a new message */ + } +} + + +static void warnfon (void *ud, const char *message, int tocont) { + if (checkcontrol((lua_State *)ud, message, tocont)) /* control message? */ + return; /* nothing else to be done */ + lua_writestringerror("%s", "Lua warning: "); /* start a new warning */ + warnfcont(ud, message, tocont); /* finish processing */ +} + + +LUALIB_API lua_State *luaL_newstate (void) { + lua_State *L = lua_newstate(l_alloc, NULL); + if (l_likely(L)) { + lua_atpanic(L, &panic); + lua_setwarnf(L, warnfoff, L); /* default is warnings off */ + } + return L; +} + + +LUALIB_API void luaL_checkversion_ (lua_State *L, lua_Number ver, size_t sz) { + lua_Number v = lua_version(L); + if (sz != LUAL_NUMSIZES) /* check numeric types */ + luaL_error(L, "core and library have incompatible numeric types"); + else if (v != ver) + luaL_error(L, "version mismatch: app. needs %f, Lua core provides %f", + (LUAI_UACNUMBER)ver, (LUAI_UACNUMBER)v); +} + diff --git a/Dependencies/LuaRaw/src/lbaselib.c b/Dependencies/LuaRaw/src/lbaselib.c new file mode 100644 index 000000000..1d60c9ded --- /dev/null +++ b/Dependencies/LuaRaw/src/lbaselib.c @@ -0,0 +1,549 @@ +/* +** $Id: lbaselib.c $ +** Basic library +** See Copyright Notice in lua.h +*/ + +#define lbaselib_c +#define LUA_LIB + +#include "lprefix.h" + + +#include +#include +#include +#include + +#include "lua.h" + +#include "lauxlib.h" +#include "lualib.h" + + +static int luaB_print (lua_State *L) { + int n = lua_gettop(L); /* number of arguments */ + int i; + for (i = 1; i <= n; i++) { /* for each argument */ + size_t l; + const char *s = luaL_tolstring(L, i, &l); /* convert it to string */ + if (i > 1) /* not the first element? */ + lua_writestring("\t", 1); /* add a tab before it */ + lua_writestring(s, l); /* print it */ + lua_pop(L, 1); /* pop result */ + } + lua_writeline(); + return 0; +} + + +/* +** Creates a warning with all given arguments. +** Check first for errors; otherwise an error may interrupt +** the composition of a warning, leaving it unfinished. +*/ +static int luaB_warn (lua_State *L) { + int n = lua_gettop(L); /* number of arguments */ + int i; + luaL_checkstring(L, 1); /* at least one argument */ + for (i = 2; i <= n; i++) + luaL_checkstring(L, i); /* make sure all arguments are strings */ + for (i = 1; i < n; i++) /* compose warning */ + lua_warning(L, lua_tostring(L, i), 1); + lua_warning(L, lua_tostring(L, n), 0); /* close warning */ + return 0; +} + + +#define SPACECHARS " \f\n\r\t\v" + +static const char *b_str2int (const char *s, int base, lua_Integer *pn) { + lua_Unsigned n = 0; + int neg = 0; + s += strspn(s, SPACECHARS); /* skip initial spaces */ + if (*s == '-') { s++; neg = 1; } /* handle sign */ + else if (*s == '+') s++; + if (!isalnum((unsigned char)*s)) /* no digit? */ + return NULL; + do { + int digit = (isdigit((unsigned char)*s)) ? *s - '0' + : (toupper((unsigned char)*s) - 'A') + 10; + if (digit >= base) return NULL; /* invalid numeral */ + n = n * base + digit; + s++; + } while (isalnum((unsigned char)*s)); + s += strspn(s, SPACECHARS); /* skip trailing spaces */ + *pn = (lua_Integer)((neg) ? (0u - n) : n); + return s; +} + + +static int luaB_tonumber (lua_State *L) { + if (lua_isnoneornil(L, 2)) { /* standard conversion? */ + if (lua_type(L, 1) == LUA_TNUMBER) { /* already a number? */ + lua_settop(L, 1); /* yes; return it */ + return 1; + } + else { + size_t l; + const char *s = lua_tolstring(L, 1, &l); + if (s != NULL && lua_stringtonumber(L, s) == l + 1) + return 1; /* successful conversion to number */ + /* else not a number */ + luaL_checkany(L, 1); /* (but there must be some parameter) */ + } + } + else { + size_t l; + const char *s; + lua_Integer n = 0; /* to avoid warnings */ + lua_Integer base = luaL_checkinteger(L, 2); + luaL_checktype(L, 1, LUA_TSTRING); /* no numbers as strings */ + s = lua_tolstring(L, 1, &l); + luaL_argcheck(L, 2 <= base && base <= 36, 2, "base out of range"); + if (b_str2int(s, (int)base, &n) == s + l) { + lua_pushinteger(L, n); + return 1; + } /* else not a number */ + } /* else not a number */ + luaL_pushfail(L); /* not a number */ + return 1; +} + + +static int luaB_error (lua_State *L) { + int level = (int)luaL_optinteger(L, 2, 1); + lua_settop(L, 1); + if (lua_type(L, 1) == LUA_TSTRING && level > 0) { + luaL_where(L, level); /* add extra information */ + lua_pushvalue(L, 1); + lua_concat(L, 2); + } + return lua_error(L); +} + + +static int luaB_getmetatable (lua_State *L) { + luaL_checkany(L, 1); + if (!lua_getmetatable(L, 1)) { + lua_pushnil(L); + return 1; /* no metatable */ + } + luaL_getmetafield(L, 1, "__metatable"); + return 1; /* returns either __metatable field (if present) or metatable */ +} + + +static int luaB_setmetatable (lua_State *L) { + int t = lua_type(L, 2); + luaL_checktype(L, 1, LUA_TTABLE); + luaL_argexpected(L, t == LUA_TNIL || t == LUA_TTABLE, 2, "nil or table"); + if (l_unlikely(luaL_getmetafield(L, 1, "__metatable") != LUA_TNIL)) + return luaL_error(L, "cannot change a protected metatable"); + lua_settop(L, 2); + lua_setmetatable(L, 1); + return 1; +} + + +static int luaB_rawequal (lua_State *L) { + luaL_checkany(L, 1); + luaL_checkany(L, 2); + lua_pushboolean(L, lua_rawequal(L, 1, 2)); + return 1; +} + + +static int luaB_rawlen (lua_State *L) { + int t = lua_type(L, 1); + luaL_argexpected(L, t == LUA_TTABLE || t == LUA_TSTRING, 1, + "table or string"); + lua_pushinteger(L, lua_rawlen(L, 1)); + return 1; +} + + +static int luaB_rawget (lua_State *L) { + luaL_checktype(L, 1, LUA_TTABLE); + luaL_checkany(L, 2); + lua_settop(L, 2); + lua_rawget(L, 1); + return 1; +} + +static int luaB_rawset (lua_State *L) { + luaL_checktype(L, 1, LUA_TTABLE); + luaL_checkany(L, 2); + luaL_checkany(L, 3); + lua_settop(L, 3); + lua_rawset(L, 1); + return 1; +} + + +static int pushmode (lua_State *L, int oldmode) { + if (oldmode == -1) + luaL_pushfail(L); /* invalid call to 'lua_gc' */ + else + lua_pushstring(L, (oldmode == LUA_GCINC) ? "incremental" + : "generational"); + return 1; +} + + +/* +** check whether call to 'lua_gc' was valid (not inside a finalizer) +*/ +#define checkvalres(res) { if (res == -1) break; } + +static int luaB_collectgarbage (lua_State *L) { + static const char *const opts[] = {"stop", "restart", "collect", + "count", "step", "setpause", "setstepmul", + "isrunning", "generational", "incremental", NULL}; + static const int optsnum[] = {LUA_GCSTOP, LUA_GCRESTART, LUA_GCCOLLECT, + LUA_GCCOUNT, LUA_GCSTEP, LUA_GCSETPAUSE, LUA_GCSETSTEPMUL, + LUA_GCISRUNNING, LUA_GCGEN, LUA_GCINC}; + int o = optsnum[luaL_checkoption(L, 1, "collect", opts)]; + switch (o) { + case LUA_GCCOUNT: { + int k = lua_gc(L, o); + int b = lua_gc(L, LUA_GCCOUNTB); + checkvalres(k); + lua_pushnumber(L, (lua_Number)k + ((lua_Number)b/1024)); + return 1; + } + case LUA_GCSTEP: { + int step = (int)luaL_optinteger(L, 2, 0); + int res = lua_gc(L, o, step); + checkvalres(res); + lua_pushboolean(L, res); + return 1; + } + case LUA_GCSETPAUSE: + case LUA_GCSETSTEPMUL: { + int p = (int)luaL_optinteger(L, 2, 0); + int previous = lua_gc(L, o, p); + checkvalres(previous); + lua_pushinteger(L, previous); + return 1; + } + case LUA_GCISRUNNING: { + int res = lua_gc(L, o); + checkvalres(res); + lua_pushboolean(L, res); + return 1; + } + case LUA_GCGEN: { + int minormul = (int)luaL_optinteger(L, 2, 0); + int majormul = (int)luaL_optinteger(L, 3, 0); + return pushmode(L, lua_gc(L, o, minormul, majormul)); + } + case LUA_GCINC: { + int pause = (int)luaL_optinteger(L, 2, 0); + int stepmul = (int)luaL_optinteger(L, 3, 0); + int stepsize = (int)luaL_optinteger(L, 4, 0); + return pushmode(L, lua_gc(L, o, pause, stepmul, stepsize)); + } + default: { + int res = lua_gc(L, o); + checkvalres(res); + lua_pushinteger(L, res); + return 1; + } + } + luaL_pushfail(L); /* invalid call (inside a finalizer) */ + return 1; +} + + +static int luaB_type (lua_State *L) { + int t = lua_type(L, 1); + luaL_argcheck(L, t != LUA_TNONE, 1, "value expected"); + lua_pushstring(L, lua_typename(L, t)); + return 1; +} + + +static int luaB_next (lua_State *L) { + luaL_checktype(L, 1, LUA_TTABLE); + lua_settop(L, 2); /* create a 2nd argument if there isn't one */ + if (lua_next(L, 1)) + return 2; + else { + lua_pushnil(L); + return 1; + } +} + + +static int pairscont (lua_State *L, int status, lua_KContext k) { + (void)L; (void)status; (void)k; /* unused */ + return 3; +} + +static int luaB_pairs (lua_State *L) { + luaL_checkany(L, 1); + if (luaL_getmetafield(L, 1, "__pairs") == LUA_TNIL) { /* no metamethod? */ + lua_pushcfunction(L, luaB_next); /* will return generator, */ + lua_pushvalue(L, 1); /* state, */ + lua_pushnil(L); /* and initial value */ + } + else { + lua_pushvalue(L, 1); /* argument 'self' to metamethod */ + lua_callk(L, 1, 3, 0, pairscont); /* get 3 values from metamethod */ + } + return 3; +} + + +/* +** Traversal function for 'ipairs' +*/ +static int ipairsaux (lua_State *L) { + lua_Integer i = luaL_checkinteger(L, 2); + i = luaL_intop(+, i, 1); + lua_pushinteger(L, i); + return (lua_geti(L, 1, i) == LUA_TNIL) ? 1 : 2; +} + + +/* +** 'ipairs' function. Returns 'ipairsaux', given "table", 0. +** (The given "table" may not be a table.) +*/ +static int luaB_ipairs (lua_State *L) { + luaL_checkany(L, 1); + lua_pushcfunction(L, ipairsaux); /* iteration function */ + lua_pushvalue(L, 1); /* state */ + lua_pushinteger(L, 0); /* initial value */ + return 3; +} + + +static int load_aux (lua_State *L, int status, int envidx) { + if (l_likely(status == LUA_OK)) { + if (envidx != 0) { /* 'env' parameter? */ + lua_pushvalue(L, envidx); /* environment for loaded function */ + if (!lua_setupvalue(L, -2, 1)) /* set it as 1st upvalue */ + lua_pop(L, 1); /* remove 'env' if not used by previous call */ + } + return 1; + } + else { /* error (message is on top of the stack) */ + luaL_pushfail(L); + lua_insert(L, -2); /* put before error message */ + return 2; /* return fail plus error message */ + } +} + + +static int luaB_loadfile (lua_State *L) { + const char *fname = luaL_optstring(L, 1, NULL); + const char *mode = luaL_optstring(L, 2, NULL); + int env = (!lua_isnone(L, 3) ? 3 : 0); /* 'env' index or 0 if no 'env' */ + int status = luaL_loadfilex(L, fname, mode); + return load_aux(L, status, env); +} + + +/* +** {====================================================== +** Generic Read function +** ======================================================= +*/ + + +/* +** reserved slot, above all arguments, to hold a copy of the returned +** string to avoid it being collected while parsed. 'load' has four +** optional arguments (chunk, source name, mode, and environment). +*/ +#define RESERVEDSLOT 5 + + +/* +** Reader for generic 'load' function: 'lua_load' uses the +** stack for internal stuff, so the reader cannot change the +** stack top. Instead, it keeps its resulting string in a +** reserved slot inside the stack. +*/ +static const char *generic_reader (lua_State *L, void *ud, size_t *size) { + (void)(ud); /* not used */ + luaL_checkstack(L, 2, "too many nested functions"); + lua_pushvalue(L, 1); /* get function */ + lua_call(L, 0, 1); /* call it */ + if (lua_isnil(L, -1)) { + lua_pop(L, 1); /* pop result */ + *size = 0; + return NULL; + } + else if (l_unlikely(!lua_isstring(L, -1))) + luaL_error(L, "reader function must return a string"); + lua_replace(L, RESERVEDSLOT); /* save string in reserved slot */ + return lua_tolstring(L, RESERVEDSLOT, size); +} + + +static int luaB_load (lua_State *L) { + int status; + size_t l; + const char *s = lua_tolstring(L, 1, &l); + const char *mode = luaL_optstring(L, 3, "bt"); + int env = (!lua_isnone(L, 4) ? 4 : 0); /* 'env' index or 0 if no 'env' */ + if (s != NULL) { /* loading a string? */ + const char *chunkname = luaL_optstring(L, 2, s); + status = luaL_loadbufferx(L, s, l, chunkname, mode); + } + else { /* loading from a reader function */ + const char *chunkname = luaL_optstring(L, 2, "=(load)"); + luaL_checktype(L, 1, LUA_TFUNCTION); + lua_settop(L, RESERVEDSLOT); /* create reserved slot */ + status = lua_load(L, generic_reader, NULL, chunkname, mode); + } + return load_aux(L, status, env); +} + +/* }====================================================== */ + + +static int dofilecont (lua_State *L, int d1, lua_KContext d2) { + (void)d1; (void)d2; /* only to match 'lua_Kfunction' prototype */ + return lua_gettop(L) - 1; +} + + +static int luaB_dofile (lua_State *L) { + const char *fname = luaL_optstring(L, 1, NULL); + lua_settop(L, 1); + if (l_unlikely(luaL_loadfile(L, fname) != LUA_OK)) + return lua_error(L); + lua_callk(L, 0, LUA_MULTRET, 0, dofilecont); + return dofilecont(L, 0, 0); +} + + +static int luaB_assert (lua_State *L) { + if (l_likely(lua_toboolean(L, 1))) /* condition is true? */ + return lua_gettop(L); /* return all arguments */ + else { /* error */ + luaL_checkany(L, 1); /* there must be a condition */ + lua_remove(L, 1); /* remove it */ + lua_pushliteral(L, "assertion failed!"); /* default message */ + lua_settop(L, 1); /* leave only message (default if no other one) */ + return luaB_error(L); /* call 'error' */ + } +} + + +static int luaB_select (lua_State *L) { + int n = lua_gettop(L); + if (lua_type(L, 1) == LUA_TSTRING && *lua_tostring(L, 1) == '#') { + lua_pushinteger(L, n-1); + return 1; + } + else { + lua_Integer i = luaL_checkinteger(L, 1); + if (i < 0) i = n + i; + else if (i > n) i = n; + luaL_argcheck(L, 1 <= i, 1, "index out of range"); + return n - (int)i; + } +} + + +/* +** Continuation function for 'pcall' and 'xpcall'. Both functions +** already pushed a 'true' before doing the call, so in case of success +** 'finishpcall' only has to return everything in the stack minus +** 'extra' values (where 'extra' is exactly the number of items to be +** ignored). +*/ +static int finishpcall (lua_State *L, int status, lua_KContext extra) { + if (l_unlikely(status != LUA_OK && status != LUA_YIELD)) { /* error? */ + lua_pushboolean(L, 0); /* first result (false) */ + lua_pushvalue(L, -2); /* error message */ + return 2; /* return false, msg */ + } + else + return lua_gettop(L) - (int)extra; /* return all results */ +} + + +static int luaB_pcall (lua_State *L) { + int status; + luaL_checkany(L, 1); + lua_pushboolean(L, 1); /* first result if no errors */ + lua_insert(L, 1); /* put it in place */ + status = lua_pcallk(L, lua_gettop(L) - 2, LUA_MULTRET, 0, 0, finishpcall); + return finishpcall(L, status, 0); +} + + +/* +** Do a protected call with error handling. After 'lua_rotate', the +** stack will have ; so, the function passes +** 2 to 'finishpcall' to skip the 2 first values when returning results. +*/ +static int luaB_xpcall (lua_State *L) { + int status; + int n = lua_gettop(L); + luaL_checktype(L, 2, LUA_TFUNCTION); /* check error function */ + lua_pushboolean(L, 1); /* first result */ + lua_pushvalue(L, 1); /* function */ + lua_rotate(L, 3, 2); /* move them below function's arguments */ + status = lua_pcallk(L, n - 2, LUA_MULTRET, 2, 2, finishpcall); + return finishpcall(L, status, 2); +} + + +static int luaB_tostring (lua_State *L) { + luaL_checkany(L, 1); + luaL_tolstring(L, 1, NULL); + return 1; +} + + +static const luaL_Reg base_funcs[] = { + {"assert", luaB_assert}, + {"collectgarbage", luaB_collectgarbage}, + {"dofile", luaB_dofile}, + {"error", luaB_error}, + {"getmetatable", luaB_getmetatable}, + {"ipairs", luaB_ipairs}, + {"loadfile", luaB_loadfile}, + {"load", luaB_load}, + {"next", luaB_next}, + {"pairs", luaB_pairs}, + {"pcall", luaB_pcall}, + {"print", luaB_print}, + {"warn", luaB_warn}, + {"rawequal", luaB_rawequal}, + {"rawlen", luaB_rawlen}, + {"rawget", luaB_rawget}, + {"rawset", luaB_rawset}, + {"select", luaB_select}, + {"setmetatable", luaB_setmetatable}, + {"tonumber", luaB_tonumber}, + {"tostring", luaB_tostring}, + {"type", luaB_type}, + {"xpcall", luaB_xpcall}, + /* placeholders */ + {LUA_GNAME, NULL}, + {"_VERSION", NULL}, + {NULL, NULL} +}; + + +LUAMOD_API int luaopen_base (lua_State *L) { + /* open lib into global table */ + lua_pushglobaltable(L); + luaL_setfuncs(L, base_funcs, 0); + /* set global _G */ + lua_pushvalue(L, -1); + lua_setfield(L, -2, LUA_GNAME); + /* set global _VERSION */ + lua_pushliteral(L, LUA_VERSION); + lua_setfield(L, -2, "_VERSION"); + return 1; +} + diff --git a/Dependencies/LuaRaw/src/lcode.c b/Dependencies/LuaRaw/src/lcode.c new file mode 100644 index 000000000..06425a1db --- /dev/null +++ b/Dependencies/LuaRaw/src/lcode.c @@ -0,0 +1,1832 @@ +/* +** $Id: lcode.c $ +** Code generator for Lua +** See Copyright Notice in lua.h +*/ + +#define lcode_c +#define LUA_CORE + +#include "lprefix.h" + + +#include +#include +#include +#include + +#include "lua.h" + +#include "lcode.h" +#include "ldebug.h" +#include "ldo.h" +#include "lgc.h" +#include "llex.h" +#include "lmem.h" +#include "lobject.h" +#include "lopcodes.h" +#include "lparser.h" +#include "lstring.h" +#include "ltable.h" +#include "lvm.h" + + +/* Maximum number of registers in a Lua function (must fit in 8 bits) */ +#define MAXREGS 255 + + +#define hasjumps(e) ((e)->t != (e)->f) + + +static int codesJ (FuncState *fs, OpCode o, int sj, int k); + + + +/* semantic error */ +l_noret luaK_semerror (LexState *ls, const char *msg) { + ls->t.token = 0; /* remove "near " from final message */ + luaX_syntaxerror(ls, msg); +} + + +/* +** If expression is a numeric constant, fills 'v' with its value +** and returns 1. Otherwise, returns 0. +*/ +static int tonumeral (const expdesc *e, TValue *v) { + if (hasjumps(e)) + return 0; /* not a numeral */ + switch (e->k) { + case VKINT: + if (v) setivalue(v, e->u.ival); + return 1; + case VKFLT: + if (v) setfltvalue(v, e->u.nval); + return 1; + default: return 0; + } +} + + +/* +** Get the constant value from a constant expression +*/ +static TValue *const2val (FuncState *fs, const expdesc *e) { + lua_assert(e->k == VCONST); + return &fs->ls->dyd->actvar.arr[e->u.info].k; +} + + +/* +** If expression is a constant, fills 'v' with its value +** and returns 1. Otherwise, returns 0. +*/ +int luaK_exp2const (FuncState *fs, const expdesc *e, TValue *v) { + if (hasjumps(e)) + return 0; /* not a constant */ + switch (e->k) { + case VFALSE: + setbfvalue(v); + return 1; + case VTRUE: + setbtvalue(v); + return 1; + case VNIL: + setnilvalue(v); + return 1; + case VKSTR: { + setsvalue(fs->ls->L, v, e->u.strval); + return 1; + } + case VCONST: { + setobj(fs->ls->L, v, const2val(fs, e)); + return 1; + } + default: return tonumeral(e, v); + } +} + + +/* +** Return the previous instruction of the current code. If there +** may be a jump target between the current instruction and the +** previous one, return an invalid instruction (to avoid wrong +** optimizations). +*/ +static Instruction *previousinstruction (FuncState *fs) { + static const Instruction invalidinstruction = ~(Instruction)0; + if (fs->pc > fs->lasttarget) + return &fs->f->code[fs->pc - 1]; /* previous instruction */ + else + return cast(Instruction*, &invalidinstruction); +} + + +/* +** Create a OP_LOADNIL instruction, but try to optimize: if the previous +** instruction is also OP_LOADNIL and ranges are compatible, adjust +** range of previous instruction instead of emitting a new one. (For +** instance, 'local a; local b' will generate a single opcode.) +*/ +void luaK_nil (FuncState *fs, int from, int n) { + int l = from + n - 1; /* last register to set nil */ + Instruction *previous = previousinstruction(fs); + if (GET_OPCODE(*previous) == OP_LOADNIL) { /* previous is LOADNIL? */ + int pfrom = GETARG_A(*previous); /* get previous range */ + int pl = pfrom + GETARG_B(*previous); + if ((pfrom <= from && from <= pl + 1) || + (from <= pfrom && pfrom <= l + 1)) { /* can connect both? */ + if (pfrom < from) from = pfrom; /* from = min(from, pfrom) */ + if (pl > l) l = pl; /* l = max(l, pl) */ + SETARG_A(*previous, from); + SETARG_B(*previous, l - from); + return; + } /* else go through */ + } + luaK_codeABC(fs, OP_LOADNIL, from, n - 1, 0); /* else no optimization */ +} + + +/* +** Gets the destination address of a jump instruction. Used to traverse +** a list of jumps. +*/ +static int getjump (FuncState *fs, int pc) { + int offset = GETARG_sJ(fs->f->code[pc]); + if (offset == NO_JUMP) /* point to itself represents end of list */ + return NO_JUMP; /* end of list */ + else + return (pc+1)+offset; /* turn offset into absolute position */ +} + + +/* +** Fix jump instruction at position 'pc' to jump to 'dest'. +** (Jump addresses are relative in Lua) +*/ +static void fixjump (FuncState *fs, int pc, int dest) { + Instruction *jmp = &fs->f->code[pc]; + int offset = dest - (pc + 1); + lua_assert(dest != NO_JUMP); + if (!(-OFFSET_sJ <= offset && offset <= MAXARG_sJ - OFFSET_sJ)) + luaX_syntaxerror(fs->ls, "control structure too long"); + lua_assert(GET_OPCODE(*jmp) == OP_JMP); + SETARG_sJ(*jmp, offset); +} + + +/* +** Concatenate jump-list 'l2' into jump-list 'l1' +*/ +void luaK_concat (FuncState *fs, int *l1, int l2) { + if (l2 == NO_JUMP) return; /* nothing to concatenate? */ + else if (*l1 == NO_JUMP) /* no original list? */ + *l1 = l2; /* 'l1' points to 'l2' */ + else { + int list = *l1; + int next; + while ((next = getjump(fs, list)) != NO_JUMP) /* find last element */ + list = next; + fixjump(fs, list, l2); /* last element links to 'l2' */ + } +} + + +/* +** Create a jump instruction and return its position, so its destination +** can be fixed later (with 'fixjump'). +*/ +int luaK_jump (FuncState *fs) { + return codesJ(fs, OP_JMP, NO_JUMP, 0); +} + + +/* +** Code a 'return' instruction +*/ +void luaK_ret (FuncState *fs, int first, int nret) { + OpCode op; + switch (nret) { + case 0: op = OP_RETURN0; break; + case 1: op = OP_RETURN1; break; + default: op = OP_RETURN; break; + } + luaK_codeABC(fs, op, first, nret + 1, 0); +} + + +/* +** Code a "conditional jump", that is, a test or comparison opcode +** followed by a jump. Return jump position. +*/ +static int condjump (FuncState *fs, OpCode op, int A, int B, int C, int k) { + luaK_codeABCk(fs, op, A, B, C, k); + return luaK_jump(fs); +} + + +/* +** returns current 'pc' and marks it as a jump target (to avoid wrong +** optimizations with consecutive instructions not in the same basic block). +*/ +int luaK_getlabel (FuncState *fs) { + fs->lasttarget = fs->pc; + return fs->pc; +} + + +/* +** Returns the position of the instruction "controlling" a given +** jump (that is, its condition), or the jump itself if it is +** unconditional. +*/ +static Instruction *getjumpcontrol (FuncState *fs, int pc) { + Instruction *pi = &fs->f->code[pc]; + if (pc >= 1 && testTMode(GET_OPCODE(*(pi-1)))) + return pi-1; + else + return pi; +} + + +/* +** Patch destination register for a TESTSET instruction. +** If instruction in position 'node' is not a TESTSET, return 0 ("fails"). +** Otherwise, if 'reg' is not 'NO_REG', set it as the destination +** register. Otherwise, change instruction to a simple 'TEST' (produces +** no register value) +*/ +static int patchtestreg (FuncState *fs, int node, int reg) { + Instruction *i = getjumpcontrol(fs, node); + if (GET_OPCODE(*i) != OP_TESTSET) + return 0; /* cannot patch other instructions */ + if (reg != NO_REG && reg != GETARG_B(*i)) + SETARG_A(*i, reg); + else { + /* no register to put value or register already has the value; + change instruction to simple test */ + *i = CREATE_ABCk(OP_TEST, GETARG_B(*i), 0, 0, GETARG_k(*i)); + } + return 1; +} + + +/* +** Traverse a list of tests ensuring no one produces a value +*/ +static void removevalues (FuncState *fs, int list) { + for (; list != NO_JUMP; list = getjump(fs, list)) + patchtestreg(fs, list, NO_REG); +} + + +/* +** Traverse a list of tests, patching their destination address and +** registers: tests producing values jump to 'vtarget' (and put their +** values in 'reg'), other tests jump to 'dtarget'. +*/ +static void patchlistaux (FuncState *fs, int list, int vtarget, int reg, + int dtarget) { + while (list != NO_JUMP) { + int next = getjump(fs, list); + if (patchtestreg(fs, list, reg)) + fixjump(fs, list, vtarget); + else + fixjump(fs, list, dtarget); /* jump to default target */ + list = next; + } +} + + +/* +** Path all jumps in 'list' to jump to 'target'. +** (The assert means that we cannot fix a jump to a forward address +** because we only know addresses once code is generated.) +*/ +void luaK_patchlist (FuncState *fs, int list, int target) { + lua_assert(target <= fs->pc); + patchlistaux(fs, list, target, NO_REG, target); +} + + +void luaK_patchtohere (FuncState *fs, int list) { + int hr = luaK_getlabel(fs); /* mark "here" as a jump target */ + luaK_patchlist(fs, list, hr); +} + + +/* limit for difference between lines in relative line info. */ +#define LIMLINEDIFF 0x80 + + +/* +** Save line info for a new instruction. If difference from last line +** does not fit in a byte, of after that many instructions, save a new +** absolute line info; (in that case, the special value 'ABSLINEINFO' +** in 'lineinfo' signals the existence of this absolute information.) +** Otherwise, store the difference from last line in 'lineinfo'. +*/ +static void savelineinfo (FuncState *fs, Proto *f, int line) { + int linedif = line - fs->previousline; + int pc = fs->pc - 1; /* last instruction coded */ + if (abs(linedif) >= LIMLINEDIFF || fs->iwthabs++ >= MAXIWTHABS) { + luaM_growvector(fs->ls->L, f->abslineinfo, fs->nabslineinfo, + f->sizeabslineinfo, AbsLineInfo, MAX_INT, "lines"); + f->abslineinfo[fs->nabslineinfo].pc = pc; + f->abslineinfo[fs->nabslineinfo++].line = line; + linedif = ABSLINEINFO; /* signal that there is absolute information */ + fs->iwthabs = 1; /* restart counter */ + } + luaM_growvector(fs->ls->L, f->lineinfo, pc, f->sizelineinfo, ls_byte, + MAX_INT, "opcodes"); + f->lineinfo[pc] = linedif; + fs->previousline = line; /* last line saved */ +} + + +/* +** Remove line information from the last instruction. +** If line information for that instruction is absolute, set 'iwthabs' +** above its max to force the new (replacing) instruction to have +** absolute line info, too. +*/ +static void removelastlineinfo (FuncState *fs) { + Proto *f = fs->f; + int pc = fs->pc - 1; /* last instruction coded */ + if (f->lineinfo[pc] != ABSLINEINFO) { /* relative line info? */ + fs->previousline -= f->lineinfo[pc]; /* correct last line saved */ + fs->iwthabs--; /* undo previous increment */ + } + else { /* absolute line information */ + lua_assert(f->abslineinfo[fs->nabslineinfo - 1].pc == pc); + fs->nabslineinfo--; /* remove it */ + fs->iwthabs = MAXIWTHABS + 1; /* force next line info to be absolute */ + } +} + + +/* +** Remove the last instruction created, correcting line information +** accordingly. +*/ +static void removelastinstruction (FuncState *fs) { + removelastlineinfo(fs); + fs->pc--; +} + + +/* +** Emit instruction 'i', checking for array sizes and saving also its +** line information. Return 'i' position. +*/ +int luaK_code (FuncState *fs, Instruction i) { + Proto *f = fs->f; + /* put new instruction in code array */ + luaM_growvector(fs->ls->L, f->code, fs->pc, f->sizecode, Instruction, + MAX_INT, "opcodes"); + f->code[fs->pc++] = i; + savelineinfo(fs, f, fs->ls->lastline); + return fs->pc - 1; /* index of new instruction */ +} + + +/* +** Format and emit an 'iABC' instruction. (Assertions check consistency +** of parameters versus opcode.) +*/ +int luaK_codeABCk (FuncState *fs, OpCode o, int a, int b, int c, int k) { + lua_assert(getOpMode(o) == iABC); + lua_assert(a <= MAXARG_A && b <= MAXARG_B && + c <= MAXARG_C && (k & ~1) == 0); + return luaK_code(fs, CREATE_ABCk(o, a, b, c, k)); +} + + +/* +** Format and emit an 'iABx' instruction. +*/ +int luaK_codeABx (FuncState *fs, OpCode o, int a, unsigned int bc) { + lua_assert(getOpMode(o) == iABx); + lua_assert(a <= MAXARG_A && bc <= MAXARG_Bx); + return luaK_code(fs, CREATE_ABx(o, a, bc)); +} + + +/* +** Format and emit an 'iAsBx' instruction. +*/ +int luaK_codeAsBx (FuncState *fs, OpCode o, int a, int bc) { + unsigned int b = bc + OFFSET_sBx; + lua_assert(getOpMode(o) == iAsBx); + lua_assert(a <= MAXARG_A && b <= MAXARG_Bx); + return luaK_code(fs, CREATE_ABx(o, a, b)); +} + + +/* +** Format and emit an 'isJ' instruction. +*/ +static int codesJ (FuncState *fs, OpCode o, int sj, int k) { + unsigned int j = sj + OFFSET_sJ; + lua_assert(getOpMode(o) == isJ); + lua_assert(j <= MAXARG_sJ && (k & ~1) == 0); + return luaK_code(fs, CREATE_sJ(o, j, k)); +} + + +/* +** Emit an "extra argument" instruction (format 'iAx') +*/ +static int codeextraarg (FuncState *fs, int a) { + lua_assert(a <= MAXARG_Ax); + return luaK_code(fs, CREATE_Ax(OP_EXTRAARG, a)); +} + + +/* +** Emit a "load constant" instruction, using either 'OP_LOADK' +** (if constant index 'k' fits in 18 bits) or an 'OP_LOADKX' +** instruction with "extra argument". +*/ +static int luaK_codek (FuncState *fs, int reg, int k) { + if (k <= MAXARG_Bx) + return luaK_codeABx(fs, OP_LOADK, reg, k); + else { + int p = luaK_codeABx(fs, OP_LOADKX, reg, 0); + codeextraarg(fs, k); + return p; + } +} + + +/* +** Check register-stack level, keeping track of its maximum size +** in field 'maxstacksize' +*/ +void luaK_checkstack (FuncState *fs, int n) { + int newstack = fs->freereg + n; + if (newstack > fs->f->maxstacksize) { + if (newstack >= MAXREGS) + luaX_syntaxerror(fs->ls, + "function or expression needs too many registers"); + fs->f->maxstacksize = cast_byte(newstack); + } +} + + +/* +** Reserve 'n' registers in register stack +*/ +void luaK_reserveregs (FuncState *fs, int n) { + luaK_checkstack(fs, n); + fs->freereg += n; +} + + +/* +** Free register 'reg', if it is neither a constant index nor +** a local variable. +) +*/ +static void freereg (FuncState *fs, int reg) { + if (reg >= luaY_nvarstack(fs)) { + fs->freereg--; + lua_assert(reg == fs->freereg); + } +} + + +/* +** Free two registers in proper order +*/ +static void freeregs (FuncState *fs, int r1, int r2) { + if (r1 > r2) { + freereg(fs, r1); + freereg(fs, r2); + } + else { + freereg(fs, r2); + freereg(fs, r1); + } +} + + +/* +** Free register used by expression 'e' (if any) +*/ +static void freeexp (FuncState *fs, expdesc *e) { + if (e->k == VNONRELOC) + freereg(fs, e->u.info); +} + + +/* +** Free registers used by expressions 'e1' and 'e2' (if any) in proper +** order. +*/ +static void freeexps (FuncState *fs, expdesc *e1, expdesc *e2) { + int r1 = (e1->k == VNONRELOC) ? e1->u.info : -1; + int r2 = (e2->k == VNONRELOC) ? e2->u.info : -1; + freeregs(fs, r1, r2); +} + + +/* +** Add constant 'v' to prototype's list of constants (field 'k'). +** Use scanner's table to cache position of constants in constant list +** and try to reuse constants. Because some values should not be used +** as keys (nil cannot be a key, integer keys can collapse with float +** keys), the caller must provide a useful 'key' for indexing the cache. +** Note that all functions share the same table, so entering or exiting +** a function can make some indices wrong. +*/ +static int addk (FuncState *fs, TValue *key, TValue *v) { + TValue val; + lua_State *L = fs->ls->L; + Proto *f = fs->f; + const TValue *idx = luaH_get(fs->ls->h, key); /* query scanner table */ + int k, oldsize; + if (ttisinteger(idx)) { /* is there an index there? */ + k = cast_int(ivalue(idx)); + /* correct value? (warning: must distinguish floats from integers!) */ + if (k < fs->nk && ttypetag(&f->k[k]) == ttypetag(v) && + luaV_rawequalobj(&f->k[k], v)) + return k; /* reuse index */ + } + /* constant not found; create a new entry */ + oldsize = f->sizek; + k = fs->nk; + /* numerical value does not need GC barrier; + table has no metatable, so it does not need to invalidate cache */ + setivalue(&val, k); + luaH_finishset(L, fs->ls->h, key, idx, &val); + luaM_growvector(L, f->k, k, f->sizek, TValue, MAXARG_Ax, "constants"); + while (oldsize < f->sizek) setnilvalue(&f->k[oldsize++]); + setobj(L, &f->k[k], v); + fs->nk++; + luaC_barrier(L, f, v); + return k; +} + + +/* +** Add a string to list of constants and return its index. +*/ +static int stringK (FuncState *fs, TString *s) { + TValue o; + setsvalue(fs->ls->L, &o, s); + return addk(fs, &o, &o); /* use string itself as key */ +} + + +/* +** Add an integer to list of constants and return its index. +*/ +static int luaK_intK (FuncState *fs, lua_Integer n) { + TValue o; + setivalue(&o, n); + return addk(fs, &o, &o); /* use integer itself as key */ +} + +/* +** Add a float to list of constants and return its index. Floats +** with integral values need a different key, to avoid collision +** with actual integers. To that, we add to the number its smaller +** power-of-two fraction that is still significant in its scale. +** For doubles, that would be 1/2^52. +** (This method is not bulletproof: there may be another float +** with that value, and for floats larger than 2^53 the result is +** still an integer. At worst, this only wastes an entry with +** a duplicate.) +*/ +static int luaK_numberK (FuncState *fs, lua_Number r) { + TValue o; + lua_Integer ik; + setfltvalue(&o, r); + if (!luaV_flttointeger(r, &ik, F2Ieq)) /* not an integral value? */ + return addk(fs, &o, &o); /* use number itself as key */ + else { /* must build an alternative key */ + const int nbm = l_floatatt(MANT_DIG); + const lua_Number q = l_mathop(ldexp)(l_mathop(1.0), -nbm + 1); + const lua_Number k = (ik == 0) ? q : r + r*q; /* new key */ + TValue kv; + setfltvalue(&kv, k); + /* result is not an integral value, unless value is too large */ + lua_assert(!luaV_flttointeger(k, &ik, F2Ieq) || + l_mathop(fabs)(r) >= l_mathop(1e6)); + return addk(fs, &kv, &o); + } +} + + +/* +** Add a false to list of constants and return its index. +*/ +static int boolF (FuncState *fs) { + TValue o; + setbfvalue(&o); + return addk(fs, &o, &o); /* use boolean itself as key */ +} + + +/* +** Add a true to list of constants and return its index. +*/ +static int boolT (FuncState *fs) { + TValue o; + setbtvalue(&o); + return addk(fs, &o, &o); /* use boolean itself as key */ +} + + +/* +** Add nil to list of constants and return its index. +*/ +static int nilK (FuncState *fs) { + TValue k, v; + setnilvalue(&v); + /* cannot use nil as key; instead use table itself to represent nil */ + sethvalue(fs->ls->L, &k, fs->ls->h); + return addk(fs, &k, &v); +} + + +/* +** Check whether 'i' can be stored in an 'sC' operand. Equivalent to +** (0 <= int2sC(i) && int2sC(i) <= MAXARG_C) but without risk of +** overflows in the hidden addition inside 'int2sC'. +*/ +static int fitsC (lua_Integer i) { + return (l_castS2U(i) + OFFSET_sC <= cast_uint(MAXARG_C)); +} + + +/* +** Check whether 'i' can be stored in an 'sBx' operand. +*/ +static int fitsBx (lua_Integer i) { + return (-OFFSET_sBx <= i && i <= MAXARG_Bx - OFFSET_sBx); +} + + +void luaK_int (FuncState *fs, int reg, lua_Integer i) { + if (fitsBx(i)) + luaK_codeAsBx(fs, OP_LOADI, reg, cast_int(i)); + else + luaK_codek(fs, reg, luaK_intK(fs, i)); +} + + +static void luaK_float (FuncState *fs, int reg, lua_Number f) { + lua_Integer fi; + if (luaV_flttointeger(f, &fi, F2Ieq) && fitsBx(fi)) + luaK_codeAsBx(fs, OP_LOADF, reg, cast_int(fi)); + else + luaK_codek(fs, reg, luaK_numberK(fs, f)); +} + + +/* +** Convert a constant in 'v' into an expression description 'e' +*/ +static void const2exp (TValue *v, expdesc *e) { + switch (ttypetag(v)) { + case LUA_VNUMINT: + e->k = VKINT; e->u.ival = ivalue(v); + break; + case LUA_VNUMFLT: + e->k = VKFLT; e->u.nval = fltvalue(v); + break; + case LUA_VFALSE: + e->k = VFALSE; + break; + case LUA_VTRUE: + e->k = VTRUE; + break; + case LUA_VNIL: + e->k = VNIL; + break; + case LUA_VSHRSTR: case LUA_VLNGSTR: + e->k = VKSTR; e->u.strval = tsvalue(v); + break; + default: lua_assert(0); + } +} + + +/* +** Fix an expression to return the number of results 'nresults'. +** 'e' must be a multi-ret expression (function call or vararg). +*/ +void luaK_setreturns (FuncState *fs, expdesc *e, int nresults) { + Instruction *pc = &getinstruction(fs, e); + if (e->k == VCALL) /* expression is an open function call? */ + SETARG_C(*pc, nresults + 1); + else { + lua_assert(e->k == VVARARG); + SETARG_C(*pc, nresults + 1); + SETARG_A(*pc, fs->freereg); + luaK_reserveregs(fs, 1); + } +} + + +/* +** Convert a VKSTR to a VK +*/ +static void str2K (FuncState *fs, expdesc *e) { + lua_assert(e->k == VKSTR); + e->u.info = stringK(fs, e->u.strval); + e->k = VK; +} + + +/* +** Fix an expression to return one result. +** If expression is not a multi-ret expression (function call or +** vararg), it already returns one result, so nothing needs to be done. +** Function calls become VNONRELOC expressions (as its result comes +** fixed in the base register of the call), while vararg expressions +** become VRELOC (as OP_VARARG puts its results where it wants). +** (Calls are created returning one result, so that does not need +** to be fixed.) +*/ +void luaK_setoneret (FuncState *fs, expdesc *e) { + if (e->k == VCALL) { /* expression is an open function call? */ + /* already returns 1 value */ + lua_assert(GETARG_C(getinstruction(fs, e)) == 2); + e->k = VNONRELOC; /* result has fixed position */ + e->u.info = GETARG_A(getinstruction(fs, e)); + } + else if (e->k == VVARARG) { + SETARG_C(getinstruction(fs, e), 2); + e->k = VRELOC; /* can relocate its simple result */ + } +} + + +/* +** Ensure that expression 'e' is not a variable (nor a ). +** (Expression still may have jump lists.) +*/ +void luaK_dischargevars (FuncState *fs, expdesc *e) { + switch (e->k) { + case VCONST: { + const2exp(const2val(fs, e), e); + break; + } + case VLOCAL: { /* already in a register */ + e->u.info = e->u.var.ridx; + e->k = VNONRELOC; /* becomes a non-relocatable value */ + break; + } + case VUPVAL: { /* move value to some (pending) register */ + e->u.info = luaK_codeABC(fs, OP_GETUPVAL, 0, e->u.info, 0); + e->k = VRELOC; + break; + } + case VINDEXUP: { + e->u.info = luaK_codeABC(fs, OP_GETTABUP, 0, e->u.ind.t, e->u.ind.idx); + e->k = VRELOC; + break; + } + case VINDEXI: { + freereg(fs, e->u.ind.t); + e->u.info = luaK_codeABC(fs, OP_GETI, 0, e->u.ind.t, e->u.ind.idx); + e->k = VRELOC; + break; + } + case VINDEXSTR: { + freereg(fs, e->u.ind.t); + e->u.info = luaK_codeABC(fs, OP_GETFIELD, 0, e->u.ind.t, e->u.ind.idx); + e->k = VRELOC; + break; + } + case VINDEXED: { + freeregs(fs, e->u.ind.t, e->u.ind.idx); + e->u.info = luaK_codeABC(fs, OP_GETTABLE, 0, e->u.ind.t, e->u.ind.idx); + e->k = VRELOC; + break; + } + case VVARARG: case VCALL: { + luaK_setoneret(fs, e); + break; + } + default: break; /* there is one value available (somewhere) */ + } +} + + +/* +** Ensure expression value is in register 'reg', making 'e' a +** non-relocatable expression. +** (Expression still may have jump lists.) +*/ +static void discharge2reg (FuncState *fs, expdesc *e, int reg) { + luaK_dischargevars(fs, e); + switch (e->k) { + case VNIL: { + luaK_nil(fs, reg, 1); + break; + } + case VFALSE: { + luaK_codeABC(fs, OP_LOADFALSE, reg, 0, 0); + break; + } + case VTRUE: { + luaK_codeABC(fs, OP_LOADTRUE, reg, 0, 0); + break; + } + case VKSTR: { + str2K(fs, e); + } /* FALLTHROUGH */ + case VK: { + luaK_codek(fs, reg, e->u.info); + break; + } + case VKFLT: { + luaK_float(fs, reg, e->u.nval); + break; + } + case VKINT: { + luaK_int(fs, reg, e->u.ival); + break; + } + case VRELOC: { + Instruction *pc = &getinstruction(fs, e); + SETARG_A(*pc, reg); /* instruction will put result in 'reg' */ + break; + } + case VNONRELOC: { + if (reg != e->u.info) + luaK_codeABC(fs, OP_MOVE, reg, e->u.info, 0); + break; + } + default: { + lua_assert(e->k == VJMP); + return; /* nothing to do... */ + } + } + e->u.info = reg; + e->k = VNONRELOC; +} + + +/* +** Ensure expression value is in a register, making 'e' a +** non-relocatable expression. +** (Expression still may have jump lists.) +*/ +static void discharge2anyreg (FuncState *fs, expdesc *e) { + if (e->k != VNONRELOC) { /* no fixed register yet? */ + luaK_reserveregs(fs, 1); /* get a register */ + discharge2reg(fs, e, fs->freereg-1); /* put value there */ + } +} + + +static int code_loadbool (FuncState *fs, int A, OpCode op) { + luaK_getlabel(fs); /* those instructions may be jump targets */ + return luaK_codeABC(fs, op, A, 0, 0); +} + + +/* +** check whether list has any jump that do not produce a value +** or produce an inverted value +*/ +static int need_value (FuncState *fs, int list) { + for (; list != NO_JUMP; list = getjump(fs, list)) { + Instruction i = *getjumpcontrol(fs, list); + if (GET_OPCODE(i) != OP_TESTSET) return 1; + } + return 0; /* not found */ +} + + +/* +** Ensures final expression result (which includes results from its +** jump lists) is in register 'reg'. +** If expression has jumps, need to patch these jumps either to +** its final position or to "load" instructions (for those tests +** that do not produce values). +*/ +static void exp2reg (FuncState *fs, expdesc *e, int reg) { + discharge2reg(fs, e, reg); + if (e->k == VJMP) /* expression itself is a test? */ + luaK_concat(fs, &e->t, e->u.info); /* put this jump in 't' list */ + if (hasjumps(e)) { + int final; /* position after whole expression */ + int p_f = NO_JUMP; /* position of an eventual LOAD false */ + int p_t = NO_JUMP; /* position of an eventual LOAD true */ + if (need_value(fs, e->t) || need_value(fs, e->f)) { + int fj = (e->k == VJMP) ? NO_JUMP : luaK_jump(fs); + p_f = code_loadbool(fs, reg, OP_LFALSESKIP); /* skip next inst. */ + p_t = code_loadbool(fs, reg, OP_LOADTRUE); + /* jump around these booleans if 'e' is not a test */ + luaK_patchtohere(fs, fj); + } + final = luaK_getlabel(fs); + patchlistaux(fs, e->f, final, reg, p_f); + patchlistaux(fs, e->t, final, reg, p_t); + } + e->f = e->t = NO_JUMP; + e->u.info = reg; + e->k = VNONRELOC; +} + + +/* +** Ensures final expression result is in next available register. +*/ +void luaK_exp2nextreg (FuncState *fs, expdesc *e) { + luaK_dischargevars(fs, e); + freeexp(fs, e); + luaK_reserveregs(fs, 1); + exp2reg(fs, e, fs->freereg - 1); +} + + +/* +** Ensures final expression result is in some (any) register +** and return that register. +*/ +int luaK_exp2anyreg (FuncState *fs, expdesc *e) { + luaK_dischargevars(fs, e); + if (e->k == VNONRELOC) { /* expression already has a register? */ + if (!hasjumps(e)) /* no jumps? */ + return e->u.info; /* result is already in a register */ + if (e->u.info >= luaY_nvarstack(fs)) { /* reg. is not a local? */ + exp2reg(fs, e, e->u.info); /* put final result in it */ + return e->u.info; + } + /* else expression has jumps and cannot change its register + to hold the jump values, because it is a local variable. + Go through to the default case. */ + } + luaK_exp2nextreg(fs, e); /* default: use next available register */ + return e->u.info; +} + + +/* +** Ensures final expression result is either in a register +** or in an upvalue. +*/ +void luaK_exp2anyregup (FuncState *fs, expdesc *e) { + if (e->k != VUPVAL || hasjumps(e)) + luaK_exp2anyreg(fs, e); +} + + +/* +** Ensures final expression result is either in a register +** or it is a constant. +*/ +void luaK_exp2val (FuncState *fs, expdesc *e) { + if (hasjumps(e)) + luaK_exp2anyreg(fs, e); + else + luaK_dischargevars(fs, e); +} + + +/* +** Try to make 'e' a K expression with an index in the range of R/K +** indices. Return true iff succeeded. +*/ +static int luaK_exp2K (FuncState *fs, expdesc *e) { + if (!hasjumps(e)) { + int info; + switch (e->k) { /* move constants to 'k' */ + case VTRUE: info = boolT(fs); break; + case VFALSE: info = boolF(fs); break; + case VNIL: info = nilK(fs); break; + case VKINT: info = luaK_intK(fs, e->u.ival); break; + case VKFLT: info = luaK_numberK(fs, e->u.nval); break; + case VKSTR: info = stringK(fs, e->u.strval); break; + case VK: info = e->u.info; break; + default: return 0; /* not a constant */ + } + if (info <= MAXINDEXRK) { /* does constant fit in 'argC'? */ + e->k = VK; /* make expression a 'K' expression */ + e->u.info = info; + return 1; + } + } + /* else, expression doesn't fit; leave it unchanged */ + return 0; +} + + +/* +** Ensures final expression result is in a valid R/K index +** (that is, it is either in a register or in 'k' with an index +** in the range of R/K indices). +** Returns 1 iff expression is K. +*/ +int luaK_exp2RK (FuncState *fs, expdesc *e) { + if (luaK_exp2K(fs, e)) + return 1; + else { /* not a constant in the right range: put it in a register */ + luaK_exp2anyreg(fs, e); + return 0; + } +} + + +static void codeABRK (FuncState *fs, OpCode o, int a, int b, + expdesc *ec) { + int k = luaK_exp2RK(fs, ec); + luaK_codeABCk(fs, o, a, b, ec->u.info, k); +} + + +/* +** Generate code to store result of expression 'ex' into variable 'var'. +*/ +void luaK_storevar (FuncState *fs, expdesc *var, expdesc *ex) { + switch (var->k) { + case VLOCAL: { + freeexp(fs, ex); + exp2reg(fs, ex, var->u.var.ridx); /* compute 'ex' into proper place */ + return; + } + case VUPVAL: { + int e = luaK_exp2anyreg(fs, ex); + luaK_codeABC(fs, OP_SETUPVAL, e, var->u.info, 0); + break; + } + case VINDEXUP: { + codeABRK(fs, OP_SETTABUP, var->u.ind.t, var->u.ind.idx, ex); + break; + } + case VINDEXI: { + codeABRK(fs, OP_SETI, var->u.ind.t, var->u.ind.idx, ex); + break; + } + case VINDEXSTR: { + codeABRK(fs, OP_SETFIELD, var->u.ind.t, var->u.ind.idx, ex); + break; + } + case VINDEXED: { + codeABRK(fs, OP_SETTABLE, var->u.ind.t, var->u.ind.idx, ex); + break; + } + default: lua_assert(0); /* invalid var kind to store */ + } + freeexp(fs, ex); +} + + +/* +** Emit SELF instruction (convert expression 'e' into 'e:key(e,'). +*/ +void luaK_self (FuncState *fs, expdesc *e, expdesc *key) { + int ereg; + luaK_exp2anyreg(fs, e); + ereg = e->u.info; /* register where 'e' was placed */ + freeexp(fs, e); + e->u.info = fs->freereg; /* base register for op_self */ + e->k = VNONRELOC; /* self expression has a fixed register */ + luaK_reserveregs(fs, 2); /* function and 'self' produced by op_self */ + codeABRK(fs, OP_SELF, e->u.info, ereg, key); + freeexp(fs, key); +} + + +/* +** Negate condition 'e' (where 'e' is a comparison). +*/ +static void negatecondition (FuncState *fs, expdesc *e) { + Instruction *pc = getjumpcontrol(fs, e->u.info); + lua_assert(testTMode(GET_OPCODE(*pc)) && GET_OPCODE(*pc) != OP_TESTSET && + GET_OPCODE(*pc) != OP_TEST); + SETARG_k(*pc, (GETARG_k(*pc) ^ 1)); +} + + +/* +** Emit instruction to jump if 'e' is 'cond' (that is, if 'cond' +** is true, code will jump if 'e' is true.) Return jump position. +** Optimize when 'e' is 'not' something, inverting the condition +** and removing the 'not'. +*/ +static int jumponcond (FuncState *fs, expdesc *e, int cond) { + if (e->k == VRELOC) { + Instruction ie = getinstruction(fs, e); + if (GET_OPCODE(ie) == OP_NOT) { + removelastinstruction(fs); /* remove previous OP_NOT */ + return condjump(fs, OP_TEST, GETARG_B(ie), 0, 0, !cond); + } + /* else go through */ + } + discharge2anyreg(fs, e); + freeexp(fs, e); + return condjump(fs, OP_TESTSET, NO_REG, e->u.info, 0, cond); +} + + +/* +** Emit code to go through if 'e' is true, jump otherwise. +*/ +void luaK_goiftrue (FuncState *fs, expdesc *e) { + int pc; /* pc of new jump */ + luaK_dischargevars(fs, e); + switch (e->k) { + case VJMP: { /* condition? */ + negatecondition(fs, e); /* jump when it is false */ + pc = e->u.info; /* save jump position */ + break; + } + case VK: case VKFLT: case VKINT: case VKSTR: case VTRUE: { + pc = NO_JUMP; /* always true; do nothing */ + break; + } + default: { + pc = jumponcond(fs, e, 0); /* jump when false */ + break; + } + } + luaK_concat(fs, &e->f, pc); /* insert new jump in false list */ + luaK_patchtohere(fs, e->t); /* true list jumps to here (to go through) */ + e->t = NO_JUMP; +} + + +/* +** Emit code to go through if 'e' is false, jump otherwise. +*/ +void luaK_goiffalse (FuncState *fs, expdesc *e) { + int pc; /* pc of new jump */ + luaK_dischargevars(fs, e); + switch (e->k) { + case VJMP: { + pc = e->u.info; /* already jump if true */ + break; + } + case VNIL: case VFALSE: { + pc = NO_JUMP; /* always false; do nothing */ + break; + } + default: { + pc = jumponcond(fs, e, 1); /* jump if true */ + break; + } + } + luaK_concat(fs, &e->t, pc); /* insert new jump in 't' list */ + luaK_patchtohere(fs, e->f); /* false list jumps to here (to go through) */ + e->f = NO_JUMP; +} + + +/* +** Code 'not e', doing constant folding. +*/ +static void codenot (FuncState *fs, expdesc *e) { + switch (e->k) { + case VNIL: case VFALSE: { + e->k = VTRUE; /* true == not nil == not false */ + break; + } + case VK: case VKFLT: case VKINT: case VKSTR: case VTRUE: { + e->k = VFALSE; /* false == not "x" == not 0.5 == not 1 == not true */ + break; + } + case VJMP: { + negatecondition(fs, e); + break; + } + case VRELOC: + case VNONRELOC: { + discharge2anyreg(fs, e); + freeexp(fs, e); + e->u.info = luaK_codeABC(fs, OP_NOT, 0, e->u.info, 0); + e->k = VRELOC; + break; + } + default: lua_assert(0); /* cannot happen */ + } + /* interchange true and false lists */ + { int temp = e->f; e->f = e->t; e->t = temp; } + removevalues(fs, e->f); /* values are useless when negated */ + removevalues(fs, e->t); +} + + +/* +** Check whether expression 'e' is a small literal string +*/ +static int isKstr (FuncState *fs, expdesc *e) { + return (e->k == VK && !hasjumps(e) && e->u.info <= MAXARG_B && + ttisshrstring(&fs->f->k[e->u.info])); +} + +/* +** Check whether expression 'e' is a literal integer. +*/ +int luaK_isKint (expdesc *e) { + return (e->k == VKINT && !hasjumps(e)); +} + + +/* +** Check whether expression 'e' is a literal integer in +** proper range to fit in register C +*/ +static int isCint (expdesc *e) { + return luaK_isKint(e) && (l_castS2U(e->u.ival) <= l_castS2U(MAXARG_C)); +} + + +/* +** Check whether expression 'e' is a literal integer in +** proper range to fit in register sC +*/ +static int isSCint (expdesc *e) { + return luaK_isKint(e) && fitsC(e->u.ival); +} + + +/* +** Check whether expression 'e' is a literal integer or float in +** proper range to fit in a register (sB or sC). +*/ +static int isSCnumber (expdesc *e, int *pi, int *isfloat) { + lua_Integer i; + if (e->k == VKINT) + i = e->u.ival; + else if (e->k == VKFLT && luaV_flttointeger(e->u.nval, &i, F2Ieq)) + *isfloat = 1; + else + return 0; /* not a number */ + if (!hasjumps(e) && fitsC(i)) { + *pi = int2sC(cast_int(i)); + return 1; + } + else + return 0; +} + + +/* +** Create expression 't[k]'. 't' must have its final result already in a +** register or upvalue. Upvalues can only be indexed by literal strings. +** Keys can be literal strings in the constant table or arbitrary +** values in registers. +*/ +void luaK_indexed (FuncState *fs, expdesc *t, expdesc *k) { + if (k->k == VKSTR) + str2K(fs, k); + lua_assert(!hasjumps(t) && + (t->k == VLOCAL || t->k == VNONRELOC || t->k == VUPVAL)); + if (t->k == VUPVAL && !isKstr(fs, k)) /* upvalue indexed by non 'Kstr'? */ + luaK_exp2anyreg(fs, t); /* put it in a register */ + if (t->k == VUPVAL) { + t->u.ind.t = t->u.info; /* upvalue index */ + t->u.ind.idx = k->u.info; /* literal string */ + t->k = VINDEXUP; + } + else { + /* register index of the table */ + t->u.ind.t = (t->k == VLOCAL) ? t->u.var.ridx: t->u.info; + if (isKstr(fs, k)) { + t->u.ind.idx = k->u.info; /* literal string */ + t->k = VINDEXSTR; + } + else if (isCint(k)) { + t->u.ind.idx = cast_int(k->u.ival); /* int. constant in proper range */ + t->k = VINDEXI; + } + else { + t->u.ind.idx = luaK_exp2anyreg(fs, k); /* register */ + t->k = VINDEXED; + } + } +} + + +/* +** Return false if folding can raise an error. +** Bitwise operations need operands convertible to integers; division +** operations cannot have 0 as divisor. +*/ +static int validop (int op, TValue *v1, TValue *v2) { + switch (op) { + case LUA_OPBAND: case LUA_OPBOR: case LUA_OPBXOR: + case LUA_OPSHL: case LUA_OPSHR: case LUA_OPBNOT: { /* conversion errors */ + lua_Integer i; + return (luaV_tointegerns(v1, &i, LUA_FLOORN2I) && + luaV_tointegerns(v2, &i, LUA_FLOORN2I)); + } + case LUA_OPDIV: case LUA_OPIDIV: case LUA_OPMOD: /* division by 0 */ + return (nvalue(v2) != 0); + default: return 1; /* everything else is valid */ + } +} + + +/* +** Try to "constant-fold" an operation; return 1 iff successful. +** (In this case, 'e1' has the final result.) +*/ +static int constfolding (FuncState *fs, int op, expdesc *e1, + const expdesc *e2) { + TValue v1, v2, res; + if (!tonumeral(e1, &v1) || !tonumeral(e2, &v2) || !validop(op, &v1, &v2)) + return 0; /* non-numeric operands or not safe to fold */ + luaO_rawarith(fs->ls->L, op, &v1, &v2, &res); /* does operation */ + if (ttisinteger(&res)) { + e1->k = VKINT; + e1->u.ival = ivalue(&res); + } + else { /* folds neither NaN nor 0.0 (to avoid problems with -0.0) */ + lua_Number n = fltvalue(&res); + if (luai_numisnan(n) || n == 0) + return 0; + e1->k = VKFLT; + e1->u.nval = n; + } + return 1; +} + + +/* +** Emit code for unary expressions that "produce values" +** (everything but 'not'). +** Expression to produce final result will be encoded in 'e'. +*/ +static void codeunexpval (FuncState *fs, OpCode op, expdesc *e, int line) { + int r = luaK_exp2anyreg(fs, e); /* opcodes operate only on registers */ + freeexp(fs, e); + e->u.info = luaK_codeABC(fs, op, 0, r, 0); /* generate opcode */ + e->k = VRELOC; /* all those operations are relocatable */ + luaK_fixline(fs, line); +} + + +/* +** Emit code for binary expressions that "produce values" +** (everything but logical operators 'and'/'or' and comparison +** operators). +** Expression to produce final result will be encoded in 'e1'. +*/ +static void finishbinexpval (FuncState *fs, expdesc *e1, expdesc *e2, + OpCode op, int v2, int flip, int line, + OpCode mmop, TMS event) { + int v1 = luaK_exp2anyreg(fs, e1); + int pc = luaK_codeABCk(fs, op, 0, v1, v2, 0); + freeexps(fs, e1, e2); + e1->u.info = pc; + e1->k = VRELOC; /* all those operations are relocatable */ + luaK_fixline(fs, line); + luaK_codeABCk(fs, mmop, v1, v2, event, flip); /* to call metamethod */ + luaK_fixline(fs, line); +} + + +/* +** Emit code for binary expressions that "produce values" over +** two registers. +*/ +static void codebinexpval (FuncState *fs, OpCode op, + expdesc *e1, expdesc *e2, int line) { + int v2 = luaK_exp2anyreg(fs, e2); /* both operands are in registers */ + lua_assert(OP_ADD <= op && op <= OP_SHR); + finishbinexpval(fs, e1, e2, op, v2, 0, line, OP_MMBIN, + cast(TMS, (op - OP_ADD) + TM_ADD)); +} + + +/* +** Code binary operators with immediate operands. +*/ +static void codebini (FuncState *fs, OpCode op, + expdesc *e1, expdesc *e2, int flip, int line, + TMS event) { + int v2 = int2sC(cast_int(e2->u.ival)); /* immediate operand */ + lua_assert(e2->k == VKINT); + finishbinexpval(fs, e1, e2, op, v2, flip, line, OP_MMBINI, event); +} + + +/* Try to code a binary operator negating its second operand. +** For the metamethod, 2nd operand must keep its original value. +*/ +static int finishbinexpneg (FuncState *fs, expdesc *e1, expdesc *e2, + OpCode op, int line, TMS event) { + if (!luaK_isKint(e2)) + return 0; /* not an integer constant */ + else { + lua_Integer i2 = e2->u.ival; + if (!(fitsC(i2) && fitsC(-i2))) + return 0; /* not in the proper range */ + else { /* operating a small integer constant */ + int v2 = cast_int(i2); + finishbinexpval(fs, e1, e2, op, int2sC(-v2), 0, line, OP_MMBINI, event); + /* correct metamethod argument */ + SETARG_B(fs->f->code[fs->pc - 1], int2sC(v2)); + return 1; /* successfully coded */ + } + } +} + + +static void swapexps (expdesc *e1, expdesc *e2) { + expdesc temp = *e1; *e1 = *e2; *e2 = temp; /* swap 'e1' and 'e2' */ +} + + +/* +** Code arithmetic operators ('+', '-', ...). If second operand is a +** constant in the proper range, use variant opcodes with K operands. +*/ +static void codearith (FuncState *fs, BinOpr opr, + expdesc *e1, expdesc *e2, int flip, int line) { + TMS event = cast(TMS, opr + TM_ADD); + if (tonumeral(e2, NULL) && luaK_exp2K(fs, e2)) { /* K operand? */ + int v2 = e2->u.info; /* K index */ + OpCode op = cast(OpCode, opr + OP_ADDK); + finishbinexpval(fs, e1, e2, op, v2, flip, line, OP_MMBINK, event); + } + else { /* 'e2' is neither an immediate nor a K operand */ + OpCode op = cast(OpCode, opr + OP_ADD); + if (flip) + swapexps(e1, e2); /* back to original order */ + codebinexpval(fs, op, e1, e2, line); /* use standard operators */ + } +} + + +/* +** Code commutative operators ('+', '*'). If first operand is a +** numeric constant, change order of operands to try to use an +** immediate or K operator. +*/ +static void codecommutative (FuncState *fs, BinOpr op, + expdesc *e1, expdesc *e2, int line) { + int flip = 0; + if (tonumeral(e1, NULL)) { /* is first operand a numeric constant? */ + swapexps(e1, e2); /* change order */ + flip = 1; + } + if (op == OPR_ADD && isSCint(e2)) /* immediate operand? */ + codebini(fs, cast(OpCode, OP_ADDI), e1, e2, flip, line, TM_ADD); + else + codearith(fs, op, e1, e2, flip, line); +} + + +/* +** Code bitwise operations; they are all associative, so the function +** tries to put an integer constant as the 2nd operand (a K operand). +*/ +static void codebitwise (FuncState *fs, BinOpr opr, + expdesc *e1, expdesc *e2, int line) { + int flip = 0; + int v2; + OpCode op; + if (e1->k == VKINT && luaK_exp2RK(fs, e1)) { + swapexps(e1, e2); /* 'e2' will be the constant operand */ + flip = 1; + } + else if (!(e2->k == VKINT && luaK_exp2RK(fs, e2))) { /* no constants? */ + op = cast(OpCode, opr + OP_ADD); + codebinexpval(fs, op, e1, e2, line); /* all-register opcodes */ + return; + } + v2 = e2->u.info; /* index in K array */ + op = cast(OpCode, opr + OP_ADDK); + lua_assert(ttisinteger(&fs->f->k[v2])); + finishbinexpval(fs, e1, e2, op, v2, flip, line, OP_MMBINK, + cast(TMS, opr + TM_ADD)); +} + + +/* +** Emit code for order comparisons. When using an immediate operand, +** 'isfloat' tells whether the original value was a float. +*/ +static void codeorder (FuncState *fs, OpCode op, expdesc *e1, expdesc *e2) { + int r1, r2; + int im; + int isfloat = 0; + if (isSCnumber(e2, &im, &isfloat)) { + /* use immediate operand */ + r1 = luaK_exp2anyreg(fs, e1); + r2 = im; + op = cast(OpCode, (op - OP_LT) + OP_LTI); + } + else if (isSCnumber(e1, &im, &isfloat)) { + /* transform (A < B) to (B > A) and (A <= B) to (B >= A) */ + r1 = luaK_exp2anyreg(fs, e2); + r2 = im; + op = (op == OP_LT) ? OP_GTI : OP_GEI; + } + else { /* regular case, compare two registers */ + r1 = luaK_exp2anyreg(fs, e1); + r2 = luaK_exp2anyreg(fs, e2); + } + freeexps(fs, e1, e2); + e1->u.info = condjump(fs, op, r1, r2, isfloat, 1); + e1->k = VJMP; +} + + +/* +** Emit code for equality comparisons ('==', '~='). +** 'e1' was already put as RK by 'luaK_infix'. +*/ +static void codeeq (FuncState *fs, BinOpr opr, expdesc *e1, expdesc *e2) { + int r1, r2; + int im; + int isfloat = 0; /* not needed here, but kept for symmetry */ + OpCode op; + if (e1->k != VNONRELOC) { + lua_assert(e1->k == VK || e1->k == VKINT || e1->k == VKFLT); + swapexps(e1, e2); + } + r1 = luaK_exp2anyreg(fs, e1); /* 1st expression must be in register */ + if (isSCnumber(e2, &im, &isfloat)) { + op = OP_EQI; + r2 = im; /* immediate operand */ + } + else if (luaK_exp2RK(fs, e2)) { /* 1st expression is constant? */ + op = OP_EQK; + r2 = e2->u.info; /* constant index */ + } + else { + op = OP_EQ; /* will compare two registers */ + r2 = luaK_exp2anyreg(fs, e2); + } + freeexps(fs, e1, e2); + e1->u.info = condjump(fs, op, r1, r2, isfloat, (opr == OPR_EQ)); + e1->k = VJMP; +} + + +/* +** Apply prefix operation 'op' to expression 'e'. +*/ +void luaK_prefix (FuncState *fs, UnOpr op, expdesc *e, int line) { + static const expdesc ef = {VKINT, {0}, NO_JUMP, NO_JUMP}; + luaK_dischargevars(fs, e); + switch (op) { + case OPR_MINUS: case OPR_BNOT: /* use 'ef' as fake 2nd operand */ + if (constfolding(fs, op + LUA_OPUNM, e, &ef)) + break; + /* else */ /* FALLTHROUGH */ + case OPR_LEN: + codeunexpval(fs, cast(OpCode, op + OP_UNM), e, line); + break; + case OPR_NOT: codenot(fs, e); break; + default: lua_assert(0); + } +} + + +/* +** Process 1st operand 'v' of binary operation 'op' before reading +** 2nd operand. +*/ +void luaK_infix (FuncState *fs, BinOpr op, expdesc *v) { + luaK_dischargevars(fs, v); + switch (op) { + case OPR_AND: { + luaK_goiftrue(fs, v); /* go ahead only if 'v' is true */ + break; + } + case OPR_OR: { + luaK_goiffalse(fs, v); /* go ahead only if 'v' is false */ + break; + } + case OPR_CONCAT: { + luaK_exp2nextreg(fs, v); /* operand must be on the stack */ + break; + } + case OPR_ADD: case OPR_SUB: + case OPR_MUL: case OPR_DIV: case OPR_IDIV: + case OPR_MOD: case OPR_POW: + case OPR_BAND: case OPR_BOR: case OPR_BXOR: + case OPR_SHL: case OPR_SHR: { + if (!tonumeral(v, NULL)) + luaK_exp2anyreg(fs, v); + /* else keep numeral, which may be folded with 2nd operand */ + break; + } + case OPR_EQ: case OPR_NE: { + if (!tonumeral(v, NULL)) + luaK_exp2RK(fs, v); + /* else keep numeral, which may be an immediate operand */ + break; + } + case OPR_LT: case OPR_LE: + case OPR_GT: case OPR_GE: { + int dummy, dummy2; + if (!isSCnumber(v, &dummy, &dummy2)) + luaK_exp2anyreg(fs, v); + /* else keep numeral, which may be an immediate operand */ + break; + } + default: lua_assert(0); + } +} + +/* +** Create code for '(e1 .. e2)'. +** For '(e1 .. e2.1 .. e2.2)' (which is '(e1 .. (e2.1 .. e2.2))', +** because concatenation is right associative), merge both CONCATs. +*/ +static void codeconcat (FuncState *fs, expdesc *e1, expdesc *e2, int line) { + Instruction *ie2 = previousinstruction(fs); + if (GET_OPCODE(*ie2) == OP_CONCAT) { /* is 'e2' a concatenation? */ + int n = GETARG_B(*ie2); /* # of elements concatenated in 'e2' */ + lua_assert(e1->u.info + 1 == GETARG_A(*ie2)); + freeexp(fs, e2); + SETARG_A(*ie2, e1->u.info); /* correct first element ('e1') */ + SETARG_B(*ie2, n + 1); /* will concatenate one more element */ + } + else { /* 'e2' is not a concatenation */ + luaK_codeABC(fs, OP_CONCAT, e1->u.info, 2, 0); /* new concat opcode */ + freeexp(fs, e2); + luaK_fixline(fs, line); + } +} + + +/* +** Finalize code for binary operation, after reading 2nd operand. +*/ +void luaK_posfix (FuncState *fs, BinOpr opr, + expdesc *e1, expdesc *e2, int line) { + luaK_dischargevars(fs, e2); + if (foldbinop(opr) && constfolding(fs, opr + LUA_OPADD, e1, e2)) + return; /* done by folding */ + switch (opr) { + case OPR_AND: { + lua_assert(e1->t == NO_JUMP); /* list closed by 'luaK_infix' */ + luaK_concat(fs, &e2->f, e1->f); + *e1 = *e2; + break; + } + case OPR_OR: { + lua_assert(e1->f == NO_JUMP); /* list closed by 'luaK_infix' */ + luaK_concat(fs, &e2->t, e1->t); + *e1 = *e2; + break; + } + case OPR_CONCAT: { /* e1 .. e2 */ + luaK_exp2nextreg(fs, e2); + codeconcat(fs, e1, e2, line); + break; + } + case OPR_ADD: case OPR_MUL: { + codecommutative(fs, opr, e1, e2, line); + break; + } + case OPR_SUB: { + if (finishbinexpneg(fs, e1, e2, OP_ADDI, line, TM_SUB)) + break; /* coded as (r1 + -I) */ + /* ELSE */ + } /* FALLTHROUGH */ + case OPR_DIV: case OPR_IDIV: case OPR_MOD: case OPR_POW: { + codearith(fs, opr, e1, e2, 0, line); + break; + } + case OPR_BAND: case OPR_BOR: case OPR_BXOR: { + codebitwise(fs, opr, e1, e2, line); + break; + } + case OPR_SHL: { + if (isSCint(e1)) { + swapexps(e1, e2); + codebini(fs, OP_SHLI, e1, e2, 1, line, TM_SHL); /* I << r2 */ + } + else if (finishbinexpneg(fs, e1, e2, OP_SHRI, line, TM_SHL)) { + /* coded as (r1 >> -I) */; + } + else /* regular case (two registers) */ + codebinexpval(fs, OP_SHL, e1, e2, line); + break; + } + case OPR_SHR: { + if (isSCint(e2)) + codebini(fs, OP_SHRI, e1, e2, 0, line, TM_SHR); /* r1 >> I */ + else /* regular case (two registers) */ + codebinexpval(fs, OP_SHR, e1, e2, line); + break; + } + case OPR_EQ: case OPR_NE: { + codeeq(fs, opr, e1, e2); + break; + } + case OPR_LT: case OPR_LE: { + OpCode op = cast(OpCode, (opr - OPR_EQ) + OP_EQ); + codeorder(fs, op, e1, e2); + break; + } + case OPR_GT: case OPR_GE: { + /* '(a > b)' <=> '(b < a)'; '(a >= b)' <=> '(b <= a)' */ + OpCode op = cast(OpCode, (opr - OPR_NE) + OP_EQ); + swapexps(e1, e2); + codeorder(fs, op, e1, e2); + break; + } + default: lua_assert(0); + } +} + + +/* +** Change line information associated with current position, by removing +** previous info and adding it again with new line. +*/ +void luaK_fixline (FuncState *fs, int line) { + removelastlineinfo(fs); + savelineinfo(fs, fs->f, line); +} + + +void luaK_settablesize (FuncState *fs, int pc, int ra, int asize, int hsize) { + Instruction *inst = &fs->f->code[pc]; + int rb = (hsize != 0) ? luaO_ceillog2(hsize) + 1 : 0; /* hash size */ + int extra = asize / (MAXARG_C + 1); /* higher bits of array size */ + int rc = asize % (MAXARG_C + 1); /* lower bits of array size */ + int k = (extra > 0); /* true iff needs extra argument */ + *inst = CREATE_ABCk(OP_NEWTABLE, ra, rb, rc, k); + *(inst + 1) = CREATE_Ax(OP_EXTRAARG, extra); +} + + +/* +** Emit a SETLIST instruction. +** 'base' is register that keeps table; +** 'nelems' is #table plus those to be stored now; +** 'tostore' is number of values (in registers 'base + 1',...) to add to +** table (or LUA_MULTRET to add up to stack top). +*/ +void luaK_setlist (FuncState *fs, int base, int nelems, int tostore) { + lua_assert(tostore != 0 && tostore <= LFIELDS_PER_FLUSH); + if (tostore == LUA_MULTRET) + tostore = 0; + if (nelems <= MAXARG_C) + luaK_codeABC(fs, OP_SETLIST, base, tostore, nelems); + else { + int extra = nelems / (MAXARG_C + 1); + nelems %= (MAXARG_C + 1); + luaK_codeABCk(fs, OP_SETLIST, base, tostore, nelems, 1); + codeextraarg(fs, extra); + } + fs->freereg = base + 1; /* free registers with list values */ +} + + +/* +** return the final target of a jump (skipping jumps to jumps) +*/ +static int finaltarget (Instruction *code, int i) { + int count; + for (count = 0; count < 100; count++) { /* avoid infinite loops */ + Instruction pc = code[i]; + if (GET_OPCODE(pc) != OP_JMP) + break; + else + i += GETARG_sJ(pc) + 1; + } + return i; +} + + +/* +** Do a final pass over the code of a function, doing small peephole +** optimizations and adjustments. +*/ +void luaK_finish (FuncState *fs) { + int i; + Proto *p = fs->f; + for (i = 0; i < fs->pc; i++) { + Instruction *pc = &p->code[i]; + lua_assert(i == 0 || isOT(*(pc - 1)) == isIT(*pc)); + switch (GET_OPCODE(*pc)) { + case OP_RETURN0: case OP_RETURN1: { + if (!(fs->needclose || p->is_vararg)) + break; /* no extra work */ + /* else use OP_RETURN to do the extra work */ + SET_OPCODE(*pc, OP_RETURN); + } /* FALLTHROUGH */ + case OP_RETURN: case OP_TAILCALL: { + if (fs->needclose) + SETARG_k(*pc, 1); /* signal that it needs to close */ + if (p->is_vararg) + SETARG_C(*pc, p->numparams + 1); /* signal that it is vararg */ + break; + } + case OP_JMP: { + int target = finaltarget(p->code, i); + fixjump(fs, i, target); + break; + } + default: break; + } + } +} diff --git a/Dependencies/LuaRaw/src/lcorolib.c b/Dependencies/LuaRaw/src/lcorolib.c new file mode 100644 index 000000000..785a1e81a --- /dev/null +++ b/Dependencies/LuaRaw/src/lcorolib.c @@ -0,0 +1,210 @@ +/* +** $Id: lcorolib.c $ +** Coroutine Library +** See Copyright Notice in lua.h +*/ + +#define lcorolib_c +#define LUA_LIB + +#include "lprefix.h" + + +#include + +#include "lua.h" + +#include "lauxlib.h" +#include "lualib.h" + + +static lua_State *getco (lua_State *L) { + lua_State *co = lua_tothread(L, 1); + luaL_argexpected(L, co, 1, "thread"); + return co; +} + + +/* +** Resumes a coroutine. Returns the number of results for non-error +** cases or -1 for errors. +*/ +static int auxresume (lua_State *L, lua_State *co, int narg) { + int status, nres; + if (l_unlikely(!lua_checkstack(co, narg))) { + lua_pushliteral(L, "too many arguments to resume"); + return -1; /* error flag */ + } + lua_xmove(L, co, narg); + status = lua_resume(co, L, narg, &nres); + if (l_likely(status == LUA_OK || status == LUA_YIELD)) { + if (l_unlikely(!lua_checkstack(L, nres + 1))) { + lua_pop(co, nres); /* remove results anyway */ + lua_pushliteral(L, "too many results to resume"); + return -1; /* error flag */ + } + lua_xmove(co, L, nres); /* move yielded values */ + return nres; + } + else { + lua_xmove(co, L, 1); /* move error message */ + return -1; /* error flag */ + } +} + + +static int luaB_coresume (lua_State *L) { + lua_State *co = getco(L); + int r; + r = auxresume(L, co, lua_gettop(L) - 1); + if (l_unlikely(r < 0)) { + lua_pushboolean(L, 0); + lua_insert(L, -2); + return 2; /* return false + error message */ + } + else { + lua_pushboolean(L, 1); + lua_insert(L, -(r + 1)); + return r + 1; /* return true + 'resume' returns */ + } +} + + +static int luaB_auxwrap (lua_State *L) { + lua_State *co = lua_tothread(L, lua_upvalueindex(1)); + int r = auxresume(L, co, lua_gettop(L)); + if (l_unlikely(r < 0)) { /* error? */ + int stat = lua_status(co); + if (stat != LUA_OK && stat != LUA_YIELD) { /* error in the coroutine? */ + stat = lua_resetthread(co); /* close its tbc variables */ + lua_assert(stat != LUA_OK); + lua_xmove(co, L, 1); /* move error message to the caller */ + } + if (stat != LUA_ERRMEM && /* not a memory error and ... */ + lua_type(L, -1) == LUA_TSTRING) { /* ... error object is a string? */ + luaL_where(L, 1); /* add extra info, if available */ + lua_insert(L, -2); + lua_concat(L, 2); + } + return lua_error(L); /* propagate error */ + } + return r; +} + + +static int luaB_cocreate (lua_State *L) { + lua_State *NL; + luaL_checktype(L, 1, LUA_TFUNCTION); + NL = lua_newthread(L); + lua_pushvalue(L, 1); /* move function to top */ + lua_xmove(L, NL, 1); /* move function from L to NL */ + return 1; +} + + +static int luaB_cowrap (lua_State *L) { + luaB_cocreate(L); + lua_pushcclosure(L, luaB_auxwrap, 1); + return 1; +} + + +static int luaB_yield (lua_State *L) { + return lua_yield(L, lua_gettop(L)); +} + + +#define COS_RUN 0 +#define COS_DEAD 1 +#define COS_YIELD 2 +#define COS_NORM 3 + + +static const char *const statname[] = + {"running", "dead", "suspended", "normal"}; + + +static int auxstatus (lua_State *L, lua_State *co) { + if (L == co) return COS_RUN; + else { + switch (lua_status(co)) { + case LUA_YIELD: + return COS_YIELD; + case LUA_OK: { + lua_Debug ar; + if (lua_getstack(co, 0, &ar)) /* does it have frames? */ + return COS_NORM; /* it is running */ + else if (lua_gettop(co) == 0) + return COS_DEAD; + else + return COS_YIELD; /* initial state */ + } + default: /* some error occurred */ + return COS_DEAD; + } + } +} + + +static int luaB_costatus (lua_State *L) { + lua_State *co = getco(L); + lua_pushstring(L, statname[auxstatus(L, co)]); + return 1; +} + + +static int luaB_yieldable (lua_State *L) { + lua_State *co = lua_isnone(L, 1) ? L : getco(L); + lua_pushboolean(L, lua_isyieldable(co)); + return 1; +} + + +static int luaB_corunning (lua_State *L) { + int ismain = lua_pushthread(L); + lua_pushboolean(L, ismain); + return 2; +} + + +static int luaB_close (lua_State *L) { + lua_State *co = getco(L); + int status = auxstatus(L, co); + switch (status) { + case COS_DEAD: case COS_YIELD: { + status = lua_resetthread(co); + if (status == LUA_OK) { + lua_pushboolean(L, 1); + return 1; + } + else { + lua_pushboolean(L, 0); + lua_xmove(co, L, 1); /* move error message */ + return 2; + } + } + default: /* normal or running coroutine */ + return luaL_error(L, "cannot close a %s coroutine", statname[status]); + } +} + + +static const luaL_Reg co_funcs[] = { + {"create", luaB_cocreate}, + {"resume", luaB_coresume}, + {"running", luaB_corunning}, + {"status", luaB_costatus}, + {"wrap", luaB_cowrap}, + {"yield", luaB_yield}, + {"isyieldable", luaB_yieldable}, + {"close", luaB_close}, + {NULL, NULL} +}; + + + +LUAMOD_API int luaopen_coroutine (lua_State *L) { + luaL_newlib(L, co_funcs); + return 1; +} + diff --git a/Dependencies/LuaRaw/src/lctype.c b/Dependencies/LuaRaw/src/lctype.c new file mode 100644 index 000000000..954228094 --- /dev/null +++ b/Dependencies/LuaRaw/src/lctype.c @@ -0,0 +1,64 @@ +/* +** $Id: lctype.c $ +** 'ctype' functions for Lua +** See Copyright Notice in lua.h +*/ + +#define lctype_c +#define LUA_CORE + +#include "lprefix.h" + + +#include "lctype.h" + +#if !LUA_USE_CTYPE /* { */ + +#include + + +#if defined (LUA_UCID) /* accept UniCode IDentifiers? */ +/* consider all non-ascii codepoints to be alphabetic */ +#define NONA 0x01 +#else +#define NONA 0x00 /* default */ +#endif + + +LUAI_DDEF const lu_byte luai_ctype_[UCHAR_MAX + 2] = { + 0x00, /* EOZ */ + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, /* 0. */ + 0x00, 0x08, 0x08, 0x08, 0x08, 0x08, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, /* 1. */ + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x0c, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, /* 2. */ + 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, + 0x16, 0x16, 0x16, 0x16, 0x16, 0x16, 0x16, 0x16, /* 3. */ + 0x16, 0x16, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04, + 0x04, 0x15, 0x15, 0x15, 0x15, 0x15, 0x15, 0x05, /* 4. */ + 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, + 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, /* 5. */ + 0x05, 0x05, 0x05, 0x04, 0x04, 0x04, 0x04, 0x05, + 0x04, 0x15, 0x15, 0x15, 0x15, 0x15, 0x15, 0x05, /* 6. */ + 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, + 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, 0x05, /* 7. */ + 0x05, 0x05, 0x05, 0x04, 0x04, 0x04, 0x04, 0x00, + NONA, NONA, NONA, NONA, NONA, NONA, NONA, NONA, /* 8. */ + NONA, NONA, NONA, NONA, NONA, NONA, NONA, NONA, + NONA, NONA, NONA, NONA, NONA, NONA, NONA, NONA, /* 9. */ + NONA, NONA, NONA, NONA, NONA, NONA, NONA, NONA, + NONA, NONA, NONA, NONA, NONA, NONA, NONA, NONA, /* a. */ + NONA, NONA, NONA, NONA, NONA, NONA, NONA, NONA, + NONA, NONA, NONA, NONA, NONA, NONA, NONA, NONA, /* b. */ + NONA, NONA, NONA, NONA, NONA, NONA, NONA, NONA, + 0x00, 0x00, NONA, NONA, NONA, NONA, NONA, NONA, /* c. */ + NONA, NONA, NONA, NONA, NONA, NONA, NONA, NONA, + NONA, NONA, NONA, NONA, NONA, NONA, NONA, NONA, /* d. */ + NONA, NONA, NONA, NONA, NONA, NONA, NONA, NONA, + NONA, NONA, NONA, NONA, NONA, NONA, NONA, NONA, /* e. */ + NONA, NONA, NONA, NONA, NONA, NONA, NONA, NONA, + NONA, NONA, NONA, NONA, NONA, 0x00, 0x00, 0x00, /* f. */ + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 +}; + +#endif /* } */ diff --git a/Dependencies/LuaRaw/src/ldblib.c b/Dependencies/LuaRaw/src/ldblib.c new file mode 100644 index 000000000..6dcbaa982 --- /dev/null +++ b/Dependencies/LuaRaw/src/ldblib.c @@ -0,0 +1,483 @@ +/* +** $Id: ldblib.c $ +** Interface from Lua to its debug API +** See Copyright Notice in lua.h +*/ + +#define ldblib_c +#define LUA_LIB + +#include "lprefix.h" + + +#include +#include +#include + +#include "lua.h" + +#include "lauxlib.h" +#include "lualib.h" + + +/* +** The hook table at registry[HOOKKEY] maps threads to their current +** hook function. +*/ +static const char *const HOOKKEY = "_HOOKKEY"; + + +/* +** If L1 != L, L1 can be in any state, and therefore there are no +** guarantees about its stack space; any push in L1 must be +** checked. +*/ +static void checkstack (lua_State *L, lua_State *L1, int n) { + if (l_unlikely(L != L1 && !lua_checkstack(L1, n))) + luaL_error(L, "stack overflow"); +} + + +static int db_getregistry (lua_State *L) { + lua_pushvalue(L, LUA_REGISTRYINDEX); + return 1; +} + + +static int db_getmetatable (lua_State *L) { + luaL_checkany(L, 1); + if (!lua_getmetatable(L, 1)) { + lua_pushnil(L); /* no metatable */ + } + return 1; +} + + +static int db_setmetatable (lua_State *L) { + int t = lua_type(L, 2); + luaL_argexpected(L, t == LUA_TNIL || t == LUA_TTABLE, 2, "nil or table"); + lua_settop(L, 2); + lua_setmetatable(L, 1); + return 1; /* return 1st argument */ +} + + +static int db_getuservalue (lua_State *L) { + int n = (int)luaL_optinteger(L, 2, 1); + if (lua_type(L, 1) != LUA_TUSERDATA) + luaL_pushfail(L); + else if (lua_getiuservalue(L, 1, n) != LUA_TNONE) { + lua_pushboolean(L, 1); + return 2; + } + return 1; +} + + +static int db_setuservalue (lua_State *L) { + int n = (int)luaL_optinteger(L, 3, 1); + luaL_checktype(L, 1, LUA_TUSERDATA); + luaL_checkany(L, 2); + lua_settop(L, 2); + if (!lua_setiuservalue(L, 1, n)) + luaL_pushfail(L); + return 1; +} + + +/* +** Auxiliary function used by several library functions: check for +** an optional thread as function's first argument and set 'arg' with +** 1 if this argument is present (so that functions can skip it to +** access their other arguments) +*/ +static lua_State *getthread (lua_State *L, int *arg) { + if (lua_isthread(L, 1)) { + *arg = 1; + return lua_tothread(L, 1); + } + else { + *arg = 0; + return L; /* function will operate over current thread */ + } +} + + +/* +** Variations of 'lua_settable', used by 'db_getinfo' to put results +** from 'lua_getinfo' into result table. Key is always a string; +** value can be a string, an int, or a boolean. +*/ +static void settabss (lua_State *L, const char *k, const char *v) { + lua_pushstring(L, v); + lua_setfield(L, -2, k); +} + +static void settabsi (lua_State *L, const char *k, int v) { + lua_pushinteger(L, v); + lua_setfield(L, -2, k); +} + +static void settabsb (lua_State *L, const char *k, int v) { + lua_pushboolean(L, v); + lua_setfield(L, -2, k); +} + + +/* +** In function 'db_getinfo', the call to 'lua_getinfo' may push +** results on the stack; later it creates the result table to put +** these objects. Function 'treatstackoption' puts the result from +** 'lua_getinfo' on top of the result table so that it can call +** 'lua_setfield'. +*/ +static void treatstackoption (lua_State *L, lua_State *L1, const char *fname) { + if (L == L1) + lua_rotate(L, -2, 1); /* exchange object and table */ + else + lua_xmove(L1, L, 1); /* move object to the "main" stack */ + lua_setfield(L, -2, fname); /* put object into table */ +} + + +/* +** Calls 'lua_getinfo' and collects all results in a new table. +** L1 needs stack space for an optional input (function) plus +** two optional outputs (function and line table) from function +** 'lua_getinfo'. +*/ +static int db_getinfo (lua_State *L) { + lua_Debug ar; + int arg; + lua_State *L1 = getthread(L, &arg); + const char *options = luaL_optstring(L, arg+2, "flnSrtu"); + checkstack(L, L1, 3); + luaL_argcheck(L, options[0] != '>', arg + 2, "invalid option '>'"); + if (lua_isfunction(L, arg + 1)) { /* info about a function? */ + options = lua_pushfstring(L, ">%s", options); /* add '>' to 'options' */ + lua_pushvalue(L, arg + 1); /* move function to 'L1' stack */ + lua_xmove(L, L1, 1); + } + else { /* stack level */ + if (!lua_getstack(L1, (int)luaL_checkinteger(L, arg + 1), &ar)) { + luaL_pushfail(L); /* level out of range */ + return 1; + } + } + if (!lua_getinfo(L1, options, &ar)) + return luaL_argerror(L, arg+2, "invalid option"); + lua_newtable(L); /* table to collect results */ + if (strchr(options, 'S')) { + lua_pushlstring(L, ar.source, ar.srclen); + lua_setfield(L, -2, "source"); + settabss(L, "short_src", ar.short_src); + settabsi(L, "linedefined", ar.linedefined); + settabsi(L, "lastlinedefined", ar.lastlinedefined); + settabss(L, "what", ar.what); + } + if (strchr(options, 'l')) + settabsi(L, "currentline", ar.currentline); + if (strchr(options, 'u')) { + settabsi(L, "nups", ar.nups); + settabsi(L, "nparams", ar.nparams); + settabsb(L, "isvararg", ar.isvararg); + } + if (strchr(options, 'n')) { + settabss(L, "name", ar.name); + settabss(L, "namewhat", ar.namewhat); + } + if (strchr(options, 'r')) { + settabsi(L, "ftransfer", ar.ftransfer); + settabsi(L, "ntransfer", ar.ntransfer); + } + if (strchr(options, 't')) + settabsb(L, "istailcall", ar.istailcall); + if (strchr(options, 'L')) + treatstackoption(L, L1, "activelines"); + if (strchr(options, 'f')) + treatstackoption(L, L1, "func"); + return 1; /* return table */ +} + + +static int db_getlocal (lua_State *L) { + int arg; + lua_State *L1 = getthread(L, &arg); + int nvar = (int)luaL_checkinteger(L, arg + 2); /* local-variable index */ + if (lua_isfunction(L, arg + 1)) { /* function argument? */ + lua_pushvalue(L, arg + 1); /* push function */ + lua_pushstring(L, lua_getlocal(L, NULL, nvar)); /* push local name */ + return 1; /* return only name (there is no value) */ + } + else { /* stack-level argument */ + lua_Debug ar; + const char *name; + int level = (int)luaL_checkinteger(L, arg + 1); + if (l_unlikely(!lua_getstack(L1, level, &ar))) /* out of range? */ + return luaL_argerror(L, arg+1, "level out of range"); + checkstack(L, L1, 1); + name = lua_getlocal(L1, &ar, nvar); + if (name) { + lua_xmove(L1, L, 1); /* move local value */ + lua_pushstring(L, name); /* push name */ + lua_rotate(L, -2, 1); /* re-order */ + return 2; + } + else { + luaL_pushfail(L); /* no name (nor value) */ + return 1; + } + } +} + + +static int db_setlocal (lua_State *L) { + int arg; + const char *name; + lua_State *L1 = getthread(L, &arg); + lua_Debug ar; + int level = (int)luaL_checkinteger(L, arg + 1); + int nvar = (int)luaL_checkinteger(L, arg + 2); + if (l_unlikely(!lua_getstack(L1, level, &ar))) /* out of range? */ + return luaL_argerror(L, arg+1, "level out of range"); + luaL_checkany(L, arg+3); + lua_settop(L, arg+3); + checkstack(L, L1, 1); + lua_xmove(L, L1, 1); + name = lua_setlocal(L1, &ar, nvar); + if (name == NULL) + lua_pop(L1, 1); /* pop value (if not popped by 'lua_setlocal') */ + lua_pushstring(L, name); + return 1; +} + + +/* +** get (if 'get' is true) or set an upvalue from a closure +*/ +static int auxupvalue (lua_State *L, int get) { + const char *name; + int n = (int)luaL_checkinteger(L, 2); /* upvalue index */ + luaL_checktype(L, 1, LUA_TFUNCTION); /* closure */ + name = get ? lua_getupvalue(L, 1, n) : lua_setupvalue(L, 1, n); + if (name == NULL) return 0; + lua_pushstring(L, name); + lua_insert(L, -(get+1)); /* no-op if get is false */ + return get + 1; +} + + +static int db_getupvalue (lua_State *L) { + return auxupvalue(L, 1); +} + + +static int db_setupvalue (lua_State *L) { + luaL_checkany(L, 3); + return auxupvalue(L, 0); +} + + +/* +** Check whether a given upvalue from a given closure exists and +** returns its index +*/ +static void *checkupval (lua_State *L, int argf, int argnup, int *pnup) { + void *id; + int nup = (int)luaL_checkinteger(L, argnup); /* upvalue index */ + luaL_checktype(L, argf, LUA_TFUNCTION); /* closure */ + id = lua_upvalueid(L, argf, nup); + if (pnup) { + luaL_argcheck(L, id != NULL, argnup, "invalid upvalue index"); + *pnup = nup; + } + return id; +} + + +static int db_upvalueid (lua_State *L) { + void *id = checkupval(L, 1, 2, NULL); + if (id != NULL) + lua_pushlightuserdata(L, id); + else + luaL_pushfail(L); + return 1; +} + + +static int db_upvaluejoin (lua_State *L) { + int n1, n2; + checkupval(L, 1, 2, &n1); + checkupval(L, 3, 4, &n2); + luaL_argcheck(L, !lua_iscfunction(L, 1), 1, "Lua function expected"); + luaL_argcheck(L, !lua_iscfunction(L, 3), 3, "Lua function expected"); + lua_upvaluejoin(L, 1, n1, 3, n2); + return 0; +} + + +/* +** Call hook function registered at hook table for the current +** thread (if there is one) +*/ +static void hookf (lua_State *L, lua_Debug *ar) { + static const char *const hooknames[] = + {"call", "return", "line", "count", "tail call"}; + lua_getfield(L, LUA_REGISTRYINDEX, HOOKKEY); + lua_pushthread(L); + if (lua_rawget(L, -2) == LUA_TFUNCTION) { /* is there a hook function? */ + lua_pushstring(L, hooknames[(int)ar->event]); /* push event name */ + if (ar->currentline >= 0) + lua_pushinteger(L, ar->currentline); /* push current line */ + else lua_pushnil(L); + lua_assert(lua_getinfo(L, "lS", ar)); + lua_call(L, 2, 0); /* call hook function */ + } +} + + +/* +** Convert a string mask (for 'sethook') into a bit mask +*/ +static int makemask (const char *smask, int count) { + int mask = 0; + if (strchr(smask, 'c')) mask |= LUA_MASKCALL; + if (strchr(smask, 'r')) mask |= LUA_MASKRET; + if (strchr(smask, 'l')) mask |= LUA_MASKLINE; + if (count > 0) mask |= LUA_MASKCOUNT; + return mask; +} + + +/* +** Convert a bit mask (for 'gethook') into a string mask +*/ +static char *unmakemask (int mask, char *smask) { + int i = 0; + if (mask & LUA_MASKCALL) smask[i++] = 'c'; + if (mask & LUA_MASKRET) smask[i++] = 'r'; + if (mask & LUA_MASKLINE) smask[i++] = 'l'; + smask[i] = '\0'; + return smask; +} + + +static int db_sethook (lua_State *L) { + int arg, mask, count; + lua_Hook func; + lua_State *L1 = getthread(L, &arg); + if (lua_isnoneornil(L, arg+1)) { /* no hook? */ + lua_settop(L, arg+1); + func = NULL; mask = 0; count = 0; /* turn off hooks */ + } + else { + const char *smask = luaL_checkstring(L, arg+2); + luaL_checktype(L, arg+1, LUA_TFUNCTION); + count = (int)luaL_optinteger(L, arg + 3, 0); + func = hookf; mask = makemask(smask, count); + } + if (!luaL_getsubtable(L, LUA_REGISTRYINDEX, HOOKKEY)) { + /* table just created; initialize it */ + lua_pushliteral(L, "k"); + lua_setfield(L, -2, "__mode"); /** hooktable.__mode = "k" */ + lua_pushvalue(L, -1); + lua_setmetatable(L, -2); /* metatable(hooktable) = hooktable */ + } + checkstack(L, L1, 1); + lua_pushthread(L1); lua_xmove(L1, L, 1); /* key (thread) */ + lua_pushvalue(L, arg + 1); /* value (hook function) */ + lua_rawset(L, -3); /* hooktable[L1] = new Lua hook */ + lua_sethook(L1, func, mask, count); + return 0; +} + + +static int db_gethook (lua_State *L) { + int arg; + lua_State *L1 = getthread(L, &arg); + char buff[5]; + int mask = lua_gethookmask(L1); + lua_Hook hook = lua_gethook(L1); + if (hook == NULL) { /* no hook? */ + luaL_pushfail(L); + return 1; + } + else if (hook != hookf) /* external hook? */ + lua_pushliteral(L, "external hook"); + else { /* hook table must exist */ + lua_getfield(L, LUA_REGISTRYINDEX, HOOKKEY); + checkstack(L, L1, 1); + lua_pushthread(L1); lua_xmove(L1, L, 1); + lua_rawget(L, -2); /* 1st result = hooktable[L1] */ + lua_remove(L, -2); /* remove hook table */ + } + lua_pushstring(L, unmakemask(mask, buff)); /* 2nd result = mask */ + lua_pushinteger(L, lua_gethookcount(L1)); /* 3rd result = count */ + return 3; +} + + +static int db_debug (lua_State *L) { + for (;;) { + char buffer[250]; + lua_writestringerror("%s", "lua_debug> "); + if (fgets(buffer, sizeof(buffer), stdin) == NULL || + strcmp(buffer, "cont\n") == 0) + return 0; + if (luaL_loadbuffer(L, buffer, strlen(buffer), "=(debug command)") || + lua_pcall(L, 0, 0, 0)) + lua_writestringerror("%s\n", luaL_tolstring(L, -1, NULL)); + lua_settop(L, 0); /* remove eventual returns */ + } +} + + +static int db_traceback (lua_State *L) { + int arg; + lua_State *L1 = getthread(L, &arg); + const char *msg = lua_tostring(L, arg + 1); + if (msg == NULL && !lua_isnoneornil(L, arg + 1)) /* non-string 'msg'? */ + lua_pushvalue(L, arg + 1); /* return it untouched */ + else { + int level = (int)luaL_optinteger(L, arg + 2, (L == L1) ? 1 : 0); + luaL_traceback(L, L1, msg, level); + } + return 1; +} + + +static int db_setcstacklimit (lua_State *L) { + int limit = (int)luaL_checkinteger(L, 1); + int res = lua_setcstacklimit(L, limit); + lua_pushinteger(L, res); + return 1; +} + + +static const luaL_Reg dblib[] = { + {"debug", db_debug}, + {"getuservalue", db_getuservalue}, + {"gethook", db_gethook}, + {"getinfo", db_getinfo}, + {"getlocal", db_getlocal}, + {"getregistry", db_getregistry}, + {"getmetatable", db_getmetatable}, + {"getupvalue", db_getupvalue}, + {"upvaluejoin", db_upvaluejoin}, + {"upvalueid", db_upvalueid}, + {"setuservalue", db_setuservalue}, + {"sethook", db_sethook}, + {"setlocal", db_setlocal}, + {"setmetatable", db_setmetatable}, + {"setupvalue", db_setupvalue}, + {"traceback", db_traceback}, + {"setcstacklimit", db_setcstacklimit}, + {NULL, NULL} +}; + + +LUAMOD_API int luaopen_debug (lua_State *L) { + luaL_newlib(L, dblib); + return 1; +} + diff --git a/Dependencies/LuaRaw/src/ldebug.c b/Dependencies/LuaRaw/src/ldebug.c new file mode 100644 index 000000000..a716d95e2 --- /dev/null +++ b/Dependencies/LuaRaw/src/ldebug.c @@ -0,0 +1,918 @@ +/* +** $Id: ldebug.c $ +** Debug Interface +** See Copyright Notice in lua.h +*/ + +#define ldebug_c +#define LUA_CORE + +#include "lprefix.h" + + +#include +#include +#include + +#include "lua.h" + +#include "lapi.h" +#include "lcode.h" +#include "ldebug.h" +#include "ldo.h" +#include "lfunc.h" +#include "lobject.h" +#include "lopcodes.h" +#include "lstate.h" +#include "lstring.h" +#include "ltable.h" +#include "ltm.h" +#include "lvm.h" + + + +#define noLuaClosure(f) ((f) == NULL || (f)->c.tt == LUA_VCCL) + + +static const char *funcnamefromcall (lua_State *L, CallInfo *ci, + const char **name); + + +static int currentpc (CallInfo *ci) { + lua_assert(isLua(ci)); + return pcRel(ci->u.l.savedpc, ci_func(ci)->p); +} + + +/* +** Get a "base line" to find the line corresponding to an instruction. +** Base lines are regularly placed at MAXIWTHABS intervals, so usually +** an integer division gets the right place. When the source file has +** large sequences of empty/comment lines, it may need extra entries, +** so the original estimate needs a correction. +** If the original estimate is -1, the initial 'if' ensures that the +** 'while' will run at least once. +** The assertion that the estimate is a lower bound for the correct base +** is valid as long as the debug info has been generated with the same +** value for MAXIWTHABS or smaller. (Previous releases use a little +** smaller value.) +*/ +static int getbaseline (const Proto *f, int pc, int *basepc) { + if (f->sizeabslineinfo == 0 || pc < f->abslineinfo[0].pc) { + *basepc = -1; /* start from the beginning */ + return f->linedefined; + } + else { + int i = cast_uint(pc) / MAXIWTHABS - 1; /* get an estimate */ + /* estimate must be a lower bound of the correct base */ + lua_assert(i < 0 || + (i < f->sizeabslineinfo && f->abslineinfo[i].pc <= pc)); + while (i + 1 < f->sizeabslineinfo && pc >= f->abslineinfo[i + 1].pc) + i++; /* low estimate; adjust it */ + *basepc = f->abslineinfo[i].pc; + return f->abslineinfo[i].line; + } +} + + +/* +** Get the line corresponding to instruction 'pc' in function 'f'; +** first gets a base line and from there does the increments until +** the desired instruction. +*/ +int luaG_getfuncline (const Proto *f, int pc) { + if (f->lineinfo == NULL) /* no debug information? */ + return -1; + else { + int basepc; + int baseline = getbaseline(f, pc, &basepc); + while (basepc++ < pc) { /* walk until given instruction */ + lua_assert(f->lineinfo[basepc] != ABSLINEINFO); + baseline += f->lineinfo[basepc]; /* correct line */ + } + return baseline; + } +} + + +static int getcurrentline (CallInfo *ci) { + return luaG_getfuncline(ci_func(ci)->p, currentpc(ci)); +} + + +/* +** Set 'trap' for all active Lua frames. +** This function can be called during a signal, under "reasonable" +** assumptions. A new 'ci' is completely linked in the list before it +** becomes part of the "active" list, and we assume that pointers are +** atomic; see comment in next function. +** (A compiler doing interprocedural optimizations could, theoretically, +** reorder memory writes in such a way that the list could be +** temporarily broken while inserting a new element. We simply assume it +** has no good reasons to do that.) +*/ +static void settraps (CallInfo *ci) { + for (; ci != NULL; ci = ci->previous) + if (isLua(ci)) + ci->u.l.trap = 1; +} + + +/* +** This function can be called during a signal, under "reasonable" +** assumptions. +** Fields 'basehookcount' and 'hookcount' (set by 'resethookcount') +** are for debug only, and it is no problem if they get arbitrary +** values (causes at most one wrong hook call). 'hookmask' is an atomic +** value. We assume that pointers are atomic too (e.g., gcc ensures that +** for all platforms where it runs). Moreover, 'hook' is always checked +** before being called (see 'luaD_hook'). +*/ +LUA_API void lua_sethook (lua_State *L, lua_Hook func, int mask, int count) { + if (func == NULL || mask == 0) { /* turn off hooks? */ + mask = 0; + func = NULL; + } + L->hook = func; + L->basehookcount = count; + resethookcount(L); + L->hookmask = cast_byte(mask); + if (mask) + settraps(L->ci); /* to trace inside 'luaV_execute' */ +} + + +LUA_API lua_Hook lua_gethook (lua_State *L) { + return L->hook; +} + + +LUA_API int lua_gethookmask (lua_State *L) { + return L->hookmask; +} + + +LUA_API int lua_gethookcount (lua_State *L) { + return L->basehookcount; +} + + +LUA_API int lua_getstack (lua_State *L, int level, lua_Debug *ar) { + int status; + CallInfo *ci; + if (level < 0) return 0; /* invalid (negative) level */ + lua_lock(L); + for (ci = L->ci; level > 0 && ci != &L->base_ci; ci = ci->previous) + level--; + if (level == 0 && ci != &L->base_ci) { /* level found? */ + status = 1; + ar->i_ci = ci; + } + else status = 0; /* no such level */ + lua_unlock(L); + return status; +} + + +static const char *upvalname (const Proto *p, int uv) { + TString *s = check_exp(uv < p->sizeupvalues, p->upvalues[uv].name); + if (s == NULL) return "?"; + else return getstr(s); +} + + +static const char *findvararg (CallInfo *ci, int n, StkId *pos) { + if (clLvalue(s2v(ci->func))->p->is_vararg) { + int nextra = ci->u.l.nextraargs; + if (n >= -nextra) { /* 'n' is negative */ + *pos = ci->func - nextra - (n + 1); + return "(vararg)"; /* generic name for any vararg */ + } + } + return NULL; /* no such vararg */ +} + + +const char *luaG_findlocal (lua_State *L, CallInfo *ci, int n, StkId *pos) { + StkId base = ci->func + 1; + const char *name = NULL; + if (isLua(ci)) { + if (n < 0) /* access to vararg values? */ + return findvararg(ci, n, pos); + else + name = luaF_getlocalname(ci_func(ci)->p, n, currentpc(ci)); + } + if (name == NULL) { /* no 'standard' name? */ + StkId limit = (ci == L->ci) ? L->top : ci->next->func; + if (limit - base >= n && n > 0) { /* is 'n' inside 'ci' stack? */ + /* generic name for any valid slot */ + name = isLua(ci) ? "(temporary)" : "(C temporary)"; + } + else + return NULL; /* no name */ + } + if (pos) + *pos = base + (n - 1); + return name; +} + + +LUA_API const char *lua_getlocal (lua_State *L, const lua_Debug *ar, int n) { + const char *name; + lua_lock(L); + if (ar == NULL) { /* information about non-active function? */ + if (!isLfunction(s2v(L->top - 1))) /* not a Lua function? */ + name = NULL; + else /* consider live variables at function start (parameters) */ + name = luaF_getlocalname(clLvalue(s2v(L->top - 1))->p, n, 0); + } + else { /* active function; get information through 'ar' */ + StkId pos = NULL; /* to avoid warnings */ + name = luaG_findlocal(L, ar->i_ci, n, &pos); + if (name) { + setobjs2s(L, L->top, pos); + api_incr_top(L); + } + } + lua_unlock(L); + return name; +} + + +LUA_API const char *lua_setlocal (lua_State *L, const lua_Debug *ar, int n) { + StkId pos = NULL; /* to avoid warnings */ + const char *name; + lua_lock(L); + name = luaG_findlocal(L, ar->i_ci, n, &pos); + if (name) { + setobjs2s(L, pos, L->top - 1); + L->top--; /* pop value */ + } + lua_unlock(L); + return name; +} + + +static void funcinfo (lua_Debug *ar, Closure *cl) { + if (noLuaClosure(cl)) { + ar->source = "=[C]"; + ar->srclen = LL("=[C]"); + ar->linedefined = -1; + ar->lastlinedefined = -1; + ar->what = "C"; + } + else { + const Proto *p = cl->l.p; + if (p->source) { + ar->source = getstr(p->source); + ar->srclen = tsslen(p->source); + } + else { + ar->source = "=?"; + ar->srclen = LL("=?"); + } + ar->linedefined = p->linedefined; + ar->lastlinedefined = p->lastlinedefined; + ar->what = (ar->linedefined == 0) ? "main" : "Lua"; + } + luaO_chunkid(ar->short_src, ar->source, ar->srclen); +} + + +static int nextline (const Proto *p, int currentline, int pc) { + if (p->lineinfo[pc] != ABSLINEINFO) + return currentline + p->lineinfo[pc]; + else + return luaG_getfuncline(p, pc); +} + + +static void collectvalidlines (lua_State *L, Closure *f) { + if (noLuaClosure(f)) { + setnilvalue(s2v(L->top)); + api_incr_top(L); + } + else { + int i; + TValue v; + const Proto *p = f->l.p; + int currentline = p->linedefined; + Table *t = luaH_new(L); /* new table to store active lines */ + sethvalue2s(L, L->top, t); /* push it on stack */ + api_incr_top(L); + setbtvalue(&v); /* boolean 'true' to be the value of all indices */ + if (!p->is_vararg) /* regular function? */ + i = 0; /* consider all instructions */ + else { /* vararg function */ + lua_assert(GET_OPCODE(p->code[0]) == OP_VARARGPREP); + currentline = nextline(p, currentline, 0); + i = 1; /* skip first instruction (OP_VARARGPREP) */ + } + for (; i < p->sizelineinfo; i++) { /* for each instruction */ + currentline = nextline(p, currentline, i); /* get its line */ + luaH_setint(L, t, currentline, &v); /* table[line] = true */ + } + } +} + + +static const char *getfuncname (lua_State *L, CallInfo *ci, const char **name) { + /* calling function is a known function? */ + if (ci != NULL && !(ci->callstatus & CIST_TAIL)) + return funcnamefromcall(L, ci->previous, name); + else return NULL; /* no way to find a name */ +} + + +static int auxgetinfo (lua_State *L, const char *what, lua_Debug *ar, + Closure *f, CallInfo *ci) { + int status = 1; + for (; *what; what++) { + switch (*what) { + case 'S': { + funcinfo(ar, f); + break; + } + case 'l': { + ar->currentline = (ci && isLua(ci)) ? getcurrentline(ci) : -1; + break; + } + case 'u': { + ar->nups = (f == NULL) ? 0 : f->c.nupvalues; + if (noLuaClosure(f)) { + ar->isvararg = 1; + ar->nparams = 0; + } + else { + ar->isvararg = f->l.p->is_vararg; + ar->nparams = f->l.p->numparams; + } + break; + } + case 't': { + ar->istailcall = (ci) ? ci->callstatus & CIST_TAIL : 0; + break; + } + case 'n': { + ar->namewhat = getfuncname(L, ci, &ar->name); + if (ar->namewhat == NULL) { + ar->namewhat = ""; /* not found */ + ar->name = NULL; + } + break; + } + case 'r': { + if (ci == NULL || !(ci->callstatus & CIST_TRAN)) + ar->ftransfer = ar->ntransfer = 0; + else { + ar->ftransfer = ci->u2.transferinfo.ftransfer; + ar->ntransfer = ci->u2.transferinfo.ntransfer; + } + break; + } + case 'L': + case 'f': /* handled by lua_getinfo */ + break; + default: status = 0; /* invalid option */ + } + } + return status; +} + + +LUA_API int lua_getinfo (lua_State *L, const char *what, lua_Debug *ar) { + int status; + Closure *cl; + CallInfo *ci; + TValue *func; + lua_lock(L); + if (*what == '>') { + ci = NULL; + func = s2v(L->top - 1); + api_check(L, ttisfunction(func), "function expected"); + what++; /* skip the '>' */ + L->top--; /* pop function */ + } + else { + ci = ar->i_ci; + func = s2v(ci->func); + lua_assert(ttisfunction(func)); + } + cl = ttisclosure(func) ? clvalue(func) : NULL; + status = auxgetinfo(L, what, ar, cl, ci); + if (strchr(what, 'f')) { + setobj2s(L, L->top, func); + api_incr_top(L); + } + if (strchr(what, 'L')) + collectvalidlines(L, cl); + lua_unlock(L); + return status; +} + + +/* +** {====================================================== +** Symbolic Execution +** ======================================================= +*/ + +static const char *getobjname (const Proto *p, int lastpc, int reg, + const char **name); + + +/* +** Find a "name" for the constant 'c'. +*/ +static void kname (const Proto *p, int c, const char **name) { + TValue *kvalue = &p->k[c]; + *name = (ttisstring(kvalue)) ? svalue(kvalue) : "?"; +} + + +/* +** Find a "name" for the register 'c'. +*/ +static void rname (const Proto *p, int pc, int c, const char **name) { + const char *what = getobjname(p, pc, c, name); /* search for 'c' */ + if (!(what && *what == 'c')) /* did not find a constant name? */ + *name = "?"; +} + + +/* +** Find a "name" for a 'C' value in an RK instruction. +*/ +static void rkname (const Proto *p, int pc, Instruction i, const char **name) { + int c = GETARG_C(i); /* key index */ + if (GETARG_k(i)) /* is 'c' a constant? */ + kname(p, c, name); + else /* 'c' is a register */ + rname(p, pc, c, name); +} + + +static int filterpc (int pc, int jmptarget) { + if (pc < jmptarget) /* is code conditional (inside a jump)? */ + return -1; /* cannot know who sets that register */ + else return pc; /* current position sets that register */ +} + + +/* +** Try to find last instruction before 'lastpc' that modified register 'reg'. +*/ +static int findsetreg (const Proto *p, int lastpc, int reg) { + int pc; + int setreg = -1; /* keep last instruction that changed 'reg' */ + int jmptarget = 0; /* any code before this address is conditional */ + if (testMMMode(GET_OPCODE(p->code[lastpc]))) + lastpc--; /* previous instruction was not actually executed */ + for (pc = 0; pc < lastpc; pc++) { + Instruction i = p->code[pc]; + OpCode op = GET_OPCODE(i); + int a = GETARG_A(i); + int change; /* true if current instruction changed 'reg' */ + switch (op) { + case OP_LOADNIL: { /* set registers from 'a' to 'a+b' */ + int b = GETARG_B(i); + change = (a <= reg && reg <= a + b); + break; + } + case OP_TFORCALL: { /* affect all regs above its base */ + change = (reg >= a + 2); + break; + } + case OP_CALL: + case OP_TAILCALL: { /* affect all registers above base */ + change = (reg >= a); + break; + } + case OP_JMP: { /* doesn't change registers, but changes 'jmptarget' */ + int b = GETARG_sJ(i); + int dest = pc + 1 + b; + /* jump does not skip 'lastpc' and is larger than current one? */ + if (dest <= lastpc && dest > jmptarget) + jmptarget = dest; /* update 'jmptarget' */ + change = 0; + break; + } + default: /* any instruction that sets A */ + change = (testAMode(op) && reg == a); + break; + } + if (change) + setreg = filterpc(pc, jmptarget); + } + return setreg; +} + + +/* +** Check whether table being indexed by instruction 'i' is the +** environment '_ENV' +*/ +static const char *gxf (const Proto *p, int pc, Instruction i, int isup) { + int t = GETARG_B(i); /* table index */ + const char *name; /* name of indexed variable */ + if (isup) /* is an upvalue? */ + name = upvalname(p, t); + else + getobjname(p, pc, t, &name); + return (name && strcmp(name, LUA_ENV) == 0) ? "global" : "field"; +} + + +static const char *getobjname (const Proto *p, int lastpc, int reg, + const char **name) { + int pc; + *name = luaF_getlocalname(p, reg + 1, lastpc); + if (*name) /* is a local? */ + return "local"; + /* else try symbolic execution */ + pc = findsetreg(p, lastpc, reg); + if (pc != -1) { /* could find instruction? */ + Instruction i = p->code[pc]; + OpCode op = GET_OPCODE(i); + switch (op) { + case OP_MOVE: { + int b = GETARG_B(i); /* move from 'b' to 'a' */ + if (b < GETARG_A(i)) + return getobjname(p, pc, b, name); /* get name for 'b' */ + break; + } + case OP_GETTABUP: { + int k = GETARG_C(i); /* key index */ + kname(p, k, name); + return gxf(p, pc, i, 1); + } + case OP_GETTABLE: { + int k = GETARG_C(i); /* key index */ + rname(p, pc, k, name); + return gxf(p, pc, i, 0); + } + case OP_GETI: { + *name = "integer index"; + return "field"; + } + case OP_GETFIELD: { + int k = GETARG_C(i); /* key index */ + kname(p, k, name); + return gxf(p, pc, i, 0); + } + case OP_GETUPVAL: { + *name = upvalname(p, GETARG_B(i)); + return "upvalue"; + } + case OP_LOADK: + case OP_LOADKX: { + int b = (op == OP_LOADK) ? GETARG_Bx(i) + : GETARG_Ax(p->code[pc + 1]); + if (ttisstring(&p->k[b])) { + *name = svalue(&p->k[b]); + return "constant"; + } + break; + } + case OP_SELF: { + rkname(p, pc, i, name); + return "method"; + } + default: break; /* go through to return NULL */ + } + } + return NULL; /* could not find reasonable name */ +} + + +/* +** Try to find a name for a function based on the code that called it. +** (Only works when function was called by a Lua function.) +** Returns what the name is (e.g., "for iterator", "method", +** "metamethod") and sets '*name' to point to the name. +*/ +static const char *funcnamefromcode (lua_State *L, const Proto *p, + int pc, const char **name) { + TMS tm = (TMS)0; /* (initial value avoids warnings) */ + Instruction i = p->code[pc]; /* calling instruction */ + switch (GET_OPCODE(i)) { + case OP_CALL: + case OP_TAILCALL: + return getobjname(p, pc, GETARG_A(i), name); /* get function name */ + case OP_TFORCALL: { /* for iterator */ + *name = "for iterator"; + return "for iterator"; + } + /* other instructions can do calls through metamethods */ + case OP_SELF: case OP_GETTABUP: case OP_GETTABLE: + case OP_GETI: case OP_GETFIELD: + tm = TM_INDEX; + break; + case OP_SETTABUP: case OP_SETTABLE: case OP_SETI: case OP_SETFIELD: + tm = TM_NEWINDEX; + break; + case OP_MMBIN: case OP_MMBINI: case OP_MMBINK: { + tm = cast(TMS, GETARG_C(i)); + break; + } + case OP_UNM: tm = TM_UNM; break; + case OP_BNOT: tm = TM_BNOT; break; + case OP_LEN: tm = TM_LEN; break; + case OP_CONCAT: tm = TM_CONCAT; break; + case OP_EQ: tm = TM_EQ; break; + /* no cases for OP_EQI and OP_EQK, as they don't call metamethods */ + case OP_LT: case OP_LTI: case OP_GTI: tm = TM_LT; break; + case OP_LE: case OP_LEI: case OP_GEI: tm = TM_LE; break; + case OP_CLOSE: case OP_RETURN: tm = TM_CLOSE; break; + default: + return NULL; /* cannot find a reasonable name */ + } + *name = getstr(G(L)->tmname[tm]) + 2; + return "metamethod"; +} + + +/* +** Try to find a name for a function based on how it was called. +*/ +static const char *funcnamefromcall (lua_State *L, CallInfo *ci, + const char **name) { + if (ci->callstatus & CIST_HOOKED) { /* was it called inside a hook? */ + *name = "?"; + return "hook"; + } + else if (ci->callstatus & CIST_FIN) { /* was it called as a finalizer? */ + *name = "__gc"; + return "metamethod"; /* report it as such */ + } + else if (isLua(ci)) + return funcnamefromcode(L, ci_func(ci)->p, currentpc(ci), name); + else + return NULL; +} + +/* }====================================================== */ + + + +/* +** Check whether pointer 'o' points to some value in the stack +** frame of the current function. Because 'o' may not point to a +** value in this stack, we cannot compare it with the region +** boundaries (undefined behaviour in ISO C). +*/ +static int isinstack (CallInfo *ci, const TValue *o) { + StkId pos; + for (pos = ci->func + 1; pos < ci->top; pos++) { + if (o == s2v(pos)) + return 1; + } + return 0; /* not found */ +} + + +/* +** Checks whether value 'o' came from an upvalue. (That can only happen +** with instructions OP_GETTABUP/OP_SETTABUP, which operate directly on +** upvalues.) +*/ +static const char *getupvalname (CallInfo *ci, const TValue *o, + const char **name) { + LClosure *c = ci_func(ci); + int i; + for (i = 0; i < c->nupvalues; i++) { + if (c->upvals[i]->v == o) { + *name = upvalname(c->p, i); + return "upvalue"; + } + } + return NULL; +} + + +static const char *formatvarinfo (lua_State *L, const char *kind, + const char *name) { + if (kind == NULL) + return ""; /* no information */ + else + return luaO_pushfstring(L, " (%s '%s')", kind, name); +} + +/* +** Build a string with a "description" for the value 'o', such as +** "variable 'x'" or "upvalue 'y'". +*/ +static const char *varinfo (lua_State *L, const TValue *o) { + CallInfo *ci = L->ci; + const char *name = NULL; /* to avoid warnings */ + const char *kind = NULL; + if (isLua(ci)) { + kind = getupvalname(ci, o, &name); /* check whether 'o' is an upvalue */ + if (!kind && isinstack(ci, o)) /* no? try a register */ + kind = getobjname(ci_func(ci)->p, currentpc(ci), + cast_int(cast(StkId, o) - (ci->func + 1)), &name); + } + return formatvarinfo(L, kind, name); +} + + +/* +** Raise a type error +*/ +static l_noret typeerror (lua_State *L, const TValue *o, const char *op, + const char *extra) { + const char *t = luaT_objtypename(L, o); + luaG_runerror(L, "attempt to %s a %s value%s", op, t, extra); +} + + +/* +** Raise a type error with "standard" information about the faulty +** object 'o' (using 'varinfo'). +*/ +l_noret luaG_typeerror (lua_State *L, const TValue *o, const char *op) { + typeerror(L, o, op, varinfo(L, o)); +} + + +/* +** Raise an error for calling a non-callable object. Try to find a name +** for the object based on how it was called ('funcnamefromcall'); if it +** cannot get a name there, try 'varinfo'. +*/ +l_noret luaG_callerror (lua_State *L, const TValue *o) { + CallInfo *ci = L->ci; + const char *name = NULL; /* to avoid warnings */ + const char *kind = funcnamefromcall(L, ci, &name); + const char *extra = kind ? formatvarinfo(L, kind, name) : varinfo(L, o); + typeerror(L, o, "call", extra); +} + + +l_noret luaG_forerror (lua_State *L, const TValue *o, const char *what) { + luaG_runerror(L, "bad 'for' %s (number expected, got %s)", + what, luaT_objtypename(L, o)); +} + + +l_noret luaG_concaterror (lua_State *L, const TValue *p1, const TValue *p2) { + if (ttisstring(p1) || cvt2str(p1)) p1 = p2; + luaG_typeerror(L, p1, "concatenate"); +} + + +l_noret luaG_opinterror (lua_State *L, const TValue *p1, + const TValue *p2, const char *msg) { + if (!ttisnumber(p1)) /* first operand is wrong? */ + p2 = p1; /* now second is wrong */ + luaG_typeerror(L, p2, msg); +} + + +/* +** Error when both values are convertible to numbers, but not to integers +*/ +l_noret luaG_tointerror (lua_State *L, const TValue *p1, const TValue *p2) { + lua_Integer temp; + if (!luaV_tointegerns(p1, &temp, LUA_FLOORN2I)) + p2 = p1; + luaG_runerror(L, "number%s has no integer representation", varinfo(L, p2)); +} + + +l_noret luaG_ordererror (lua_State *L, const TValue *p1, const TValue *p2) { + const char *t1 = luaT_objtypename(L, p1); + const char *t2 = luaT_objtypename(L, p2); + if (strcmp(t1, t2) == 0) + luaG_runerror(L, "attempt to compare two %s values", t1); + else + luaG_runerror(L, "attempt to compare %s with %s", t1, t2); +} + + +/* add src:line information to 'msg' */ +const char *luaG_addinfo (lua_State *L, const char *msg, TString *src, + int line) { + char buff[LUA_IDSIZE]; + if (src) + luaO_chunkid(buff, getstr(src), tsslen(src)); + else { /* no source available; use "?" instead */ + buff[0] = '?'; buff[1] = '\0'; + } + return luaO_pushfstring(L, "%s:%d: %s", buff, line, msg); +} + + +l_noret luaG_errormsg (lua_State *L) { + if (L->errfunc != 0) { /* is there an error handling function? */ + StkId errfunc = restorestack(L, L->errfunc); + lua_assert(ttisfunction(s2v(errfunc))); + setobjs2s(L, L->top, L->top - 1); /* move argument */ + setobjs2s(L, L->top - 1, errfunc); /* push function */ + L->top++; /* assume EXTRA_STACK */ + luaD_callnoyield(L, L->top - 2, 1); /* call it */ + } + luaD_throw(L, LUA_ERRRUN); +} + + +l_noret luaG_runerror (lua_State *L, const char *fmt, ...) { + CallInfo *ci = L->ci; + const char *msg; + va_list argp; + luaC_checkGC(L); /* error message uses memory */ + va_start(argp, fmt); + msg = luaO_pushvfstring(L, fmt, argp); /* format message */ + va_end(argp); + if (isLua(ci)) /* if Lua function, add source:line information */ + luaG_addinfo(L, msg, ci_func(ci)->p->source, getcurrentline(ci)); + luaG_errormsg(L); +} + + +/* +** Check whether new instruction 'newpc' is in a different line from +** previous instruction 'oldpc'. More often than not, 'newpc' is only +** one or a few instructions after 'oldpc' (it must be after, see +** caller), so try to avoid calling 'luaG_getfuncline'. If they are +** too far apart, there is a good chance of a ABSLINEINFO in the way, +** so it goes directly to 'luaG_getfuncline'. +*/ +static int changedline (const Proto *p, int oldpc, int newpc) { + if (p->lineinfo == NULL) /* no debug information? */ + return 0; + if (newpc - oldpc < MAXIWTHABS / 2) { /* not too far apart? */ + int delta = 0; /* line diference */ + int pc = oldpc; + for (;;) { + int lineinfo = p->lineinfo[++pc]; + if (lineinfo == ABSLINEINFO) + break; /* cannot compute delta; fall through */ + delta += lineinfo; + if (pc == newpc) + return (delta != 0); /* delta computed successfully */ + } + } + /* either instructions are too far apart or there is an absolute line + info in the way; compute line difference explicitly */ + return (luaG_getfuncline(p, oldpc) != luaG_getfuncline(p, newpc)); +} + + +/* +** Traces the execution of a Lua function. Called before the execution +** of each opcode, when debug is on. 'L->oldpc' stores the last +** instruction traced, to detect line changes. When entering a new +** function, 'npci' will be zero and will test as a new line whatever +** the value of 'oldpc'. Some exceptional conditions may return to +** a function without setting 'oldpc'. In that case, 'oldpc' may be +** invalid; if so, use zero as a valid value. (A wrong but valid 'oldpc' +** at most causes an extra call to a line hook.) +** This function is not "Protected" when called, so it should correct +** 'L->top' before calling anything that can run the GC. +*/ +int luaG_traceexec (lua_State *L, const Instruction *pc) { + CallInfo *ci = L->ci; + lu_byte mask = L->hookmask; + const Proto *p = ci_func(ci)->p; + int counthook; + if (!(mask & (LUA_MASKLINE | LUA_MASKCOUNT))) { /* no hooks? */ + ci->u.l.trap = 0; /* don't need to stop again */ + return 0; /* turn off 'trap' */ + } + pc++; /* reference is always next instruction */ + ci->u.l.savedpc = pc; /* save 'pc' */ + counthook = (--L->hookcount == 0 && (mask & LUA_MASKCOUNT)); + if (counthook) + resethookcount(L); /* reset count */ + else if (!(mask & LUA_MASKLINE)) + return 1; /* no line hook and count != 0; nothing to be done now */ + if (ci->callstatus & CIST_HOOKYIELD) { /* called hook last time? */ + ci->callstatus &= ~CIST_HOOKYIELD; /* erase mark */ + return 1; /* do not call hook again (VM yielded, so it did not move) */ + } + if (!isIT(*(ci->u.l.savedpc - 1))) /* top not being used? */ + L->top = ci->top; /* correct top */ + if (counthook) + luaD_hook(L, LUA_HOOKCOUNT, -1, 0, 0); /* call count hook */ + if (mask & LUA_MASKLINE) { + /* 'L->oldpc' may be invalid; use zero in this case */ + int oldpc = (L->oldpc < p->sizecode) ? L->oldpc : 0; + int npci = pcRel(pc, p); + if (npci <= oldpc || /* call hook when jump back (loop), */ + changedline(p, oldpc, npci)) { /* or when enter new line */ + int newline = luaG_getfuncline(p, npci); + luaD_hook(L, LUA_HOOKLINE, newline, 0, 0); /* call line hook */ + } + L->oldpc = npci; /* 'pc' of last call to line hook */ + } + if (L->status == LUA_YIELD) { /* did hook yield? */ + if (counthook) + L->hookcount = 1; /* undo decrement to zero */ + ci->u.l.savedpc--; /* undo increment (resume will increment it again) */ + ci->callstatus |= CIST_HOOKYIELD; /* mark that it yielded */ + luaD_throw(L, LUA_YIELD); + } + return 1; /* keep 'trap' on */ +} + diff --git a/Dependencies/LuaRaw/src/ldo.c b/Dependencies/LuaRaw/src/ldo.c new file mode 100644 index 000000000..a48e35f9d --- /dev/null +++ b/Dependencies/LuaRaw/src/ldo.c @@ -0,0 +1,997 @@ +/* +** $Id: ldo.c $ +** Stack and Call structure of Lua +** See Copyright Notice in lua.h +*/ + +#define ldo_c +#define LUA_CORE + +#include "lprefix.h" + + +#include +#include +#include + +#include "lua.h" + +#include "lapi.h" +#include "ldebug.h" +#include "ldo.h" +#include "lfunc.h" +#include "lgc.h" +#include "lmem.h" +#include "lobject.h" +#include "lopcodes.h" +#include "lparser.h" +#include "lstate.h" +#include "lstring.h" +#include "ltable.h" +#include "ltm.h" +#include "lundump.h" +#include "lvm.h" +#include "lzio.h" + + + +#define errorstatus(s) ((s) > LUA_YIELD) + + +/* +** {====================================================== +** Error-recovery functions +** ======================================================= +*/ + +/* +** LUAI_THROW/LUAI_TRY define how Lua does exception handling. By +** default, Lua handles errors with exceptions when compiling as +** C++ code, with _longjmp/_setjmp when asked to use them, and with +** longjmp/setjmp otherwise. +*/ +#if !defined(LUAI_THROW) /* { */ + +#if defined(__cplusplus) && !defined(LUA_USE_LONGJMP) /* { */ + +/* C++ exceptions */ +#define LUAI_THROW(L,c) throw(c) +#define LUAI_TRY(L,c,a) \ + try { a } catch(...) { if ((c)->status == 0) (c)->status = -1; } +#define luai_jmpbuf int /* dummy variable */ + +#elif defined(LUA_USE_POSIX) /* }{ */ + +/* in POSIX, try _longjmp/_setjmp (more efficient) */ +#define LUAI_THROW(L,c) _longjmp((c)->b, 1) +#define LUAI_TRY(L,c,a) if (_setjmp((c)->b) == 0) { a } +#define luai_jmpbuf jmp_buf + +#else /* }{ */ + +/* ISO C handling with long jumps */ +#define LUAI_THROW(L,c) longjmp((c)->b, 1) +#define LUAI_TRY(L,c,a) if (setjmp((c)->b) == 0) { a } +#define luai_jmpbuf jmp_buf + +#endif /* } */ + +#endif /* } */ + + + +/* chain list of long jump buffers */ +struct lua_longjmp { + struct lua_longjmp *previous; + luai_jmpbuf b; + volatile int status; /* error code */ +}; + + +void luaD_seterrorobj (lua_State *L, int errcode, StkId oldtop) { + switch (errcode) { + case LUA_ERRMEM: { /* memory error? */ + setsvalue2s(L, oldtop, G(L)->memerrmsg); /* reuse preregistered msg. */ + break; + } + case LUA_ERRERR: { + setsvalue2s(L, oldtop, luaS_newliteral(L, "error in error handling")); + break; + } + case LUA_OK: { /* special case only for closing upvalues */ + setnilvalue(s2v(oldtop)); /* no error message */ + break; + } + default: { + lua_assert(errorstatus(errcode)); /* real error */ + setobjs2s(L, oldtop, L->top - 1); /* error message on current top */ + break; + } + } + L->top = oldtop + 1; +} + + +l_noret luaD_throw (lua_State *L, int errcode) { + if (L->errorJmp) { /* thread has an error handler? */ + L->errorJmp->status = errcode; /* set status */ + LUAI_THROW(L, L->errorJmp); /* jump to it */ + } + else { /* thread has no error handler */ + global_State *g = G(L); + errcode = luaE_resetthread(L, errcode); /* close all upvalues */ + if (g->mainthread->errorJmp) { /* main thread has a handler? */ + setobjs2s(L, g->mainthread->top++, L->top - 1); /* copy error obj. */ + luaD_throw(g->mainthread, errcode); /* re-throw in main thread */ + } + else { /* no handler at all; abort */ + if (g->panic) { /* panic function? */ + lua_unlock(L); + g->panic(L); /* call panic function (last chance to jump out) */ + } + abort(); + } + } +} + + +int luaD_rawrunprotected (lua_State *L, Pfunc f, void *ud) { + l_uint32 oldnCcalls = L->nCcalls; + struct lua_longjmp lj; + lj.status = LUA_OK; + lj.previous = L->errorJmp; /* chain new error handler */ + L->errorJmp = &lj; + LUAI_TRY(L, &lj, + (*f)(L, ud); + ); + L->errorJmp = lj.previous; /* restore old error handler */ + L->nCcalls = oldnCcalls; + return lj.status; +} + +/* }====================================================== */ + + +/* +** {================================================================== +** Stack reallocation +** =================================================================== +*/ +static void correctstack (lua_State *L, StkId oldstack, StkId newstack) { + CallInfo *ci; + UpVal *up; + L->top = (L->top - oldstack) + newstack; + L->tbclist = (L->tbclist - oldstack) + newstack; + for (up = L->openupval; up != NULL; up = up->u.open.next) + up->v = s2v((uplevel(up) - oldstack) + newstack); + for (ci = L->ci; ci != NULL; ci = ci->previous) { + ci->top = (ci->top - oldstack) + newstack; + ci->func = (ci->func - oldstack) + newstack; + if (isLua(ci)) + ci->u.l.trap = 1; /* signal to update 'trap' in 'luaV_execute' */ + } +} + + +/* some space for error handling */ +#define ERRORSTACKSIZE (LUAI_MAXSTACK + 200) + + +/* +** Reallocate the stack to a new size, correcting all pointers into +** it. (There are pointers to a stack from its upvalues, from its list +** of call infos, plus a few individual pointers.) The reallocation is +** done in two steps (allocation + free) because the correction must be +** done while both addresses (the old stack and the new one) are valid. +** (In ISO C, any pointer use after the pointer has been deallocated is +** undefined behavior.) +** In case of allocation error, raise an error or return false according +** to 'raiseerror'. +*/ +int luaD_reallocstack (lua_State *L, int newsize, int raiseerror) { + int oldsize = stacksize(L); + int i; + StkId newstack = luaM_reallocvector(L, NULL, 0, + newsize + EXTRA_STACK, StackValue); + lua_assert(newsize <= LUAI_MAXSTACK || newsize == ERRORSTACKSIZE); + if (l_unlikely(newstack == NULL)) { /* reallocation failed? */ + if (raiseerror) + luaM_error(L); + else return 0; /* do not raise an error */ + } + /* number of elements to be copied to the new stack */ + i = ((oldsize <= newsize) ? oldsize : newsize) + EXTRA_STACK; + memcpy(newstack, L->stack, i * sizeof(StackValue)); + for (; i < newsize + EXTRA_STACK; i++) + setnilvalue(s2v(newstack + i)); /* erase new segment */ + correctstack(L, L->stack, newstack); + luaM_freearray(L, L->stack, oldsize + EXTRA_STACK); + L->stack = newstack; + L->stack_last = L->stack + newsize; + return 1; +} + + +/* +** Try to grow the stack by at least 'n' elements. when 'raiseerror' +** is true, raises any error; otherwise, return 0 in case of errors. +*/ +int luaD_growstack (lua_State *L, int n, int raiseerror) { + int size = stacksize(L); + if (l_unlikely(size > LUAI_MAXSTACK)) { + /* if stack is larger than maximum, thread is already using the + extra space reserved for errors, that is, thread is handling + a stack error; cannot grow further than that. */ + lua_assert(stacksize(L) == ERRORSTACKSIZE); + if (raiseerror) + luaD_throw(L, LUA_ERRERR); /* error inside message handler */ + return 0; /* if not 'raiseerror', just signal it */ + } + else { + int newsize = 2 * size; /* tentative new size */ + int needed = cast_int(L->top - L->stack) + n; + if (newsize > LUAI_MAXSTACK) /* cannot cross the limit */ + newsize = LUAI_MAXSTACK; + if (newsize < needed) /* but must respect what was asked for */ + newsize = needed; + if (l_likely(newsize <= LUAI_MAXSTACK)) + return luaD_reallocstack(L, newsize, raiseerror); + else { /* stack overflow */ + /* add extra size to be able to handle the error message */ + luaD_reallocstack(L, ERRORSTACKSIZE, raiseerror); + if (raiseerror) + luaG_runerror(L, "stack overflow"); + return 0; + } + } +} + + +static int stackinuse (lua_State *L) { + CallInfo *ci; + int res; + StkId lim = L->top; + for (ci = L->ci; ci != NULL; ci = ci->previous) { + if (lim < ci->top) lim = ci->top; + } + lua_assert(lim <= L->stack_last); + res = cast_int(lim - L->stack) + 1; /* part of stack in use */ + if (res < LUA_MINSTACK) + res = LUA_MINSTACK; /* ensure a minimum size */ + return res; +} + + +/* +** If stack size is more than 3 times the current use, reduce that size +** to twice the current use. (So, the final stack size is at most 2/3 the +** previous size, and half of its entries are empty.) +** As a particular case, if stack was handling a stack overflow and now +** it is not, 'max' (limited by LUAI_MAXSTACK) will be smaller than +** stacksize (equal to ERRORSTACKSIZE in this case), and so the stack +** will be reduced to a "regular" size. +*/ +void luaD_shrinkstack (lua_State *L) { + int inuse = stackinuse(L); + int nsize = inuse * 2; /* proposed new size */ + int max = inuse * 3; /* maximum "reasonable" size */ + if (max > LUAI_MAXSTACK) { + max = LUAI_MAXSTACK; /* respect stack limit */ + if (nsize > LUAI_MAXSTACK) + nsize = LUAI_MAXSTACK; + } + /* if thread is currently not handling a stack overflow and its + size is larger than maximum "reasonable" size, shrink it */ + if (inuse <= LUAI_MAXSTACK && stacksize(L) > max) + luaD_reallocstack(L, nsize, 0); /* ok if that fails */ + else /* don't change stack */ + condmovestack(L,{},{}); /* (change only for debugging) */ + luaE_shrinkCI(L); /* shrink CI list */ +} + + +void luaD_inctop (lua_State *L) { + luaD_checkstack(L, 1); + L->top++; +} + +/* }================================================================== */ + + +/* +** Call a hook for the given event. Make sure there is a hook to be +** called. (Both 'L->hook' and 'L->hookmask', which trigger this +** function, can be changed asynchronously by signals.) +*/ +void luaD_hook (lua_State *L, int event, int line, + int ftransfer, int ntransfer) { + lua_Hook hook = L->hook; + if (hook && L->allowhook) { /* make sure there is a hook */ + int mask = CIST_HOOKED; + CallInfo *ci = L->ci; + ptrdiff_t top = savestack(L, L->top); /* preserve original 'top' */ + ptrdiff_t ci_top = savestack(L, ci->top); /* idem for 'ci->top' */ + lua_Debug ar; + ar.event = event; + ar.currentline = line; + ar.i_ci = ci; + if (ntransfer != 0) { + mask |= CIST_TRAN; /* 'ci' has transfer information */ + ci->u2.transferinfo.ftransfer = ftransfer; + ci->u2.transferinfo.ntransfer = ntransfer; + } + if (isLua(ci) && L->top < ci->top) + L->top = ci->top; /* protect entire activation register */ + luaD_checkstack(L, LUA_MINSTACK); /* ensure minimum stack size */ + if (ci->top < L->top + LUA_MINSTACK) + ci->top = L->top + LUA_MINSTACK; + L->allowhook = 0; /* cannot call hooks inside a hook */ + ci->callstatus |= mask; + lua_unlock(L); + (*hook)(L, &ar); + lua_lock(L); + lua_assert(!L->allowhook); + L->allowhook = 1; + ci->top = restorestack(L, ci_top); + L->top = restorestack(L, top); + ci->callstatus &= ~mask; + } +} + + +/* +** Executes a call hook for Lua functions. This function is called +** whenever 'hookmask' is not zero, so it checks whether call hooks are +** active. +*/ +void luaD_hookcall (lua_State *L, CallInfo *ci) { + L->oldpc = 0; /* set 'oldpc' for new function */ + if (L->hookmask & LUA_MASKCALL) { /* is call hook on? */ + int event = (ci->callstatus & CIST_TAIL) ? LUA_HOOKTAILCALL + : LUA_HOOKCALL; + Proto *p = ci_func(ci)->p; + ci->u.l.savedpc++; /* hooks assume 'pc' is already incremented */ + luaD_hook(L, event, -1, 1, p->numparams); + ci->u.l.savedpc--; /* correct 'pc' */ + } +} + + +/* +** Executes a return hook for Lua and C functions and sets/corrects +** 'oldpc'. (Note that this correction is needed by the line hook, so it +** is done even when return hooks are off.) +*/ +static void rethook (lua_State *L, CallInfo *ci, int nres) { + if (L->hookmask & LUA_MASKRET) { /* is return hook on? */ + StkId firstres = L->top - nres; /* index of first result */ + int delta = 0; /* correction for vararg functions */ + int ftransfer; + if (isLua(ci)) { + Proto *p = ci_func(ci)->p; + if (p->is_vararg) + delta = ci->u.l.nextraargs + p->numparams + 1; + } + ci->func += delta; /* if vararg, back to virtual 'func' */ + ftransfer = cast(unsigned short, firstres - ci->func); + luaD_hook(L, LUA_HOOKRET, -1, ftransfer, nres); /* call it */ + ci->func -= delta; + } + if (isLua(ci = ci->previous)) + L->oldpc = pcRel(ci->u.l.savedpc, ci_func(ci)->p); /* set 'oldpc' */ +} + + +/* +** Check whether 'func' has a '__call' metafield. If so, put it in the +** stack, below original 'func', so that 'luaD_precall' can call it. Raise +** an error if there is no '__call' metafield. +*/ +StkId luaD_tryfuncTM (lua_State *L, StkId func) { + const TValue *tm; + StkId p; + checkstackGCp(L, 1, func); /* space for metamethod */ + tm = luaT_gettmbyobj(L, s2v(func), TM_CALL); /* (after previous GC) */ + if (l_unlikely(ttisnil(tm))) + luaG_callerror(L, s2v(func)); /* nothing to call */ + for (p = L->top; p > func; p--) /* open space for metamethod */ + setobjs2s(L, p, p-1); + L->top++; /* stack space pre-allocated by the caller */ + setobj2s(L, func, tm); /* metamethod is the new function to be called */ + return func; +} + + +/* +** Given 'nres' results at 'firstResult', move 'wanted' of them to 'res'. +** Handle most typical cases (zero results for commands, one result for +** expressions, multiple results for tail calls/single parameters) +** separated. +*/ +l_sinline void moveresults (lua_State *L, StkId res, int nres, int wanted) { + StkId firstresult; + int i; + switch (wanted) { /* handle typical cases separately */ + case 0: /* no values needed */ + L->top = res; + return; + case 1: /* one value needed */ + if (nres == 0) /* no results? */ + setnilvalue(s2v(res)); /* adjust with nil */ + else /* at least one result */ + setobjs2s(L, res, L->top - nres); /* move it to proper place */ + L->top = res + 1; + return; + case LUA_MULTRET: + wanted = nres; /* we want all results */ + break; + default: /* two/more results and/or to-be-closed variables */ + if (hastocloseCfunc(wanted)) { /* to-be-closed variables? */ + ptrdiff_t savedres = savestack(L, res); + L->ci->callstatus |= CIST_CLSRET; /* in case of yields */ + L->ci->u2.nres = nres; + luaF_close(L, res, CLOSEKTOP, 1); + L->ci->callstatus &= ~CIST_CLSRET; + if (L->hookmask) /* if needed, call hook after '__close's */ + rethook(L, L->ci, nres); + res = restorestack(L, savedres); /* close and hook can move stack */ + wanted = decodeNresults(wanted); + if (wanted == LUA_MULTRET) + wanted = nres; /* we want all results */ + } + break; + } + /* generic case */ + firstresult = L->top - nres; /* index of first result */ + if (nres > wanted) /* extra results? */ + nres = wanted; /* don't need them */ + for (i = 0; i < nres; i++) /* move all results to correct place */ + setobjs2s(L, res + i, firstresult + i); + for (; i < wanted; i++) /* complete wanted number of results */ + setnilvalue(s2v(res + i)); + L->top = res + wanted; /* top points after the last result */ +} + + +/* +** Finishes a function call: calls hook if necessary, moves current +** number of results to proper place, and returns to previous call +** info. If function has to close variables, hook must be called after +** that. +*/ +void luaD_poscall (lua_State *L, CallInfo *ci, int nres) { + int wanted = ci->nresults; + if (l_unlikely(L->hookmask && !hastocloseCfunc(wanted))) + rethook(L, ci, nres); + /* move results to proper place */ + moveresults(L, ci->func, nres, wanted); + /* function cannot be in any of these cases when returning */ + lua_assert(!(ci->callstatus & + (CIST_HOOKED | CIST_YPCALL | CIST_FIN | CIST_TRAN | CIST_CLSRET))); + L->ci = ci->previous; /* back to caller (after closing variables) */ +} + + + +#define next_ci(L) (L->ci->next ? L->ci->next : luaE_extendCI(L)) + + +l_sinline CallInfo *prepCallInfo (lua_State *L, StkId func, int nret, + int mask, StkId top) { + CallInfo *ci = L->ci = next_ci(L); /* new frame */ + ci->func = func; + ci->nresults = nret; + ci->callstatus = mask; + ci->top = top; + return ci; +} + + +/* +** precall for C functions +*/ +l_sinline int precallC (lua_State *L, StkId func, int nresults, + lua_CFunction f) { + int n; /* number of returns */ + CallInfo *ci; + checkstackGCp(L, LUA_MINSTACK, func); /* ensure minimum stack size */ + L->ci = ci = prepCallInfo(L, func, nresults, CIST_C, + L->top + LUA_MINSTACK); + lua_assert(ci->top <= L->stack_last); + if (l_unlikely(L->hookmask & LUA_MASKCALL)) { + int narg = cast_int(L->top - func) - 1; + luaD_hook(L, LUA_HOOKCALL, -1, 1, narg); + } + lua_unlock(L); + n = (*f)(L); /* do the actual call */ + lua_lock(L); + api_checknelems(L, n); + luaD_poscall(L, ci, n); + return n; +} + + +/* +** Prepare a function for a tail call, building its call info on top +** of the current call info. 'narg1' is the number of arguments plus 1 +** (so that it includes the function itself). Return the number of +** results, if it was a C function, or -1 for a Lua function. +*/ +int luaD_pretailcall (lua_State *L, CallInfo *ci, StkId func, + int narg1, int delta) { + retry: + switch (ttypetag(s2v(func))) { + case LUA_VCCL: /* C closure */ + return precallC(L, func, LUA_MULTRET, clCvalue(s2v(func))->f); + case LUA_VLCF: /* light C function */ + return precallC(L, func, LUA_MULTRET, fvalue(s2v(func))); + case LUA_VLCL: { /* Lua function */ + Proto *p = clLvalue(s2v(func))->p; + int fsize = p->maxstacksize; /* frame size */ + int nfixparams = p->numparams; + int i; + checkstackGCp(L, fsize - delta, func); + ci->func -= delta; /* restore 'func' (if vararg) */ + for (i = 0; i < narg1; i++) /* move down function and arguments */ + setobjs2s(L, ci->func + i, func + i); + func = ci->func; /* moved-down function */ + for (; narg1 <= nfixparams; narg1++) + setnilvalue(s2v(func + narg1)); /* complete missing arguments */ + ci->top = func + 1 + fsize; /* top for new function */ + lua_assert(ci->top <= L->stack_last); + ci->u.l.savedpc = p->code; /* starting point */ + ci->callstatus |= CIST_TAIL; + L->top = func + narg1; /* set top */ + return -1; + } + default: { /* not a function */ + func = luaD_tryfuncTM(L, func); /* try to get '__call' metamethod */ + /* return luaD_pretailcall(L, ci, func, narg1 + 1, delta); */ + narg1++; + goto retry; /* try again */ + } + } +} + + +/* +** Prepares the call to a function (C or Lua). For C functions, also do +** the call. The function to be called is at '*func'. The arguments +** are on the stack, right after the function. Returns the CallInfo +** to be executed, if it was a Lua function. Otherwise (a C function) +** returns NULL, with all the results on the stack, starting at the +** original function position. +*/ +CallInfo *luaD_precall (lua_State *L, StkId func, int nresults) { + retry: + switch (ttypetag(s2v(func))) { + case LUA_VCCL: /* C closure */ + precallC(L, func, nresults, clCvalue(s2v(func))->f); + return NULL; + case LUA_VLCF: /* light C function */ + precallC(L, func, nresults, fvalue(s2v(func))); + return NULL; + case LUA_VLCL: { /* Lua function */ + CallInfo *ci; + Proto *p = clLvalue(s2v(func))->p; + int narg = cast_int(L->top - func) - 1; /* number of real arguments */ + int nfixparams = p->numparams; + int fsize = p->maxstacksize; /* frame size */ + checkstackGCp(L, fsize, func); + L->ci = ci = prepCallInfo(L, func, nresults, 0, func + 1 + fsize); + ci->u.l.savedpc = p->code; /* starting point */ + for (; narg < nfixparams; narg++) + setnilvalue(s2v(L->top++)); /* complete missing arguments */ + lua_assert(ci->top <= L->stack_last); + return ci; + } + default: { /* not a function */ + func = luaD_tryfuncTM(L, func); /* try to get '__call' metamethod */ + /* return luaD_precall(L, func, nresults); */ + goto retry; /* try again with metamethod */ + } + } +} + + +/* +** Call a function (C or Lua) through C. 'inc' can be 1 (increment +** number of recursive invocations in the C stack) or nyci (the same +** plus increment number of non-yieldable calls). +*/ +l_sinline void ccall (lua_State *L, StkId func, int nResults, int inc) { + CallInfo *ci; + L->nCcalls += inc; + if (l_unlikely(getCcalls(L) >= LUAI_MAXCCALLS)) + luaE_checkcstack(L); + if ((ci = luaD_precall(L, func, nResults)) != NULL) { /* Lua function? */ + ci->callstatus = CIST_FRESH; /* mark that it is a "fresh" execute */ + luaV_execute(L, ci); /* call it */ + } + L->nCcalls -= inc; +} + + +/* +** External interface for 'ccall' +*/ +void luaD_call (lua_State *L, StkId func, int nResults) { + ccall(L, func, nResults, 1); +} + + +/* +** Similar to 'luaD_call', but does not allow yields during the call. +*/ +void luaD_callnoyield (lua_State *L, StkId func, int nResults) { + ccall(L, func, nResults, nyci); +} + + +/* +** Finish the job of 'lua_pcallk' after it was interrupted by an yield. +** (The caller, 'finishCcall', does the final call to 'adjustresults'.) +** The main job is to complete the 'luaD_pcall' called by 'lua_pcallk'. +** If a '__close' method yields here, eventually control will be back +** to 'finishCcall' (when that '__close' method finally returns) and +** 'finishpcallk' will run again and close any still pending '__close' +** methods. Similarly, if a '__close' method errs, 'precover' calls +** 'unroll' which calls ''finishCcall' and we are back here again, to +** close any pending '__close' methods. +** Note that, up to the call to 'luaF_close', the corresponding +** 'CallInfo' is not modified, so that this repeated run works like the +** first one (except that it has at least one less '__close' to do). In +** particular, field CIST_RECST preserves the error status across these +** multiple runs, changing only if there is a new error. +*/ +static int finishpcallk (lua_State *L, CallInfo *ci) { + int status = getcistrecst(ci); /* get original status */ + if (l_likely(status == LUA_OK)) /* no error? */ + status = LUA_YIELD; /* was interrupted by an yield */ + else { /* error */ + StkId func = restorestack(L, ci->u2.funcidx); + L->allowhook = getoah(ci->callstatus); /* restore 'allowhook' */ + luaF_close(L, func, status, 1); /* can yield or raise an error */ + func = restorestack(L, ci->u2.funcidx); /* stack may be moved */ + luaD_seterrorobj(L, status, func); + luaD_shrinkstack(L); /* restore stack size in case of overflow */ + setcistrecst(ci, LUA_OK); /* clear original status */ + } + ci->callstatus &= ~CIST_YPCALL; + L->errfunc = ci->u.c.old_errfunc; + /* if it is here, there were errors or yields; unlike 'lua_pcallk', + do not change status */ + return status; +} + + +/* +** Completes the execution of a C function interrupted by an yield. +** The interruption must have happened while the function was either +** closing its tbc variables in 'moveresults' or executing +** 'lua_callk'/'lua_pcallk'. In the first case, it just redoes +** 'luaD_poscall'. In the second case, the call to 'finishpcallk' +** finishes the interrupted execution of 'lua_pcallk'. After that, it +** calls the continuation of the interrupted function and finally it +** completes the job of the 'luaD_call' that called the function. In +** the call to 'adjustresults', we do not know the number of results +** of the function called by 'lua_callk'/'lua_pcallk', so we are +** conservative and use LUA_MULTRET (always adjust). +*/ +static void finishCcall (lua_State *L, CallInfo *ci) { + int n; /* actual number of results from C function */ + if (ci->callstatus & CIST_CLSRET) { /* was returning? */ + lua_assert(hastocloseCfunc(ci->nresults)); + n = ci->u2.nres; /* just redo 'luaD_poscall' */ + /* don't need to reset CIST_CLSRET, as it will be set again anyway */ + } + else { + int status = LUA_YIELD; /* default if there were no errors */ + /* must have a continuation and must be able to call it */ + lua_assert(ci->u.c.k != NULL && yieldable(L)); + if (ci->callstatus & CIST_YPCALL) /* was inside a 'lua_pcallk'? */ + status = finishpcallk(L, ci); /* finish it */ + adjustresults(L, LUA_MULTRET); /* finish 'lua_callk' */ + lua_unlock(L); + n = (*ci->u.c.k)(L, status, ci->u.c.ctx); /* call continuation */ + lua_lock(L); + api_checknelems(L, n); + } + luaD_poscall(L, ci, n); /* finish 'luaD_call' */ +} + + +/* +** Executes "full continuation" (everything in the stack) of a +** previously interrupted coroutine until the stack is empty (or another +** interruption long-jumps out of the loop). +*/ +static void unroll (lua_State *L, void *ud) { + CallInfo *ci; + UNUSED(ud); + while ((ci = L->ci) != &L->base_ci) { /* something in the stack */ + if (!isLua(ci)) /* C function? */ + finishCcall(L, ci); /* complete its execution */ + else { /* Lua function */ + luaV_finishOp(L); /* finish interrupted instruction */ + luaV_execute(L, ci); /* execute down to higher C 'boundary' */ + } + } +} + + +/* +** Try to find a suspended protected call (a "recover point") for the +** given thread. +*/ +static CallInfo *findpcall (lua_State *L) { + CallInfo *ci; + for (ci = L->ci; ci != NULL; ci = ci->previous) { /* search for a pcall */ + if (ci->callstatus & CIST_YPCALL) + return ci; + } + return NULL; /* no pending pcall */ +} + + +/* +** Signal an error in the call to 'lua_resume', not in the execution +** of the coroutine itself. (Such errors should not be handled by any +** coroutine error handler and should not kill the coroutine.) +*/ +static int resume_error (lua_State *L, const char *msg, int narg) { + L->top -= narg; /* remove args from the stack */ + setsvalue2s(L, L->top, luaS_new(L, msg)); /* push error message */ + api_incr_top(L); + lua_unlock(L); + return LUA_ERRRUN; +} + + +/* +** Do the work for 'lua_resume' in protected mode. Most of the work +** depends on the status of the coroutine: initial state, suspended +** inside a hook, or regularly suspended (optionally with a continuation +** function), plus erroneous cases: non-suspended coroutine or dead +** coroutine. +*/ +static void resume (lua_State *L, void *ud) { + int n = *(cast(int*, ud)); /* number of arguments */ + StkId firstArg = L->top - n; /* first argument */ + CallInfo *ci = L->ci; + if (L->status == LUA_OK) /* starting a coroutine? */ + ccall(L, firstArg - 1, LUA_MULTRET, 0); /* just call its body */ + else { /* resuming from previous yield */ + lua_assert(L->status == LUA_YIELD); + L->status = LUA_OK; /* mark that it is running (again) */ + if (isLua(ci)) { /* yielded inside a hook? */ + L->top = firstArg; /* discard arguments */ + luaV_execute(L, ci); /* just continue running Lua code */ + } + else { /* 'common' yield */ + if (ci->u.c.k != NULL) { /* does it have a continuation function? */ + lua_unlock(L); + n = (*ci->u.c.k)(L, LUA_YIELD, ci->u.c.ctx); /* call continuation */ + lua_lock(L); + api_checknelems(L, n); + } + luaD_poscall(L, ci, n); /* finish 'luaD_call' */ + } + unroll(L, NULL); /* run continuation */ + } +} + + +/* +** Unrolls a coroutine in protected mode while there are recoverable +** errors, that is, errors inside a protected call. (Any error +** interrupts 'unroll', and this loop protects it again so it can +** continue.) Stops with a normal end (status == LUA_OK), an yield +** (status == LUA_YIELD), or an unprotected error ('findpcall' doesn't +** find a recover point). +*/ +static int precover (lua_State *L, int status) { + CallInfo *ci; + while (errorstatus(status) && (ci = findpcall(L)) != NULL) { + L->ci = ci; /* go down to recovery functions */ + setcistrecst(ci, status); /* status to finish 'pcall' */ + status = luaD_rawrunprotected(L, unroll, NULL); + } + return status; +} + + +LUA_API int lua_resume (lua_State *L, lua_State *from, int nargs, + int *nresults) { + int status; + lua_lock(L); + if (L->status == LUA_OK) { /* may be starting a coroutine */ + if (L->ci != &L->base_ci) /* not in base level? */ + return resume_error(L, "cannot resume non-suspended coroutine", nargs); + else if (L->top - (L->ci->func + 1) == nargs) /* no function? */ + return resume_error(L, "cannot resume dead coroutine", nargs); + } + else if (L->status != LUA_YIELD) /* ended with errors? */ + return resume_error(L, "cannot resume dead coroutine", nargs); + L->nCcalls = (from) ? getCcalls(from) : 0; + if (getCcalls(L) >= LUAI_MAXCCALLS) + return resume_error(L, "C stack overflow", nargs); + L->nCcalls++; + luai_userstateresume(L, nargs); + api_checknelems(L, (L->status == LUA_OK) ? nargs + 1 : nargs); + status = luaD_rawrunprotected(L, resume, &nargs); + /* continue running after recoverable errors */ + status = precover(L, status); + if (l_likely(!errorstatus(status))) + lua_assert(status == L->status); /* normal end or yield */ + else { /* unrecoverable error */ + L->status = cast_byte(status); /* mark thread as 'dead' */ + luaD_seterrorobj(L, status, L->top); /* push error message */ + L->ci->top = L->top; + } + *nresults = (status == LUA_YIELD) ? L->ci->u2.nyield + : cast_int(L->top - (L->ci->func + 1)); + lua_unlock(L); + return status; +} + + +LUA_API int lua_isyieldable (lua_State *L) { + return yieldable(L); +} + + +LUA_API int lua_yieldk (lua_State *L, int nresults, lua_KContext ctx, + lua_KFunction k) { + CallInfo *ci; + luai_userstateyield(L, nresults); + lua_lock(L); + ci = L->ci; + api_checknelems(L, nresults); + if (l_unlikely(!yieldable(L))) { + if (L != G(L)->mainthread) + luaG_runerror(L, "attempt to yield across a C-call boundary"); + else + luaG_runerror(L, "attempt to yield from outside a coroutine"); + } + L->status = LUA_YIELD; + ci->u2.nyield = nresults; /* save number of results */ + if (isLua(ci)) { /* inside a hook? */ + lua_assert(!isLuacode(ci)); + api_check(L, nresults == 0, "hooks cannot yield values"); + api_check(L, k == NULL, "hooks cannot continue after yielding"); + } + else { + if ((ci->u.c.k = k) != NULL) /* is there a continuation? */ + ci->u.c.ctx = ctx; /* save context */ + luaD_throw(L, LUA_YIELD); + } + lua_assert(ci->callstatus & CIST_HOOKED); /* must be inside a hook */ + lua_unlock(L); + return 0; /* return to 'luaD_hook' */ +} + + +/* +** Auxiliary structure to call 'luaF_close' in protected mode. +*/ +struct CloseP { + StkId level; + int status; +}; + + +/* +** Auxiliary function to call 'luaF_close' in protected mode. +*/ +static void closepaux (lua_State *L, void *ud) { + struct CloseP *pcl = cast(struct CloseP *, ud); + luaF_close(L, pcl->level, pcl->status, 0); +} + + +/* +** Calls 'luaF_close' in protected mode. Return the original status +** or, in case of errors, the new status. +*/ +int luaD_closeprotected (lua_State *L, ptrdiff_t level, int status) { + CallInfo *old_ci = L->ci; + lu_byte old_allowhooks = L->allowhook; + for (;;) { /* keep closing upvalues until no more errors */ + struct CloseP pcl; + pcl.level = restorestack(L, level); pcl.status = status; + status = luaD_rawrunprotected(L, &closepaux, &pcl); + if (l_likely(status == LUA_OK)) /* no more errors? */ + return pcl.status; + else { /* an error occurred; restore saved state and repeat */ + L->ci = old_ci; + L->allowhook = old_allowhooks; + } + } +} + + +/* +** Call the C function 'func' in protected mode, restoring basic +** thread information ('allowhook', etc.) and in particular +** its stack level in case of errors. +*/ +int luaD_pcall (lua_State *L, Pfunc func, void *u, + ptrdiff_t old_top, ptrdiff_t ef) { + int status; + CallInfo *old_ci = L->ci; + lu_byte old_allowhooks = L->allowhook; + ptrdiff_t old_errfunc = L->errfunc; + L->errfunc = ef; + status = luaD_rawrunprotected(L, func, u); + if (l_unlikely(status != LUA_OK)) { /* an error occurred? */ + L->ci = old_ci; + L->allowhook = old_allowhooks; + status = luaD_closeprotected(L, old_top, status); + luaD_seterrorobj(L, status, restorestack(L, old_top)); + luaD_shrinkstack(L); /* restore stack size in case of overflow */ + } + L->errfunc = old_errfunc; + return status; +} + + + +/* +** Execute a protected parser. +*/ +struct SParser { /* data to 'f_parser' */ + ZIO *z; + Mbuffer buff; /* dynamic structure used by the scanner */ + Dyndata dyd; /* dynamic structures used by the parser */ + const char *mode; + const char *name; +}; + + +static void checkmode (lua_State *L, const char *mode, const char *x) { + if (mode && strchr(mode, x[0]) == NULL) { + luaO_pushfstring(L, + "attempt to load a %s chunk (mode is '%s')", x, mode); + luaD_throw(L, LUA_ERRSYNTAX); + } +} + + +static void f_parser (lua_State *L, void *ud) { + LClosure *cl; + struct SParser *p = cast(struct SParser *, ud); + int c = zgetc(p->z); /* read first character */ + if (c == LUA_SIGNATURE[0]) { + checkmode(L, p->mode, "binary"); + cl = luaU_undump(L, p->z, p->name); + } + else { + checkmode(L, p->mode, "text"); + cl = luaY_parser(L, p->z, &p->buff, &p->dyd, p->name, c); + } + lua_assert(cl->nupvalues == cl->p->sizeupvalues); + luaF_initupvals(L, cl); +} + + +int luaD_protectedparser (lua_State *L, ZIO *z, const char *name, + const char *mode) { + struct SParser p; + int status; + incnny(L); /* cannot yield during parsing */ + p.z = z; p.name = name; p.mode = mode; + p.dyd.actvar.arr = NULL; p.dyd.actvar.size = 0; + p.dyd.gt.arr = NULL; p.dyd.gt.size = 0; + p.dyd.label.arr = NULL; p.dyd.label.size = 0; + luaZ_initbuffer(L, &p.buff); + status = luaD_pcall(L, f_parser, &p, savestack(L, L->top), L->errfunc); + luaZ_freebuffer(L, &p.buff); + luaM_freearray(L, p.dyd.actvar.arr, p.dyd.actvar.size); + luaM_freearray(L, p.dyd.gt.arr, p.dyd.gt.size); + luaM_freearray(L, p.dyd.label.arr, p.dyd.label.size); + decnny(L); + return status; +} + + diff --git a/Dependencies/LuaRaw/src/ldump.c b/Dependencies/LuaRaw/src/ldump.c new file mode 100644 index 000000000..f848b669c --- /dev/null +++ b/Dependencies/LuaRaw/src/ldump.c @@ -0,0 +1,226 @@ +/* +** $Id: ldump.c $ +** save precompiled Lua chunks +** See Copyright Notice in lua.h +*/ + +#define ldump_c +#define LUA_CORE + +#include "lprefix.h" + + +#include + +#include "lua.h" + +#include "lobject.h" +#include "lstate.h" +#include "lundump.h" + + +typedef struct { + lua_State *L; + lua_Writer writer; + void *data; + int strip; + int status; +} DumpState; + + +/* +** All high-level dumps go through dumpVector; you can change it to +** change the endianness of the result +*/ +#define dumpVector(D,v,n) dumpBlock(D,v,(n)*sizeof((v)[0])) + +#define dumpLiteral(D, s) dumpBlock(D,s,sizeof(s) - sizeof(char)) + + +static void dumpBlock (DumpState *D, const void *b, size_t size) { + if (D->status == 0 && size > 0) { + lua_unlock(D->L); + D->status = (*D->writer)(D->L, b, size, D->data); + lua_lock(D->L); + } +} + + +#define dumpVar(D,x) dumpVector(D,&x,1) + + +static void dumpByte (DumpState *D, int y) { + lu_byte x = (lu_byte)y; + dumpVar(D, x); +} + + +/* dumpInt Buff Size */ +#define DIBS ((sizeof(size_t) * 8 / 7) + 1) + +static void dumpSize (DumpState *D, size_t x) { + lu_byte buff[DIBS]; + int n = 0; + do { + buff[DIBS - (++n)] = x & 0x7f; /* fill buffer in reverse order */ + x >>= 7; + } while (x != 0); + buff[DIBS - 1] |= 0x80; /* mark last byte */ + dumpVector(D, buff + DIBS - n, n); +} + + +static void dumpInt (DumpState *D, int x) { + dumpSize(D, x); +} + + +static void dumpNumber (DumpState *D, lua_Number x) { + dumpVar(D, x); +} + + +static void dumpInteger (DumpState *D, lua_Integer x) { + dumpVar(D, x); +} + + +static void dumpString (DumpState *D, const TString *s) { + if (s == NULL) + dumpSize(D, 0); + else { + size_t size = tsslen(s); + const char *str = getstr(s); + dumpSize(D, size + 1); + dumpVector(D, str, size); + } +} + + +static void dumpCode (DumpState *D, const Proto *f) { + dumpInt(D, f->sizecode); + dumpVector(D, f->code, f->sizecode); +} + + +static void dumpFunction(DumpState *D, const Proto *f, TString *psource); + +static void dumpConstants (DumpState *D, const Proto *f) { + int i; + int n = f->sizek; + dumpInt(D, n); + for (i = 0; i < n; i++) { + const TValue *o = &f->k[i]; + int tt = ttypetag(o); + dumpByte(D, tt); + switch (tt) { + case LUA_VNUMFLT: + dumpNumber(D, fltvalue(o)); + break; + case LUA_VNUMINT: + dumpInteger(D, ivalue(o)); + break; + case LUA_VSHRSTR: + case LUA_VLNGSTR: + dumpString(D, tsvalue(o)); + break; + default: + lua_assert(tt == LUA_VNIL || tt == LUA_VFALSE || tt == LUA_VTRUE); + } + } +} + + +static void dumpProtos (DumpState *D, const Proto *f) { + int i; + int n = f->sizep; + dumpInt(D, n); + for (i = 0; i < n; i++) + dumpFunction(D, f->p[i], f->source); +} + + +static void dumpUpvalues (DumpState *D, const Proto *f) { + int i, n = f->sizeupvalues; + dumpInt(D, n); + for (i = 0; i < n; i++) { + dumpByte(D, f->upvalues[i].instack); + dumpByte(D, f->upvalues[i].idx); + dumpByte(D, f->upvalues[i].kind); + } +} + + +static void dumpDebug (DumpState *D, const Proto *f) { + int i, n; + n = (D->strip) ? 0 : f->sizelineinfo; + dumpInt(D, n); + dumpVector(D, f->lineinfo, n); + n = (D->strip) ? 0 : f->sizeabslineinfo; + dumpInt(D, n); + for (i = 0; i < n; i++) { + dumpInt(D, f->abslineinfo[i].pc); + dumpInt(D, f->abslineinfo[i].line); + } + n = (D->strip) ? 0 : f->sizelocvars; + dumpInt(D, n); + for (i = 0; i < n; i++) { + dumpString(D, f->locvars[i].varname); + dumpInt(D, f->locvars[i].startpc); + dumpInt(D, f->locvars[i].endpc); + } + n = (D->strip) ? 0 : f->sizeupvalues; + dumpInt(D, n); + for (i = 0; i < n; i++) + dumpString(D, f->upvalues[i].name); +} + + +static void dumpFunction (DumpState *D, const Proto *f, TString *psource) { + if (D->strip || f->source == psource) + dumpString(D, NULL); /* no debug info or same source as its parent */ + else + dumpString(D, f->source); + dumpInt(D, f->linedefined); + dumpInt(D, f->lastlinedefined); + dumpByte(D, f->numparams); + dumpByte(D, f->is_vararg); + dumpByte(D, f->maxstacksize); + dumpCode(D, f); + dumpConstants(D, f); + dumpUpvalues(D, f); + dumpProtos(D, f); + dumpDebug(D, f); +} + + +static void dumpHeader (DumpState *D) { + dumpLiteral(D, LUA_SIGNATURE); + dumpByte(D, LUAC_VERSION); + dumpByte(D, LUAC_FORMAT); + dumpLiteral(D, LUAC_DATA); + dumpByte(D, sizeof(Instruction)); + dumpByte(D, sizeof(lua_Integer)); + dumpByte(D, sizeof(lua_Number)); + dumpInteger(D, LUAC_INT); + dumpNumber(D, LUAC_NUM); +} + + +/* +** dump Lua function as precompiled chunk +*/ +int luaU_dump(lua_State *L, const Proto *f, lua_Writer w, void *data, + int strip) { + DumpState D; + D.L = L; + D.writer = w; + D.data = data; + D.strip = strip; + D.status = 0; + dumpHeader(&D); + dumpByte(&D, f->sizeupvalues); + dumpFunction(&D, f, NULL); + return D.status; +} + diff --git a/Dependencies/LuaRaw/src/lfunc.c b/Dependencies/LuaRaw/src/lfunc.c new file mode 100644 index 000000000..f5889a21d --- /dev/null +++ b/Dependencies/LuaRaw/src/lfunc.c @@ -0,0 +1,294 @@ +/* +** $Id: lfunc.c $ +** Auxiliary functions to manipulate prototypes and closures +** See Copyright Notice in lua.h +*/ + +#define lfunc_c +#define LUA_CORE + +#include "lprefix.h" + + +#include + +#include "lua.h" + +#include "ldebug.h" +#include "ldo.h" +#include "lfunc.h" +#include "lgc.h" +#include "lmem.h" +#include "lobject.h" +#include "lstate.h" + + + +CClosure *luaF_newCclosure (lua_State *L, int nupvals) { + GCObject *o = luaC_newobj(L, LUA_VCCL, sizeCclosure(nupvals)); + CClosure *c = gco2ccl(o); + c->nupvalues = cast_byte(nupvals); + return c; +} + + +LClosure *luaF_newLclosure (lua_State *L, int nupvals) { + GCObject *o = luaC_newobj(L, LUA_VLCL, sizeLclosure(nupvals)); + LClosure *c = gco2lcl(o); + c->p = NULL; + c->nupvalues = cast_byte(nupvals); + while (nupvals--) c->upvals[nupvals] = NULL; + return c; +} + + +/* +** fill a closure with new closed upvalues +*/ +void luaF_initupvals (lua_State *L, LClosure *cl) { + int i; + for (i = 0; i < cl->nupvalues; i++) { + GCObject *o = luaC_newobj(L, LUA_VUPVAL, sizeof(UpVal)); + UpVal *uv = gco2upv(o); + uv->v = &uv->u.value; /* make it closed */ + setnilvalue(uv->v); + cl->upvals[i] = uv; + luaC_objbarrier(L, cl, uv); + } +} + + +/* +** Create a new upvalue at the given level, and link it to the list of +** open upvalues of 'L' after entry 'prev'. +**/ +static UpVal *newupval (lua_State *L, int tbc, StkId level, UpVal **prev) { + GCObject *o = luaC_newobj(L, LUA_VUPVAL, sizeof(UpVal)); + UpVal *uv = gco2upv(o); + UpVal *next = *prev; + uv->v = s2v(level); /* current value lives in the stack */ + uv->tbc = tbc; + uv->u.open.next = next; /* link it to list of open upvalues */ + uv->u.open.previous = prev; + if (next) + next->u.open.previous = &uv->u.open.next; + *prev = uv; + if (!isintwups(L)) { /* thread not in list of threads with upvalues? */ + L->twups = G(L)->twups; /* link it to the list */ + G(L)->twups = L; + } + return uv; +} + + +/* +** Find and reuse, or create if it does not exist, an upvalue +** at the given level. +*/ +UpVal *luaF_findupval (lua_State *L, StkId level) { + UpVal **pp = &L->openupval; + UpVal *p; + lua_assert(isintwups(L) || L->openupval == NULL); + while ((p = *pp) != NULL && uplevel(p) >= level) { /* search for it */ + lua_assert(!isdead(G(L), p)); + if (uplevel(p) == level) /* corresponding upvalue? */ + return p; /* return it */ + pp = &p->u.open.next; + } + /* not found: create a new upvalue after 'pp' */ + return newupval(L, 0, level, pp); +} + + +/* +** Call closing method for object 'obj' with error message 'err'. The +** boolean 'yy' controls whether the call is yieldable. +** (This function assumes EXTRA_STACK.) +*/ +static void callclosemethod (lua_State *L, TValue *obj, TValue *err, int yy) { + StkId top = L->top; + const TValue *tm = luaT_gettmbyobj(L, obj, TM_CLOSE); + setobj2s(L, top, tm); /* will call metamethod... */ + setobj2s(L, top + 1, obj); /* with 'self' as the 1st argument */ + setobj2s(L, top + 2, err); /* and error msg. as 2nd argument */ + L->top = top + 3; /* add function and arguments */ + if (yy) + luaD_call(L, top, 0); + else + luaD_callnoyield(L, top, 0); +} + + +/* +** Check whether object at given level has a close metamethod and raise +** an error if not. +*/ +static void checkclosemth (lua_State *L, StkId level) { + const TValue *tm = luaT_gettmbyobj(L, s2v(level), TM_CLOSE); + if (ttisnil(tm)) { /* no metamethod? */ + int idx = cast_int(level - L->ci->func); /* variable index */ + const char *vname = luaG_findlocal(L, L->ci, idx, NULL); + if (vname == NULL) vname = "?"; + luaG_runerror(L, "variable '%s' got a non-closable value", vname); + } +} + + +/* +** Prepare and call a closing method. +** If status is CLOSEKTOP, the call to the closing method will be pushed +** at the top of the stack. Otherwise, values can be pushed right after +** the 'level' of the upvalue being closed, as everything after that +** won't be used again. +*/ +static void prepcallclosemth (lua_State *L, StkId level, int status, int yy) { + TValue *uv = s2v(level); /* value being closed */ + TValue *errobj; + if (status == CLOSEKTOP) + errobj = &G(L)->nilvalue; /* error object is nil */ + else { /* 'luaD_seterrorobj' will set top to level + 2 */ + errobj = s2v(level + 1); /* error object goes after 'uv' */ + luaD_seterrorobj(L, status, level + 1); /* set error object */ + } + callclosemethod(L, uv, errobj, yy); +} + + +/* +** Maximum value for deltas in 'tbclist', dependent on the type +** of delta. (This macro assumes that an 'L' is in scope where it +** is used.) +*/ +#define MAXDELTA \ + ((256ul << ((sizeof(L->stack->tbclist.delta) - 1) * 8)) - 1) + + +/* +** Insert a variable in the list of to-be-closed variables. +*/ +void luaF_newtbcupval (lua_State *L, StkId level) { + lua_assert(level > L->tbclist); + if (l_isfalse(s2v(level))) + return; /* false doesn't need to be closed */ + checkclosemth(L, level); /* value must have a close method */ + while (cast_uint(level - L->tbclist) > MAXDELTA) { + L->tbclist += MAXDELTA; /* create a dummy node at maximum delta */ + L->tbclist->tbclist.delta = 0; + } + level->tbclist.delta = cast(unsigned short, level - L->tbclist); + L->tbclist = level; +} + + +void luaF_unlinkupval (UpVal *uv) { + lua_assert(upisopen(uv)); + *uv->u.open.previous = uv->u.open.next; + if (uv->u.open.next) + uv->u.open.next->u.open.previous = uv->u.open.previous; +} + + +/* +** Close all upvalues up to the given stack level. +*/ +void luaF_closeupval (lua_State *L, StkId level) { + UpVal *uv; + StkId upl; /* stack index pointed by 'uv' */ + while ((uv = L->openupval) != NULL && (upl = uplevel(uv)) >= level) { + TValue *slot = &uv->u.value; /* new position for value */ + lua_assert(uplevel(uv) < L->top); + luaF_unlinkupval(uv); /* remove upvalue from 'openupval' list */ + setobj(L, slot, uv->v); /* move value to upvalue slot */ + uv->v = slot; /* now current value lives here */ + if (!iswhite(uv)) { /* neither white nor dead? */ + nw2black(uv); /* closed upvalues cannot be gray */ + luaC_barrier(L, uv, slot); + } + } +} + + +/* +** Remove firt element from the tbclist plus its dummy nodes. +*/ +static void poptbclist (lua_State *L) { + StkId tbc = L->tbclist; + lua_assert(tbc->tbclist.delta > 0); /* first element cannot be dummy */ + tbc -= tbc->tbclist.delta; + while (tbc > L->stack && tbc->tbclist.delta == 0) + tbc -= MAXDELTA; /* remove dummy nodes */ + L->tbclist = tbc; +} + + +/* +** Close all upvalues and to-be-closed variables up to the given stack +** level. +*/ +void luaF_close (lua_State *L, StkId level, int status, int yy) { + ptrdiff_t levelrel = savestack(L, level); + luaF_closeupval(L, level); /* first, close the upvalues */ + while (L->tbclist >= level) { /* traverse tbc's down to that level */ + StkId tbc = L->tbclist; /* get variable index */ + poptbclist(L); /* remove it from list */ + prepcallclosemth(L, tbc, status, yy); /* close variable */ + level = restorestack(L, levelrel); + } +} + + +Proto *luaF_newproto (lua_State *L) { + GCObject *o = luaC_newobj(L, LUA_VPROTO, sizeof(Proto)); + Proto *f = gco2p(o); + f->k = NULL; + f->sizek = 0; + f->p = NULL; + f->sizep = 0; + f->code = NULL; + f->sizecode = 0; + f->lineinfo = NULL; + f->sizelineinfo = 0; + f->abslineinfo = NULL; + f->sizeabslineinfo = 0; + f->upvalues = NULL; + f->sizeupvalues = 0; + f->numparams = 0; + f->is_vararg = 0; + f->maxstacksize = 0; + f->locvars = NULL; + f->sizelocvars = 0; + f->linedefined = 0; + f->lastlinedefined = 0; + f->source = NULL; + return f; +} + + +void luaF_freeproto (lua_State *L, Proto *f) { + luaM_freearray(L, f->code, f->sizecode); + luaM_freearray(L, f->p, f->sizep); + luaM_freearray(L, f->k, f->sizek); + luaM_freearray(L, f->lineinfo, f->sizelineinfo); + luaM_freearray(L, f->abslineinfo, f->sizeabslineinfo); + luaM_freearray(L, f->locvars, f->sizelocvars); + luaM_freearray(L, f->upvalues, f->sizeupvalues); + luaM_free(L, f); +} + + +/* +** Look for n-th local variable at line 'line' in function 'func'. +** Returns NULL if not found. +*/ +const char *luaF_getlocalname (const Proto *f, int local_number, int pc) { + int i; + for (i = 0; isizelocvars && f->locvars[i].startpc <= pc; i++) { + if (pc < f->locvars[i].endpc) { /* is variable active? */ + local_number--; + if (local_number == 0) + return getstr(f->locvars[i].varname); + } + } + return NULL; /* not found */ +} + diff --git a/Dependencies/LuaRaw/src/lgc.c b/Dependencies/LuaRaw/src/lgc.c new file mode 100644 index 000000000..42a73d813 --- /dev/null +++ b/Dependencies/LuaRaw/src/lgc.c @@ -0,0 +1,1731 @@ +/* +** $Id: lgc.c $ +** Garbage Collector +** See Copyright Notice in lua.h +*/ + +#define lgc_c +#define LUA_CORE + +#include "lprefix.h" + +#include +#include + + +#include "lua.h" + +#include "ldebug.h" +#include "ldo.h" +#include "lfunc.h" +#include "lgc.h" +#include "lmem.h" +#include "lobject.h" +#include "lstate.h" +#include "lstring.h" +#include "ltable.h" +#include "ltm.h" + + +/* +** Maximum number of elements to sweep in each single step. +** (Large enough to dissipate fixed overheads but small enough +** to allow small steps for the collector.) +*/ +#define GCSWEEPMAX 100 + +/* +** Maximum number of finalizers to call in each single step. +*/ +#define GCFINMAX 10 + + +/* +** Cost of calling one finalizer. +*/ +#define GCFINALIZECOST 50 + + +/* +** The equivalent, in bytes, of one unit of "work" (visiting a slot, +** sweeping an object, etc.) +*/ +#define WORK2MEM sizeof(TValue) + + +/* +** macro to adjust 'pause': 'pause' is actually used like +** 'pause / PAUSEADJ' (value chosen by tests) +*/ +#define PAUSEADJ 100 + + +/* mask with all color bits */ +#define maskcolors (bitmask(BLACKBIT) | WHITEBITS) + +/* mask with all GC bits */ +#define maskgcbits (maskcolors | AGEBITS) + + +/* macro to erase all color bits then set only the current white bit */ +#define makewhite(g,x) \ + (x->marked = cast_byte((x->marked & ~maskcolors) | luaC_white(g))) + +/* make an object gray (neither white nor black) */ +#define set2gray(x) resetbits(x->marked, maskcolors) + + +/* make an object black (coming from any color) */ +#define set2black(x) \ + (x->marked = cast_byte((x->marked & ~WHITEBITS) | bitmask(BLACKBIT))) + + +#define valiswhite(x) (iscollectable(x) && iswhite(gcvalue(x))) + +#define keyiswhite(n) (keyiscollectable(n) && iswhite(gckey(n))) + + +/* +** Protected access to objects in values +*/ +#define gcvalueN(o) (iscollectable(o) ? gcvalue(o) : NULL) + + +#define markvalue(g,o) { checkliveness(g->mainthread,o); \ + if (valiswhite(o)) reallymarkobject(g,gcvalue(o)); } + +#define markkey(g, n) { if keyiswhite(n) reallymarkobject(g,gckey(n)); } + +#define markobject(g,t) { if (iswhite(t)) reallymarkobject(g, obj2gco(t)); } + +/* +** mark an object that can be NULL (either because it is really optional, +** or it was stripped as debug info, or inside an uncompleted structure) +*/ +#define markobjectN(g,t) { if (t) markobject(g,t); } + +static void reallymarkobject (global_State *g, GCObject *o); +static lu_mem atomic (lua_State *L); +static void entersweep (lua_State *L); + + +/* +** {====================================================== +** Generic functions +** ======================================================= +*/ + + +/* +** one after last element in a hash array +*/ +#define gnodelast(h) gnode(h, cast_sizet(sizenode(h))) + + +static GCObject **getgclist (GCObject *o) { + switch (o->tt) { + case LUA_VTABLE: return &gco2t(o)->gclist; + case LUA_VLCL: return &gco2lcl(o)->gclist; + case LUA_VCCL: return &gco2ccl(o)->gclist; + case LUA_VTHREAD: return &gco2th(o)->gclist; + case LUA_VPROTO: return &gco2p(o)->gclist; + case LUA_VUSERDATA: { + Udata *u = gco2u(o); + lua_assert(u->nuvalue > 0); + return &u->gclist; + } + default: lua_assert(0); return 0; + } +} + + +/* +** Link a collectable object 'o' with a known type into the list 'p'. +** (Must be a macro to access the 'gclist' field in different types.) +*/ +#define linkgclist(o,p) linkgclist_(obj2gco(o), &(o)->gclist, &(p)) + +static void linkgclist_ (GCObject *o, GCObject **pnext, GCObject **list) { + lua_assert(!isgray(o)); /* cannot be in a gray list */ + *pnext = *list; + *list = o; + set2gray(o); /* now it is */ +} + + +/* +** Link a generic collectable object 'o' into the list 'p'. +*/ +#define linkobjgclist(o,p) linkgclist_(obj2gco(o), getgclist(o), &(p)) + + + +/* +** Clear keys for empty entries in tables. If entry is empty, mark its +** entry as dead. This allows the collection of the key, but keeps its +** entry in the table: its removal could break a chain and could break +** a table traversal. Other places never manipulate dead keys, because +** its associated empty value is enough to signal that the entry is +** logically empty. +*/ +static void clearkey (Node *n) { + lua_assert(isempty(gval(n))); + if (keyiscollectable(n)) + setdeadkey(n); /* unused key; remove it */ +} + + +/* +** tells whether a key or value can be cleared from a weak +** table. Non-collectable objects are never removed from weak +** tables. Strings behave as 'values', so are never removed too. for +** other objects: if really collected, cannot keep them; for objects +** being finalized, keep them in keys, but not in values +*/ +static int iscleared (global_State *g, const GCObject *o) { + if (o == NULL) return 0; /* non-collectable value */ + else if (novariant(o->tt) == LUA_TSTRING) { + markobject(g, o); /* strings are 'values', so are never weak */ + return 0; + } + else return iswhite(o); +} + + +/* +** Barrier that moves collector forward, that is, marks the white object +** 'v' being pointed by the black object 'o'. In the generational +** mode, 'v' must also become old, if 'o' is old; however, it cannot +** be changed directly to OLD, because it may still point to non-old +** objects. So, it is marked as OLD0. In the next cycle it will become +** OLD1, and in the next it will finally become OLD (regular old). By +** then, any object it points to will also be old. If called in the +** incremental sweep phase, it clears the black object to white (sweep +** it) to avoid other barrier calls for this same object. (That cannot +** be done is generational mode, as its sweep does not distinguish +** whites from deads.) +*/ +void luaC_barrier_ (lua_State *L, GCObject *o, GCObject *v) { + global_State *g = G(L); + lua_assert(isblack(o) && iswhite(v) && !isdead(g, v) && !isdead(g, o)); + if (keepinvariant(g)) { /* must keep invariant? */ + reallymarkobject(g, v); /* restore invariant */ + if (isold(o)) { + lua_assert(!isold(v)); /* white object could not be old */ + setage(v, G_OLD0); /* restore generational invariant */ + } + } + else { /* sweep phase */ + lua_assert(issweepphase(g)); + if (g->gckind == KGC_INC) /* incremental mode? */ + makewhite(g, o); /* mark 'o' as white to avoid other barriers */ + } +} + + +/* +** barrier that moves collector backward, that is, mark the black object +** pointing to a white object as gray again. +*/ +void luaC_barrierback_ (lua_State *L, GCObject *o) { + global_State *g = G(L); + lua_assert(isblack(o) && !isdead(g, o)); + lua_assert((g->gckind == KGC_GEN) == (isold(o) && getage(o) != G_TOUCHED1)); + if (getage(o) == G_TOUCHED2) /* already in gray list? */ + set2gray(o); /* make it gray to become touched1 */ + else /* link it in 'grayagain' and paint it gray */ + linkobjgclist(o, g->grayagain); + if (isold(o)) /* generational mode? */ + setage(o, G_TOUCHED1); /* touched in current cycle */ +} + + +void luaC_fix (lua_State *L, GCObject *o) { + global_State *g = G(L); + lua_assert(g->allgc == o); /* object must be 1st in 'allgc' list! */ + set2gray(o); /* they will be gray forever */ + setage(o, G_OLD); /* and old forever */ + g->allgc = o->next; /* remove object from 'allgc' list */ + o->next = g->fixedgc; /* link it to 'fixedgc' list */ + g->fixedgc = o; +} + + +/* +** create a new collectable object (with given type and size) and link +** it to 'allgc' list. +*/ +GCObject *luaC_newobj (lua_State *L, int tt, size_t sz) { + global_State *g = G(L); + GCObject *o = cast(GCObject *, luaM_newobject(L, novariant(tt), sz)); + o->marked = luaC_white(g); + o->tt = tt; + o->next = g->allgc; + g->allgc = o; + return o; +} + +/* }====================================================== */ + + + +/* +** {====================================================== +** Mark functions +** ======================================================= +*/ + + +/* +** Mark an object. Userdata with no user values, strings, and closed +** upvalues are visited and turned black here. Open upvalues are +** already indirectly linked through their respective threads in the +** 'twups' list, so they don't go to the gray list; nevertheless, they +** are kept gray to avoid barriers, as their values will be revisited +** by the thread or by 'remarkupvals'. Other objects are added to the +** gray list to be visited (and turned black) later. Both userdata and +** upvalues can call this function recursively, but this recursion goes +** for at most two levels: An upvalue cannot refer to another upvalue +** (only closures can), and a userdata's metatable must be a table. +*/ +static void reallymarkobject (global_State *g, GCObject *o) { + switch (o->tt) { + case LUA_VSHRSTR: + case LUA_VLNGSTR: { + set2black(o); /* nothing to visit */ + break; + } + case LUA_VUPVAL: { + UpVal *uv = gco2upv(o); + if (upisopen(uv)) + set2gray(uv); /* open upvalues are kept gray */ + else + set2black(uv); /* closed upvalues are visited here */ + markvalue(g, uv->v); /* mark its content */ + break; + } + case LUA_VUSERDATA: { + Udata *u = gco2u(o); + if (u->nuvalue == 0) { /* no user values? */ + markobjectN(g, u->metatable); /* mark its metatable */ + set2black(u); /* nothing else to mark */ + break; + } + /* else... */ + } /* FALLTHROUGH */ + case LUA_VLCL: case LUA_VCCL: case LUA_VTABLE: + case LUA_VTHREAD: case LUA_VPROTO: { + linkobjgclist(o, g->gray); /* to be visited later */ + break; + } + default: lua_assert(0); break; + } +} + + +/* +** mark metamethods for basic types +*/ +static void markmt (global_State *g) { + int i; + for (i=0; i < LUA_NUMTAGS; i++) + markobjectN(g, g->mt[i]); +} + + +/* +** mark all objects in list of being-finalized +*/ +static lu_mem markbeingfnz (global_State *g) { + GCObject *o; + lu_mem count = 0; + for (o = g->tobefnz; o != NULL; o = o->next) { + count++; + markobject(g, o); + } + return count; +} + + +/* +** For each non-marked thread, simulates a barrier between each open +** upvalue and its value. (If the thread is collected, the value will be +** assigned to the upvalue, but then it can be too late for the barrier +** to act. The "barrier" does not need to check colors: A non-marked +** thread must be young; upvalues cannot be older than their threads; so +** any visited upvalue must be young too.) Also removes the thread from +** the list, as it was already visited. Removes also threads with no +** upvalues, as they have nothing to be checked. (If the thread gets an +** upvalue later, it will be linked in the list again.) +*/ +static int remarkupvals (global_State *g) { + lua_State *thread; + lua_State **p = &g->twups; + int work = 0; /* estimate of how much work was done here */ + while ((thread = *p) != NULL) { + work++; + if (!iswhite(thread) && thread->openupval != NULL) + p = &thread->twups; /* keep marked thread with upvalues in the list */ + else { /* thread is not marked or without upvalues */ + UpVal *uv; + lua_assert(!isold(thread) || thread->openupval == NULL); + *p = thread->twups; /* remove thread from the list */ + thread->twups = thread; /* mark that it is out of list */ + for (uv = thread->openupval; uv != NULL; uv = uv->u.open.next) { + lua_assert(getage(uv) <= getage(thread)); + work++; + if (!iswhite(uv)) { /* upvalue already visited? */ + lua_assert(upisopen(uv) && isgray(uv)); + markvalue(g, uv->v); /* mark its value */ + } + } + } + } + return work; +} + + +static void cleargraylists (global_State *g) { + g->gray = g->grayagain = NULL; + g->weak = g->allweak = g->ephemeron = NULL; +} + + +/* +** mark root set and reset all gray lists, to start a new collection +*/ +static void restartcollection (global_State *g) { + cleargraylists(g); + markobject(g, g->mainthread); + markvalue(g, &g->l_registry); + markmt(g); + markbeingfnz(g); /* mark any finalizing object left from previous cycle */ +} + +/* }====================================================== */ + + +/* +** {====================================================== +** Traverse functions +** ======================================================= +*/ + + +/* +** Check whether object 'o' should be kept in the 'grayagain' list for +** post-processing by 'correctgraylist'. (It could put all old objects +** in the list and leave all the work to 'correctgraylist', but it is +** more efficient to avoid adding elements that will be removed.) Only +** TOUCHED1 objects need to be in the list. TOUCHED2 doesn't need to go +** back to a gray list, but then it must become OLD. (That is what +** 'correctgraylist' does when it finds a TOUCHED2 object.) +*/ +static void genlink (global_State *g, GCObject *o) { + lua_assert(isblack(o)); + if (getage(o) == G_TOUCHED1) { /* touched in this cycle? */ + linkobjgclist(o, g->grayagain); /* link it back in 'grayagain' */ + } /* everything else do not need to be linked back */ + else if (getage(o) == G_TOUCHED2) + changeage(o, G_TOUCHED2, G_OLD); /* advance age */ +} + + +/* +** Traverse a table with weak values and link it to proper list. During +** propagate phase, keep it in 'grayagain' list, to be revisited in the +** atomic phase. In the atomic phase, if table has any white value, +** put it in 'weak' list, to be cleared. +*/ +static void traverseweakvalue (global_State *g, Table *h) { + Node *n, *limit = gnodelast(h); + /* if there is array part, assume it may have white values (it is not + worth traversing it now just to check) */ + int hasclears = (h->alimit > 0); + for (n = gnode(h, 0); n < limit; n++) { /* traverse hash part */ + if (isempty(gval(n))) /* entry is empty? */ + clearkey(n); /* clear its key */ + else { + lua_assert(!keyisnil(n)); + markkey(g, n); + if (!hasclears && iscleared(g, gcvalueN(gval(n)))) /* a white value? */ + hasclears = 1; /* table will have to be cleared */ + } + } + if (g->gcstate == GCSatomic && hasclears) + linkgclist(h, g->weak); /* has to be cleared later */ + else + linkgclist(h, g->grayagain); /* must retraverse it in atomic phase */ +} + + +/* +** Traverse an ephemeron table and link it to proper list. Returns true +** iff any object was marked during this traversal (which implies that +** convergence has to continue). During propagation phase, keep table +** in 'grayagain' list, to be visited again in the atomic phase. In +** the atomic phase, if table has any white->white entry, it has to +** be revisited during ephemeron convergence (as that key may turn +** black). Otherwise, if it has any white key, table has to be cleared +** (in the atomic phase). In generational mode, some tables +** must be kept in some gray list for post-processing; this is done +** by 'genlink'. +*/ +static int traverseephemeron (global_State *g, Table *h, int inv) { + int marked = 0; /* true if an object is marked in this traversal */ + int hasclears = 0; /* true if table has white keys */ + int hasww = 0; /* true if table has entry "white-key -> white-value" */ + unsigned int i; + unsigned int asize = luaH_realasize(h); + unsigned int nsize = sizenode(h); + /* traverse array part */ + for (i = 0; i < asize; i++) { + if (valiswhite(&h->array[i])) { + marked = 1; + reallymarkobject(g, gcvalue(&h->array[i])); + } + } + /* traverse hash part; if 'inv', traverse descending + (see 'convergeephemerons') */ + for (i = 0; i < nsize; i++) { + Node *n = inv ? gnode(h, nsize - 1 - i) : gnode(h, i); + if (isempty(gval(n))) /* entry is empty? */ + clearkey(n); /* clear its key */ + else if (iscleared(g, gckeyN(n))) { /* key is not marked (yet)? */ + hasclears = 1; /* table must be cleared */ + if (valiswhite(gval(n))) /* value not marked yet? */ + hasww = 1; /* white-white entry */ + } + else if (valiswhite(gval(n))) { /* value not marked yet? */ + marked = 1; + reallymarkobject(g, gcvalue(gval(n))); /* mark it now */ + } + } + /* link table into proper list */ + if (g->gcstate == GCSpropagate) + linkgclist(h, g->grayagain); /* must retraverse it in atomic phase */ + else if (hasww) /* table has white->white entries? */ + linkgclist(h, g->ephemeron); /* have to propagate again */ + else if (hasclears) /* table has white keys? */ + linkgclist(h, g->allweak); /* may have to clean white keys */ + else + genlink(g, obj2gco(h)); /* check whether collector still needs to see it */ + return marked; +} + + +static void traversestrongtable (global_State *g, Table *h) { + Node *n, *limit = gnodelast(h); + unsigned int i; + unsigned int asize = luaH_realasize(h); + for (i = 0; i < asize; i++) /* traverse array part */ + markvalue(g, &h->array[i]); + for (n = gnode(h, 0); n < limit; n++) { /* traverse hash part */ + if (isempty(gval(n))) /* entry is empty? */ + clearkey(n); /* clear its key */ + else { + lua_assert(!keyisnil(n)); + markkey(g, n); + markvalue(g, gval(n)); + } + } + genlink(g, obj2gco(h)); +} + + +static lu_mem traversetable (global_State *g, Table *h) { + const char *weakkey, *weakvalue; + const TValue *mode = gfasttm(g, h->metatable, TM_MODE); + markobjectN(g, h->metatable); + if (mode && ttisstring(mode) && /* is there a weak mode? */ + (cast_void(weakkey = strchr(svalue(mode), 'k')), + cast_void(weakvalue = strchr(svalue(mode), 'v')), + (weakkey || weakvalue))) { /* is really weak? */ + if (!weakkey) /* strong keys? */ + traverseweakvalue(g, h); + else if (!weakvalue) /* strong values? */ + traverseephemeron(g, h, 0); + else /* all weak */ + linkgclist(h, g->allweak); /* nothing to traverse now */ + } + else /* not weak */ + traversestrongtable(g, h); + return 1 + h->alimit + 2 * allocsizenode(h); +} + + +static int traverseudata (global_State *g, Udata *u) { + int i; + markobjectN(g, u->metatable); /* mark its metatable */ + for (i = 0; i < u->nuvalue; i++) + markvalue(g, &u->uv[i].uv); + genlink(g, obj2gco(u)); + return 1 + u->nuvalue; +} + + +/* +** Traverse a prototype. (While a prototype is being build, its +** arrays can be larger than needed; the extra slots are filled with +** NULL, so the use of 'markobjectN') +*/ +static int traverseproto (global_State *g, Proto *f) { + int i; + markobjectN(g, f->source); + for (i = 0; i < f->sizek; i++) /* mark literals */ + markvalue(g, &f->k[i]); + for (i = 0; i < f->sizeupvalues; i++) /* mark upvalue names */ + markobjectN(g, f->upvalues[i].name); + for (i = 0; i < f->sizep; i++) /* mark nested protos */ + markobjectN(g, f->p[i]); + for (i = 0; i < f->sizelocvars; i++) /* mark local-variable names */ + markobjectN(g, f->locvars[i].varname); + return 1 + f->sizek + f->sizeupvalues + f->sizep + f->sizelocvars; +} + + +static int traverseCclosure (global_State *g, CClosure *cl) { + int i; + for (i = 0; i < cl->nupvalues; i++) /* mark its upvalues */ + markvalue(g, &cl->upvalue[i]); + return 1 + cl->nupvalues; +} + +/* +** Traverse a Lua closure, marking its prototype and its upvalues. +** (Both can be NULL while closure is being created.) +*/ +static int traverseLclosure (global_State *g, LClosure *cl) { + int i; + markobjectN(g, cl->p); /* mark its prototype */ + for (i = 0; i < cl->nupvalues; i++) { /* visit its upvalues */ + UpVal *uv = cl->upvals[i]; + markobjectN(g, uv); /* mark upvalue */ + } + return 1 + cl->nupvalues; +} + + +/* +** Traverse a thread, marking the elements in the stack up to its top +** and cleaning the rest of the stack in the final traversal. That +** ensures that the entire stack have valid (non-dead) objects. +** Threads have no barriers. In gen. mode, old threads must be visited +** at every cycle, because they might point to young objects. In inc. +** mode, the thread can still be modified before the end of the cycle, +** and therefore it must be visited again in the atomic phase. To ensure +** these visits, threads must return to a gray list if they are not new +** (which can only happen in generational mode) or if the traverse is in +** the propagate phase (which can only happen in incremental mode). +*/ +static int traversethread (global_State *g, lua_State *th) { + UpVal *uv; + StkId o = th->stack; + if (isold(th) || g->gcstate == GCSpropagate) + linkgclist(th, g->grayagain); /* insert into 'grayagain' list */ + if (o == NULL) + return 1; /* stack not completely built yet */ + lua_assert(g->gcstate == GCSatomic || + th->openupval == NULL || isintwups(th)); + for (; o < th->top; o++) /* mark live elements in the stack */ + markvalue(g, s2v(o)); + for (uv = th->openupval; uv != NULL; uv = uv->u.open.next) + markobject(g, uv); /* open upvalues cannot be collected */ + if (g->gcstate == GCSatomic) { /* final traversal? */ + for (; o < th->stack_last + EXTRA_STACK; o++) + setnilvalue(s2v(o)); /* clear dead stack slice */ + /* 'remarkupvals' may have removed thread from 'twups' list */ + if (!isintwups(th) && th->openupval != NULL) { + th->twups = g->twups; /* link it back to the list */ + g->twups = th; + } + } + else if (!g->gcemergency) + luaD_shrinkstack(th); /* do not change stack in emergency cycle */ + return 1 + stacksize(th); +} + + +/* +** traverse one gray object, turning it to black. +*/ +static lu_mem propagatemark (global_State *g) { + GCObject *o = g->gray; + nw2black(o); + g->gray = *getgclist(o); /* remove from 'gray' list */ + switch (o->tt) { + case LUA_VTABLE: return traversetable(g, gco2t(o)); + case LUA_VUSERDATA: return traverseudata(g, gco2u(o)); + case LUA_VLCL: return traverseLclosure(g, gco2lcl(o)); + case LUA_VCCL: return traverseCclosure(g, gco2ccl(o)); + case LUA_VPROTO: return traverseproto(g, gco2p(o)); + case LUA_VTHREAD: return traversethread(g, gco2th(o)); + default: lua_assert(0); return 0; + } +} + + +static lu_mem propagateall (global_State *g) { + lu_mem tot = 0; + while (g->gray) + tot += propagatemark(g); + return tot; +} + + +/* +** Traverse all ephemeron tables propagating marks from keys to values. +** Repeat until it converges, that is, nothing new is marked. 'dir' +** inverts the direction of the traversals, trying to speed up +** convergence on chains in the same table. +** +*/ +static void convergeephemerons (global_State *g) { + int changed; + int dir = 0; + do { + GCObject *w; + GCObject *next = g->ephemeron; /* get ephemeron list */ + g->ephemeron = NULL; /* tables may return to this list when traversed */ + changed = 0; + while ((w = next) != NULL) { /* for each ephemeron table */ + Table *h = gco2t(w); + next = h->gclist; /* list is rebuilt during loop */ + nw2black(h); /* out of the list (for now) */ + if (traverseephemeron(g, h, dir)) { /* marked some value? */ + propagateall(g); /* propagate changes */ + changed = 1; /* will have to revisit all ephemeron tables */ + } + } + dir = !dir; /* invert direction next time */ + } while (changed); /* repeat until no more changes */ +} + +/* }====================================================== */ + + +/* +** {====================================================== +** Sweep Functions +** ======================================================= +*/ + + +/* +** clear entries with unmarked keys from all weaktables in list 'l' +*/ +static void clearbykeys (global_State *g, GCObject *l) { + for (; l; l = gco2t(l)->gclist) { + Table *h = gco2t(l); + Node *limit = gnodelast(h); + Node *n; + for (n = gnode(h, 0); n < limit; n++) { + if (iscleared(g, gckeyN(n))) /* unmarked key? */ + setempty(gval(n)); /* remove entry */ + if (isempty(gval(n))) /* is entry empty? */ + clearkey(n); /* clear its key */ + } + } +} + + +/* +** clear entries with unmarked values from all weaktables in list 'l' up +** to element 'f' +*/ +static void clearbyvalues (global_State *g, GCObject *l, GCObject *f) { + for (; l != f; l = gco2t(l)->gclist) { + Table *h = gco2t(l); + Node *n, *limit = gnodelast(h); + unsigned int i; + unsigned int asize = luaH_realasize(h); + for (i = 0; i < asize; i++) { + TValue *o = &h->array[i]; + if (iscleared(g, gcvalueN(o))) /* value was collected? */ + setempty(o); /* remove entry */ + } + for (n = gnode(h, 0); n < limit; n++) { + if (iscleared(g, gcvalueN(gval(n)))) /* unmarked value? */ + setempty(gval(n)); /* remove entry */ + if (isempty(gval(n))) /* is entry empty? */ + clearkey(n); /* clear its key */ + } + } +} + + +static void freeupval (lua_State *L, UpVal *uv) { + if (upisopen(uv)) + luaF_unlinkupval(uv); + luaM_free(L, uv); +} + + +static void freeobj (lua_State *L, GCObject *o) { + switch (o->tt) { + case LUA_VPROTO: + luaF_freeproto(L, gco2p(o)); + break; + case LUA_VUPVAL: + freeupval(L, gco2upv(o)); + break; + case LUA_VLCL: { + LClosure *cl = gco2lcl(o); + luaM_freemem(L, cl, sizeLclosure(cl->nupvalues)); + break; + } + case LUA_VCCL: { + CClosure *cl = gco2ccl(o); + luaM_freemem(L, cl, sizeCclosure(cl->nupvalues)); + break; + } + case LUA_VTABLE: + luaH_free(L, gco2t(o)); + break; + case LUA_VTHREAD: + luaE_freethread(L, gco2th(o)); + break; + case LUA_VUSERDATA: { + Udata *u = gco2u(o); + luaM_freemem(L, o, sizeudata(u->nuvalue, u->len)); + break; + } + case LUA_VSHRSTR: { + TString *ts = gco2ts(o); + luaS_remove(L, ts); /* remove it from hash table */ + luaM_freemem(L, ts, sizelstring(ts->shrlen)); + break; + } + case LUA_VLNGSTR: { + TString *ts = gco2ts(o); + luaM_freemem(L, ts, sizelstring(ts->u.lnglen)); + break; + } + default: lua_assert(0); + } +} + + +/* +** sweep at most 'countin' elements from a list of GCObjects erasing dead +** objects, where a dead object is one marked with the old (non current) +** white; change all non-dead objects back to white, preparing for next +** collection cycle. Return where to continue the traversal or NULL if +** list is finished. ('*countout' gets the number of elements traversed.) +*/ +static GCObject **sweeplist (lua_State *L, GCObject **p, int countin, + int *countout) { + global_State *g = G(L); + int ow = otherwhite(g); + int i; + int white = luaC_white(g); /* current white */ + for (i = 0; *p != NULL && i < countin; i++) { + GCObject *curr = *p; + int marked = curr->marked; + if (isdeadm(ow, marked)) { /* is 'curr' dead? */ + *p = curr->next; /* remove 'curr' from list */ + freeobj(L, curr); /* erase 'curr' */ + } + else { /* change mark to 'white' */ + curr->marked = cast_byte((marked & ~maskgcbits) | white); + p = &curr->next; /* go to next element */ + } + } + if (countout) + *countout = i; /* number of elements traversed */ + return (*p == NULL) ? NULL : p; +} + + +/* +** sweep a list until a live object (or end of list) +*/ +static GCObject **sweeptolive (lua_State *L, GCObject **p) { + GCObject **old = p; + do { + p = sweeplist(L, p, 1, NULL); + } while (p == old); + return p; +} + +/* }====================================================== */ + + +/* +** {====================================================== +** Finalization +** ======================================================= +*/ + +/* +** If possible, shrink string table. +*/ +static void checkSizes (lua_State *L, global_State *g) { + if (!g->gcemergency) { + if (g->strt.nuse < g->strt.size / 4) { /* string table too big? */ + l_mem olddebt = g->GCdebt; + luaS_resize(L, g->strt.size / 2); + g->GCestimate += g->GCdebt - olddebt; /* correct estimate */ + } + } +} + + +/* +** Get the next udata to be finalized from the 'tobefnz' list, and +** link it back into the 'allgc' list. +*/ +static GCObject *udata2finalize (global_State *g) { + GCObject *o = g->tobefnz; /* get first element */ + lua_assert(tofinalize(o)); + g->tobefnz = o->next; /* remove it from 'tobefnz' list */ + o->next = g->allgc; /* return it to 'allgc' list */ + g->allgc = o; + resetbit(o->marked, FINALIZEDBIT); /* object is "normal" again */ + if (issweepphase(g)) + makewhite(g, o); /* "sweep" object */ + else if (getage(o) == G_OLD1) + g->firstold1 = o; /* it is the first OLD1 object in the list */ + return o; +} + + +static void dothecall (lua_State *L, void *ud) { + UNUSED(ud); + luaD_callnoyield(L, L->top - 2, 0); +} + + +static void GCTM (lua_State *L) { + global_State *g = G(L); + const TValue *tm; + TValue v; + lua_assert(!g->gcemergency); + setgcovalue(L, &v, udata2finalize(g)); + tm = luaT_gettmbyobj(L, &v, TM_GC); + if (!notm(tm)) { /* is there a finalizer? */ + int status; + lu_byte oldah = L->allowhook; + int oldgcstp = g->gcstp; + g->gcstp |= GCSTPGC; /* avoid GC steps */ + L->allowhook = 0; /* stop debug hooks during GC metamethod */ + setobj2s(L, L->top++, tm); /* push finalizer... */ + setobj2s(L, L->top++, &v); /* ... and its argument */ + L->ci->callstatus |= CIST_FIN; /* will run a finalizer */ + status = luaD_pcall(L, dothecall, NULL, savestack(L, L->top - 2), 0); + L->ci->callstatus &= ~CIST_FIN; /* not running a finalizer anymore */ + L->allowhook = oldah; /* restore hooks */ + g->gcstp = oldgcstp; /* restore state */ + if (l_unlikely(status != LUA_OK)) { /* error while running __gc? */ + luaE_warnerror(L, "__gc"); + L->top--; /* pops error object */ + } + } +} + + +/* +** Call a few finalizers +*/ +static int runafewfinalizers (lua_State *L, int n) { + global_State *g = G(L); + int i; + for (i = 0; i < n && g->tobefnz; i++) + GCTM(L); /* call one finalizer */ + return i; +} + + +/* +** call all pending finalizers +*/ +static void callallpendingfinalizers (lua_State *L) { + global_State *g = G(L); + while (g->tobefnz) + GCTM(L); +} + + +/* +** find last 'next' field in list 'p' list (to add elements in its end) +*/ +static GCObject **findlast (GCObject **p) { + while (*p != NULL) + p = &(*p)->next; + return p; +} + + +/* +** Move all unreachable objects (or 'all' objects) that need +** finalization from list 'finobj' to list 'tobefnz' (to be finalized). +** (Note that objects after 'finobjold1' cannot be white, so they +** don't need to be traversed. In incremental mode, 'finobjold1' is NULL, +** so the whole list is traversed.) +*/ +static void separatetobefnz (global_State *g, int all) { + GCObject *curr; + GCObject **p = &g->finobj; + GCObject **lastnext = findlast(&g->tobefnz); + while ((curr = *p) != g->finobjold1) { /* traverse all finalizable objects */ + lua_assert(tofinalize(curr)); + if (!(iswhite(curr) || all)) /* not being collected? */ + p = &curr->next; /* don't bother with it */ + else { + if (curr == g->finobjsur) /* removing 'finobjsur'? */ + g->finobjsur = curr->next; /* correct it */ + *p = curr->next; /* remove 'curr' from 'finobj' list */ + curr->next = *lastnext; /* link at the end of 'tobefnz' list */ + *lastnext = curr; + lastnext = &curr->next; + } + } +} + + +/* +** If pointer 'p' points to 'o', move it to the next element. +*/ +static void checkpointer (GCObject **p, GCObject *o) { + if (o == *p) + *p = o->next; +} + + +/* +** Correct pointers to objects inside 'allgc' list when +** object 'o' is being removed from the list. +*/ +static void correctpointers (global_State *g, GCObject *o) { + checkpointer(&g->survival, o); + checkpointer(&g->old1, o); + checkpointer(&g->reallyold, o); + checkpointer(&g->firstold1, o); +} + + +/* +** if object 'o' has a finalizer, remove it from 'allgc' list (must +** search the list to find it) and link it in 'finobj' list. +*/ +void luaC_checkfinalizer (lua_State *L, GCObject *o, Table *mt) { + global_State *g = G(L); + if (tofinalize(o) || /* obj. is already marked... */ + gfasttm(g, mt, TM_GC) == NULL || /* or has no finalizer... */ + (g->gcstp & GCSTPCLS)) /* or closing state? */ + return; /* nothing to be done */ + else { /* move 'o' to 'finobj' list */ + GCObject **p; + if (issweepphase(g)) { + makewhite(g, o); /* "sweep" object 'o' */ + if (g->sweepgc == &o->next) /* should not remove 'sweepgc' object */ + g->sweepgc = sweeptolive(L, g->sweepgc); /* change 'sweepgc' */ + } + else + correctpointers(g, o); + /* search for pointer pointing to 'o' */ + for (p = &g->allgc; *p != o; p = &(*p)->next) { /* empty */ } + *p = o->next; /* remove 'o' from 'allgc' list */ + o->next = g->finobj; /* link it in 'finobj' list */ + g->finobj = o; + l_setbit(o->marked, FINALIZEDBIT); /* mark it as such */ + } +} + +/* }====================================================== */ + + +/* +** {====================================================== +** Generational Collector +** ======================================================= +*/ + +static void setpause (global_State *g); + + +/* +** Sweep a list of objects to enter generational mode. Deletes dead +** objects and turns the non dead to old. All non-dead threads---which +** are now old---must be in a gray list. Everything else is not in a +** gray list. Open upvalues are also kept gray. +*/ +static void sweep2old (lua_State *L, GCObject **p) { + GCObject *curr; + global_State *g = G(L); + while ((curr = *p) != NULL) { + if (iswhite(curr)) { /* is 'curr' dead? */ + lua_assert(isdead(g, curr)); + *p = curr->next; /* remove 'curr' from list */ + freeobj(L, curr); /* erase 'curr' */ + } + else { /* all surviving objects become old */ + setage(curr, G_OLD); + if (curr->tt == LUA_VTHREAD) { /* threads must be watched */ + lua_State *th = gco2th(curr); + linkgclist(th, g->grayagain); /* insert into 'grayagain' list */ + } + else if (curr->tt == LUA_VUPVAL && upisopen(gco2upv(curr))) + set2gray(curr); /* open upvalues are always gray */ + else /* everything else is black */ + nw2black(curr); + p = &curr->next; /* go to next element */ + } + } +} + + +/* +** Sweep for generational mode. Delete dead objects. (Because the +** collection is not incremental, there are no "new white" objects +** during the sweep. So, any white object must be dead.) For +** non-dead objects, advance their ages and clear the color of +** new objects. (Old objects keep their colors.) +** The ages of G_TOUCHED1 and G_TOUCHED2 objects cannot be advanced +** here, because these old-generation objects are usually not swept +** here. They will all be advanced in 'correctgraylist'. That function +** will also remove objects turned white here from any gray list. +*/ +static GCObject **sweepgen (lua_State *L, global_State *g, GCObject **p, + GCObject *limit, GCObject **pfirstold1) { + static const lu_byte nextage[] = { + G_SURVIVAL, /* from G_NEW */ + G_OLD1, /* from G_SURVIVAL */ + G_OLD1, /* from G_OLD0 */ + G_OLD, /* from G_OLD1 */ + G_OLD, /* from G_OLD (do not change) */ + G_TOUCHED1, /* from G_TOUCHED1 (do not change) */ + G_TOUCHED2 /* from G_TOUCHED2 (do not change) */ + }; + int white = luaC_white(g); + GCObject *curr; + while ((curr = *p) != limit) { + if (iswhite(curr)) { /* is 'curr' dead? */ + lua_assert(!isold(curr) && isdead(g, curr)); + *p = curr->next; /* remove 'curr' from list */ + freeobj(L, curr); /* erase 'curr' */ + } + else { /* correct mark and age */ + if (getage(curr) == G_NEW) { /* new objects go back to white */ + int marked = curr->marked & ~maskgcbits; /* erase GC bits */ + curr->marked = cast_byte(marked | G_SURVIVAL | white); + } + else { /* all other objects will be old, and so keep their color */ + setage(curr, nextage[getage(curr)]); + if (getage(curr) == G_OLD1 && *pfirstold1 == NULL) + *pfirstold1 = curr; /* first OLD1 object in the list */ + } + p = &curr->next; /* go to next element */ + } + } + return p; +} + + +/* +** Traverse a list making all its elements white and clearing their +** age. In incremental mode, all objects are 'new' all the time, +** except for fixed strings (which are always old). +*/ +static void whitelist (global_State *g, GCObject *p) { + int white = luaC_white(g); + for (; p != NULL; p = p->next) + p->marked = cast_byte((p->marked & ~maskgcbits) | white); +} + + +/* +** Correct a list of gray objects. Return pointer to where rest of the +** list should be linked. +** Because this correction is done after sweeping, young objects might +** be turned white and still be in the list. They are only removed. +** 'TOUCHED1' objects are advanced to 'TOUCHED2' and remain on the list; +** Non-white threads also remain on the list; 'TOUCHED2' objects become +** regular old; they and anything else are removed from the list. +*/ +static GCObject **correctgraylist (GCObject **p) { + GCObject *curr; + while ((curr = *p) != NULL) { + GCObject **next = getgclist(curr); + if (iswhite(curr)) + goto remove; /* remove all white objects */ + else if (getage(curr) == G_TOUCHED1) { /* touched in this cycle? */ + lua_assert(isgray(curr)); + nw2black(curr); /* make it black, for next barrier */ + changeage(curr, G_TOUCHED1, G_TOUCHED2); + goto remain; /* keep it in the list and go to next element */ + } + else if (curr->tt == LUA_VTHREAD) { + lua_assert(isgray(curr)); + goto remain; /* keep non-white threads on the list */ + } + else { /* everything else is removed */ + lua_assert(isold(curr)); /* young objects should be white here */ + if (getage(curr) == G_TOUCHED2) /* advance from TOUCHED2... */ + changeage(curr, G_TOUCHED2, G_OLD); /* ... to OLD */ + nw2black(curr); /* make object black (to be removed) */ + goto remove; + } + remove: *p = *next; continue; + remain: p = next; continue; + } + return p; +} + + +/* +** Correct all gray lists, coalescing them into 'grayagain'. +*/ +static void correctgraylists (global_State *g) { + GCObject **list = correctgraylist(&g->grayagain); + *list = g->weak; g->weak = NULL; + list = correctgraylist(list); + *list = g->allweak; g->allweak = NULL; + list = correctgraylist(list); + *list = g->ephemeron; g->ephemeron = NULL; + correctgraylist(list); +} + + +/* +** Mark black 'OLD1' objects when starting a new young collection. +** Gray objects are already in some gray list, and so will be visited +** in the atomic step. +*/ +static void markold (global_State *g, GCObject *from, GCObject *to) { + GCObject *p; + for (p = from; p != to; p = p->next) { + if (getage(p) == G_OLD1) { + lua_assert(!iswhite(p)); + changeage(p, G_OLD1, G_OLD); /* now they are old */ + if (isblack(p)) + reallymarkobject(g, p); + } + } +} + + +/* +** Finish a young-generation collection. +*/ +static void finishgencycle (lua_State *L, global_State *g) { + correctgraylists(g); + checkSizes(L, g); + g->gcstate = GCSpropagate; /* skip restart */ + if (!g->gcemergency) + callallpendingfinalizers(L); +} + + +/* +** Does a young collection. First, mark 'OLD1' objects. Then does the +** atomic step. Then, sweep all lists and advance pointers. Finally, +** finish the collection. +*/ +static void youngcollection (lua_State *L, global_State *g) { + GCObject **psurvival; /* to point to first non-dead survival object */ + GCObject *dummy; /* dummy out parameter to 'sweepgen' */ + lua_assert(g->gcstate == GCSpropagate); + if (g->firstold1) { /* are there regular OLD1 objects? */ + markold(g, g->firstold1, g->reallyold); /* mark them */ + g->firstold1 = NULL; /* no more OLD1 objects (for now) */ + } + markold(g, g->finobj, g->finobjrold); + markold(g, g->tobefnz, NULL); + atomic(L); + + /* sweep nursery and get a pointer to its last live element */ + g->gcstate = GCSswpallgc; + psurvival = sweepgen(L, g, &g->allgc, g->survival, &g->firstold1); + /* sweep 'survival' */ + sweepgen(L, g, psurvival, g->old1, &g->firstold1); + g->reallyold = g->old1; + g->old1 = *psurvival; /* 'survival' survivals are old now */ + g->survival = g->allgc; /* all news are survivals */ + + /* repeat for 'finobj' lists */ + dummy = NULL; /* no 'firstold1' optimization for 'finobj' lists */ + psurvival = sweepgen(L, g, &g->finobj, g->finobjsur, &dummy); + /* sweep 'survival' */ + sweepgen(L, g, psurvival, g->finobjold1, &dummy); + g->finobjrold = g->finobjold1; + g->finobjold1 = *psurvival; /* 'survival' survivals are old now */ + g->finobjsur = g->finobj; /* all news are survivals */ + + sweepgen(L, g, &g->tobefnz, NULL, &dummy); + finishgencycle(L, g); +} + + +/* +** Clears all gray lists, sweeps objects, and prepare sublists to enter +** generational mode. The sweeps remove dead objects and turn all +** surviving objects to old. Threads go back to 'grayagain'; everything +** else is turned black (not in any gray list). +*/ +static void atomic2gen (lua_State *L, global_State *g) { + cleargraylists(g); + /* sweep all elements making them old */ + g->gcstate = GCSswpallgc; + sweep2old(L, &g->allgc); + /* everything alive now is old */ + g->reallyold = g->old1 = g->survival = g->allgc; + g->firstold1 = NULL; /* there are no OLD1 objects anywhere */ + + /* repeat for 'finobj' lists */ + sweep2old(L, &g->finobj); + g->finobjrold = g->finobjold1 = g->finobjsur = g->finobj; + + sweep2old(L, &g->tobefnz); + + g->gckind = KGC_GEN; + g->lastatomic = 0; + g->GCestimate = gettotalbytes(g); /* base for memory control */ + finishgencycle(L, g); +} + + +/* +** Enter generational mode. Must go until the end of an atomic cycle +** to ensure that all objects are correctly marked and weak tables +** are cleared. Then, turn all objects into old and finishes the +** collection. +*/ +static lu_mem entergen (lua_State *L, global_State *g) { + lu_mem numobjs; + luaC_runtilstate(L, bitmask(GCSpause)); /* prepare to start a new cycle */ + luaC_runtilstate(L, bitmask(GCSpropagate)); /* start new cycle */ + numobjs = atomic(L); /* propagates all and then do the atomic stuff */ + atomic2gen(L, g); + return numobjs; +} + + +/* +** Enter incremental mode. Turn all objects white, make all +** intermediate lists point to NULL (to avoid invalid pointers), +** and go to the pause state. +*/ +static void enterinc (global_State *g) { + whitelist(g, g->allgc); + g->reallyold = g->old1 = g->survival = NULL; + whitelist(g, g->finobj); + whitelist(g, g->tobefnz); + g->finobjrold = g->finobjold1 = g->finobjsur = NULL; + g->gcstate = GCSpause; + g->gckind = KGC_INC; + g->lastatomic = 0; +} + + +/* +** Change collector mode to 'newmode'. +*/ +void luaC_changemode (lua_State *L, int newmode) { + global_State *g = G(L); + if (newmode != g->gckind) { + if (newmode == KGC_GEN) /* entering generational mode? */ + entergen(L, g); + else + enterinc(g); /* entering incremental mode */ + } + g->lastatomic = 0; +} + + +/* +** Does a full collection in generational mode. +*/ +static lu_mem fullgen (lua_State *L, global_State *g) { + enterinc(g); + return entergen(L, g); +} + + +/* +** Set debt for the next minor collection, which will happen when +** memory grows 'genminormul'%. +*/ +static void setminordebt (global_State *g) { + luaE_setdebt(g, -(cast(l_mem, (gettotalbytes(g) / 100)) * g->genminormul)); +} + + +/* +** Does a major collection after last collection was a "bad collection". +** +** When the program is building a big structure, it allocates lots of +** memory but generates very little garbage. In those scenarios, +** the generational mode just wastes time doing small collections, and +** major collections are frequently what we call a "bad collection", a +** collection that frees too few objects. To avoid the cost of switching +** between generational mode and the incremental mode needed for full +** (major) collections, the collector tries to stay in incremental mode +** after a bad collection, and to switch back to generational mode only +** after a "good" collection (one that traverses less than 9/8 objects +** of the previous one). +** The collector must choose whether to stay in incremental mode or to +** switch back to generational mode before sweeping. At this point, it +** does not know the real memory in use, so it cannot use memory to +** decide whether to return to generational mode. Instead, it uses the +** number of objects traversed (returned by 'atomic') as a proxy. The +** field 'g->lastatomic' keeps this count from the last collection. +** ('g->lastatomic != 0' also means that the last collection was bad.) +*/ +static void stepgenfull (lua_State *L, global_State *g) { + lu_mem newatomic; /* count of traversed objects */ + lu_mem lastatomic = g->lastatomic; /* count from last collection */ + if (g->gckind == KGC_GEN) /* still in generational mode? */ + enterinc(g); /* enter incremental mode */ + luaC_runtilstate(L, bitmask(GCSpropagate)); /* start new cycle */ + newatomic = atomic(L); /* mark everybody */ + if (newatomic < lastatomic + (lastatomic >> 3)) { /* good collection? */ + atomic2gen(L, g); /* return to generational mode */ + setminordebt(g); + } + else { /* another bad collection; stay in incremental mode */ + g->GCestimate = gettotalbytes(g); /* first estimate */; + entersweep(L); + luaC_runtilstate(L, bitmask(GCSpause)); /* finish collection */ + setpause(g); + g->lastatomic = newatomic; + } +} + + +/* +** Does a generational "step". +** Usually, this means doing a minor collection and setting the debt to +** make another collection when memory grows 'genminormul'% larger. +** +** However, there are exceptions. If memory grows 'genmajormul'% +** larger than it was at the end of the last major collection (kept +** in 'g->GCestimate'), the function does a major collection. At the +** end, it checks whether the major collection was able to free a +** decent amount of memory (at least half the growth in memory since +** previous major collection). If so, the collector keeps its state, +** and the next collection will probably be minor again. Otherwise, +** we have what we call a "bad collection". In that case, set the field +** 'g->lastatomic' to signal that fact, so that the next collection will +** go to 'stepgenfull'. +** +** 'GCdebt <= 0' means an explicit call to GC step with "size" zero; +** in that case, do a minor collection. +*/ +static void genstep (lua_State *L, global_State *g) { + if (g->lastatomic != 0) /* last collection was a bad one? */ + stepgenfull(L, g); /* do a full step */ + else { + lu_mem majorbase = g->GCestimate; /* memory after last major collection */ + lu_mem majorinc = (majorbase / 100) * getgcparam(g->genmajormul); + if (g->GCdebt > 0 && gettotalbytes(g) > majorbase + majorinc) { + lu_mem numobjs = fullgen(L, g); /* do a major collection */ + if (gettotalbytes(g) < majorbase + (majorinc / 2)) { + /* collected at least half of memory growth since last major + collection; keep doing minor collections */ + setminordebt(g); + } + else { /* bad collection */ + g->lastatomic = numobjs; /* signal that last collection was bad */ + setpause(g); /* do a long wait for next (major) collection */ + } + } + else { /* regular case; do a minor collection */ + youngcollection(L, g); + setminordebt(g); + g->GCestimate = majorbase; /* preserve base value */ + } + } + lua_assert(isdecGCmodegen(g)); +} + +/* }====================================================== */ + + +/* +** {====================================================== +** GC control +** ======================================================= +*/ + + +/* +** Set the "time" to wait before starting a new GC cycle; cycle will +** start when memory use hits the threshold of ('estimate' * pause / +** PAUSEADJ). (Division by 'estimate' should be OK: it cannot be zero, +** because Lua cannot even start with less than PAUSEADJ bytes). +*/ +static void setpause (global_State *g) { + l_mem threshold, debt; + int pause = getgcparam(g->gcpause); + l_mem estimate = g->GCestimate / PAUSEADJ; /* adjust 'estimate' */ + lua_assert(estimate > 0); + threshold = (pause < MAX_LMEM / estimate) /* overflow? */ + ? estimate * pause /* no overflow */ + : MAX_LMEM; /* overflow; truncate to maximum */ + debt = gettotalbytes(g) - threshold; + if (debt > 0) debt = 0; + luaE_setdebt(g, debt); +} + + +/* +** Enter first sweep phase. +** The call to 'sweeptolive' makes the pointer point to an object +** inside the list (instead of to the header), so that the real sweep do +** not need to skip objects created between "now" and the start of the +** real sweep. +*/ +static void entersweep (lua_State *L) { + global_State *g = G(L); + g->gcstate = GCSswpallgc; + lua_assert(g->sweepgc == NULL); + g->sweepgc = sweeptolive(L, &g->allgc); +} + + +/* +** Delete all objects in list 'p' until (but not including) object +** 'limit'. +*/ +static void deletelist (lua_State *L, GCObject *p, GCObject *limit) { + while (p != limit) { + GCObject *next = p->next; + freeobj(L, p); + p = next; + } +} + + +/* +** Call all finalizers of the objects in the given Lua state, and +** then free all objects, except for the main thread. +*/ +void luaC_freeallobjects (lua_State *L) { + global_State *g = G(L); + g->gcstp = GCSTPCLS; /* no extra finalizers after here */ + luaC_changemode(L, KGC_INC); + separatetobefnz(g, 1); /* separate all objects with finalizers */ + lua_assert(g->finobj == NULL); + callallpendingfinalizers(L); + deletelist(L, g->allgc, obj2gco(g->mainthread)); + lua_assert(g->finobj == NULL); /* no new finalizers */ + deletelist(L, g->fixedgc, NULL); /* collect fixed objects */ + lua_assert(g->strt.nuse == 0); +} + + +static lu_mem atomic (lua_State *L) { + global_State *g = G(L); + lu_mem work = 0; + GCObject *origweak, *origall; + GCObject *grayagain = g->grayagain; /* save original list */ + g->grayagain = NULL; + lua_assert(g->ephemeron == NULL && g->weak == NULL); + lua_assert(!iswhite(g->mainthread)); + g->gcstate = GCSatomic; + markobject(g, L); /* mark running thread */ + /* registry and global metatables may be changed by API */ + markvalue(g, &g->l_registry); + markmt(g); /* mark global metatables */ + work += propagateall(g); /* empties 'gray' list */ + /* remark occasional upvalues of (maybe) dead threads */ + work += remarkupvals(g); + work += propagateall(g); /* propagate changes */ + g->gray = grayagain; + work += propagateall(g); /* traverse 'grayagain' list */ + convergeephemerons(g); + /* at this point, all strongly accessible objects are marked. */ + /* Clear values from weak tables, before checking finalizers */ + clearbyvalues(g, g->weak, NULL); + clearbyvalues(g, g->allweak, NULL); + origweak = g->weak; origall = g->allweak; + separatetobefnz(g, 0); /* separate objects to be finalized */ + work += markbeingfnz(g); /* mark objects that will be finalized */ + work += propagateall(g); /* remark, to propagate 'resurrection' */ + convergeephemerons(g); + /* at this point, all resurrected objects are marked. */ + /* remove dead objects from weak tables */ + clearbykeys(g, g->ephemeron); /* clear keys from all ephemeron tables */ + clearbykeys(g, g->allweak); /* clear keys from all 'allweak' tables */ + /* clear values from resurrected weak tables */ + clearbyvalues(g, g->weak, origweak); + clearbyvalues(g, g->allweak, origall); + luaS_clearcache(g); + g->currentwhite = cast_byte(otherwhite(g)); /* flip current white */ + lua_assert(g->gray == NULL); + return work; /* estimate of slots marked by 'atomic' */ +} + + +static int sweepstep (lua_State *L, global_State *g, + int nextstate, GCObject **nextlist) { + if (g->sweepgc) { + l_mem olddebt = g->GCdebt; + int count; + g->sweepgc = sweeplist(L, g->sweepgc, GCSWEEPMAX, &count); + g->GCestimate += g->GCdebt - olddebt; /* update estimate */ + return count; + } + else { /* enter next state */ + g->gcstate = nextstate; + g->sweepgc = nextlist; + return 0; /* no work done */ + } +} + + +static lu_mem singlestep (lua_State *L) { + global_State *g = G(L); + lu_mem work; + lua_assert(!g->gcstopem); /* collector is not reentrant */ + g->gcstopem = 1; /* no emergency collections while collecting */ + switch (g->gcstate) { + case GCSpause: { + restartcollection(g); + g->gcstate = GCSpropagate; + work = 1; + break; + } + case GCSpropagate: { + if (g->gray == NULL) { /* no more gray objects? */ + g->gcstate = GCSenteratomic; /* finish propagate phase */ + work = 0; + } + else + work = propagatemark(g); /* traverse one gray object */ + break; + } + case GCSenteratomic: { + work = atomic(L); /* work is what was traversed by 'atomic' */ + entersweep(L); + g->GCestimate = gettotalbytes(g); /* first estimate */; + break; + } + case GCSswpallgc: { /* sweep "regular" objects */ + work = sweepstep(L, g, GCSswpfinobj, &g->finobj); + break; + } + case GCSswpfinobj: { /* sweep objects with finalizers */ + work = sweepstep(L, g, GCSswptobefnz, &g->tobefnz); + break; + } + case GCSswptobefnz: { /* sweep objects to be finalized */ + work = sweepstep(L, g, GCSswpend, NULL); + break; + } + case GCSswpend: { /* finish sweeps */ + checkSizes(L, g); + g->gcstate = GCScallfin; + work = 0; + break; + } + case GCScallfin: { /* call remaining finalizers */ + if (g->tobefnz && !g->gcemergency) { + g->gcstopem = 0; /* ok collections during finalizers */ + work = runafewfinalizers(L, GCFINMAX) * GCFINALIZECOST; + } + else { /* emergency mode or no more finalizers */ + g->gcstate = GCSpause; /* finish collection */ + work = 0; + } + break; + } + default: lua_assert(0); return 0; + } + g->gcstopem = 0; + return work; +} + + +/* +** advances the garbage collector until it reaches a state allowed +** by 'statemask' +*/ +void luaC_runtilstate (lua_State *L, int statesmask) { + global_State *g = G(L); + while (!testbit(statesmask, g->gcstate)) + singlestep(L); +} + + + +/* +** Performs a basic incremental step. The debt and step size are +** converted from bytes to "units of work"; then the function loops +** running single steps until adding that many units of work or +** finishing a cycle (pause state). Finally, it sets the debt that +** controls when next step will be performed. +*/ +static void incstep (lua_State *L, global_State *g) { + int stepmul = (getgcparam(g->gcstepmul) | 1); /* avoid division by 0 */ + l_mem debt = (g->GCdebt / WORK2MEM) * stepmul; + l_mem stepsize = (g->gcstepsize <= log2maxs(l_mem)) + ? ((cast(l_mem, 1) << g->gcstepsize) / WORK2MEM) * stepmul + : MAX_LMEM; /* overflow; keep maximum value */ + do { /* repeat until pause or enough "credit" (negative debt) */ + lu_mem work = singlestep(L); /* perform one single step */ + debt -= work; + } while (debt > -stepsize && g->gcstate != GCSpause); + if (g->gcstate == GCSpause) + setpause(g); /* pause until next cycle */ + else { + debt = (debt / stepmul) * WORK2MEM; /* convert 'work units' to bytes */ + luaE_setdebt(g, debt); + } +} + +/* +** performs a basic GC step if collector is running +*/ +void luaC_step (lua_State *L) { + global_State *g = G(L); + lua_assert(!g->gcemergency); + if (gcrunning(g)) { /* running? */ + if(isdecGCmodegen(g)) + genstep(L, g); + else + incstep(L, g); + } +} + + +/* +** Perform a full collection in incremental mode. +** Before running the collection, check 'keepinvariant'; if it is true, +** there may be some objects marked as black, so the collector has +** to sweep all objects to turn them back to white (as white has not +** changed, nothing will be collected). +*/ +static void fullinc (lua_State *L, global_State *g) { + if (keepinvariant(g)) /* black objects? */ + entersweep(L); /* sweep everything to turn them back to white */ + /* finish any pending sweep phase to start a new cycle */ + luaC_runtilstate(L, bitmask(GCSpause)); + luaC_runtilstate(L, bitmask(GCScallfin)); /* run up to finalizers */ + /* estimate must be correct after a full GC cycle */ + lua_assert(g->GCestimate == gettotalbytes(g)); + luaC_runtilstate(L, bitmask(GCSpause)); /* finish collection */ + setpause(g); +} + + +/* +** Performs a full GC cycle; if 'isemergency', set a flag to avoid +** some operations which could change the interpreter state in some +** unexpected ways (running finalizers and shrinking some structures). +*/ +void luaC_fullgc (lua_State *L, int isemergency) { + global_State *g = G(L); + lua_assert(!g->gcemergency); + g->gcemergency = isemergency; /* set flag */ + if (g->gckind == KGC_INC) + fullinc(L, g); + else + fullgen(L, g); + g->gcemergency = 0; +} + +/* }====================================================== */ + + diff --git a/Dependencies/LuaRaw/src/linit.c b/Dependencies/LuaRaw/src/linit.c new file mode 100644 index 000000000..69808f84f --- /dev/null +++ b/Dependencies/LuaRaw/src/linit.c @@ -0,0 +1,65 @@ +/* +** $Id: linit.c $ +** Initialization of libraries for lua.c and other clients +** See Copyright Notice in lua.h +*/ + + +#define linit_c +#define LUA_LIB + +/* +** If you embed Lua in your program and need to open the standard +** libraries, call luaL_openlibs in your program. If you need a +** different set of libraries, copy this file to your project and edit +** it to suit your needs. +** +** You can also *preload* libraries, so that a later 'require' can +** open the library, which is already linked to the application. +** For that, do the following code: +** +** luaL_getsubtable(L, LUA_REGISTRYINDEX, LUA_PRELOAD_TABLE); +** lua_pushcfunction(L, luaopen_modname); +** lua_setfield(L, -2, modname); +** lua_pop(L, 1); // remove PRELOAD table +*/ + +#include "lprefix.h" + + +#include + +#include "lua.h" + +#include "lualib.h" +#include "lauxlib.h" + + +/* +** these libs are loaded by lua.c and are readily available to any Lua +** program +*/ +static const luaL_Reg loadedlibs[] = { + {LUA_GNAME, luaopen_base}, + {LUA_LOADLIBNAME, luaopen_package}, + {LUA_COLIBNAME, luaopen_coroutine}, + {LUA_TABLIBNAME, luaopen_table}, + {LUA_IOLIBNAME, luaopen_io}, + {LUA_OSLIBNAME, luaopen_os}, + {LUA_STRLIBNAME, luaopen_string}, + {LUA_MATHLIBNAME, luaopen_math}, + {LUA_UTF8LIBNAME, luaopen_utf8}, + {LUA_DBLIBNAME, luaopen_debug}, + {NULL, NULL} +}; + + +LUALIB_API void luaL_openlibs (lua_State *L) { + const luaL_Reg *lib; + /* "require" functions from 'loadedlibs' and set results to global table */ + for (lib = loadedlibs; lib->func; lib++) { + luaL_requiref(L, lib->name, lib->func, 1); + lua_pop(L, 1); /* remove lib */ + } +} + diff --git a/Dependencies/LuaRaw/src/liolib.c b/Dependencies/LuaRaw/src/liolib.c new file mode 100644 index 000000000..b08397da4 --- /dev/null +++ b/Dependencies/LuaRaw/src/liolib.c @@ -0,0 +1,828 @@ +/* +** $Id: liolib.c $ +** Standard I/O (and system) library +** See Copyright Notice in lua.h +*/ + +#define liolib_c +#define LUA_LIB + +#include "lprefix.h" + + +#include +#include +#include +#include +#include +#include + +#include "lua.h" + +#include "lauxlib.h" +#include "lualib.h" + + + + +/* +** Change this macro to accept other modes for 'fopen' besides +** the standard ones. +*/ +#if !defined(l_checkmode) + +/* accepted extensions to 'mode' in 'fopen' */ +#if !defined(L_MODEEXT) +#define L_MODEEXT "b" +#endif + +/* Check whether 'mode' matches '[rwa]%+?[L_MODEEXT]*' */ +static int l_checkmode (const char *mode) { + return (*mode != '\0' && strchr("rwa", *(mode++)) != NULL && + (*mode != '+' || ((void)(++mode), 1)) && /* skip if char is '+' */ + (strspn(mode, L_MODEEXT) == strlen(mode))); /* check extensions */ +} + +#endif + +/* +** {====================================================== +** l_popen spawns a new process connected to the current +** one through the file streams. +** ======================================================= +*/ + +#if !defined(l_popen) /* { */ + +#if defined(LUA_USE_POSIX) /* { */ + +#define l_popen(L,c,m) (fflush(NULL), popen(c,m)) +#define l_pclose(L,file) (pclose(file)) + +#elif defined(LUA_USE_WINDOWS) /* }{ */ + +#define l_popen(L,c,m) (_popen(c,m)) +#define l_pclose(L,file) (_pclose(file)) + +#if !defined(l_checkmodep) +/* Windows accepts "[rw][bt]?" as valid modes */ +#define l_checkmodep(m) ((m[0] == 'r' || m[0] == 'w') && \ + (m[1] == '\0' || ((m[1] == 'b' || m[1] == 't') && m[2] == '\0'))) +#endif + +#else /* }{ */ + +/* ISO C definitions */ +#define l_popen(L,c,m) \ + ((void)c, (void)m, \ + luaL_error(L, "'popen' not supported"), \ + (FILE*)0) +#define l_pclose(L,file) ((void)L, (void)file, -1) + +#endif /* } */ + +#endif /* } */ + + +#if !defined(l_checkmodep) +/* By default, Lua accepts only "r" or "w" as valid modes */ +#define l_checkmodep(m) ((m[0] == 'r' || m[0] == 'w') && m[1] == '\0') +#endif + +/* }====================================================== */ + + +#if !defined(l_getc) /* { */ + +#if defined(LUA_USE_POSIX) +#define l_getc(f) getc_unlocked(f) +#define l_lockfile(f) flockfile(f) +#define l_unlockfile(f) funlockfile(f) +#else +#define l_getc(f) getc(f) +#define l_lockfile(f) ((void)0) +#define l_unlockfile(f) ((void)0) +#endif + +#endif /* } */ + + +/* +** {====================================================== +** l_fseek: configuration for longer offsets +** ======================================================= +*/ + +#if !defined(l_fseek) /* { */ + +#if defined(LUA_USE_POSIX) /* { */ + +#include + +#define l_fseek(f,o,w) fseeko(f,o,w) +#define l_ftell(f) ftello(f) +#define l_seeknum off_t + +#elif defined(LUA_USE_WINDOWS) && !defined(_CRTIMP_TYPEINFO) \ + && defined(_MSC_VER) && (_MSC_VER >= 1400) /* }{ */ + +/* Windows (but not DDK) and Visual C++ 2005 or higher */ +#define l_fseek(f,o,w) _fseeki64(f,o,w) +#define l_ftell(f) _ftelli64(f) +#define l_seeknum __int64 + +#else /* }{ */ + +/* ISO C definitions */ +#define l_fseek(f,o,w) fseek(f,o,w) +#define l_ftell(f) ftell(f) +#define l_seeknum long + +#endif /* } */ + +#endif /* } */ + +/* }====================================================== */ + + + +#define IO_PREFIX "_IO_" +#define IOPREF_LEN (sizeof(IO_PREFIX)/sizeof(char) - 1) +#define IO_INPUT (IO_PREFIX "input") +#define IO_OUTPUT (IO_PREFIX "output") + + +typedef luaL_Stream LStream; + + +#define tolstream(L) ((LStream *)luaL_checkudata(L, 1, LUA_FILEHANDLE)) + +#define isclosed(p) ((p)->closef == NULL) + + +static int io_type (lua_State *L) { + LStream *p; + luaL_checkany(L, 1); + p = (LStream *)luaL_testudata(L, 1, LUA_FILEHANDLE); + if (p == NULL) + luaL_pushfail(L); /* not a file */ + else if (isclosed(p)) + lua_pushliteral(L, "closed file"); + else + lua_pushliteral(L, "file"); + return 1; +} + + +static int f_tostring (lua_State *L) { + LStream *p = tolstream(L); + if (isclosed(p)) + lua_pushliteral(L, "file (closed)"); + else + lua_pushfstring(L, "file (%p)", p->f); + return 1; +} + + +static FILE *tofile (lua_State *L) { + LStream *p = tolstream(L); + if (l_unlikely(isclosed(p))) + luaL_error(L, "attempt to use a closed file"); + lua_assert(p->f); + return p->f; +} + + +/* +** When creating file handles, always creates a 'closed' file handle +** before opening the actual file; so, if there is a memory error, the +** handle is in a consistent state. +*/ +static LStream *newprefile (lua_State *L) { + LStream *p = (LStream *)lua_newuserdatauv(L, sizeof(LStream), 0); + p->closef = NULL; /* mark file handle as 'closed' */ + luaL_setmetatable(L, LUA_FILEHANDLE); + return p; +} + + +/* +** Calls the 'close' function from a file handle. The 'volatile' avoids +** a bug in some versions of the Clang compiler (e.g., clang 3.0 for +** 32 bits). +*/ +static int aux_close (lua_State *L) { + LStream *p = tolstream(L); + volatile lua_CFunction cf = p->closef; + p->closef = NULL; /* mark stream as closed */ + return (*cf)(L); /* close it */ +} + + +static int f_close (lua_State *L) { + tofile(L); /* make sure argument is an open stream */ + return aux_close(L); +} + + +static int io_close (lua_State *L) { + if (lua_isnone(L, 1)) /* no argument? */ + lua_getfield(L, LUA_REGISTRYINDEX, IO_OUTPUT); /* use default output */ + return f_close(L); +} + + +static int f_gc (lua_State *L) { + LStream *p = tolstream(L); + if (!isclosed(p) && p->f != NULL) + aux_close(L); /* ignore closed and incompletely open files */ + return 0; +} + + +/* +** function to close regular files +*/ +static int io_fclose (lua_State *L) { + LStream *p = tolstream(L); + int res = fclose(p->f); + return luaL_fileresult(L, (res == 0), NULL); +} + + +static LStream *newfile (lua_State *L) { + LStream *p = newprefile(L); + p->f = NULL; + p->closef = &io_fclose; + return p; +} + + +static void opencheck (lua_State *L, const char *fname, const char *mode) { + LStream *p = newfile(L); + p->f = fopen(fname, mode); + if (l_unlikely(p->f == NULL)) + luaL_error(L, "cannot open file '%s' (%s)", fname, strerror(errno)); +} + + +static int io_open (lua_State *L) { + const char *filename = luaL_checkstring(L, 1); + const char *mode = luaL_optstring(L, 2, "r"); + LStream *p = newfile(L); + const char *md = mode; /* to traverse/check mode */ + luaL_argcheck(L, l_checkmode(md), 2, "invalid mode"); + p->f = fopen(filename, mode); + return (p->f == NULL) ? luaL_fileresult(L, 0, filename) : 1; +} + + +/* +** function to close 'popen' files +*/ +static int io_pclose (lua_State *L) { + LStream *p = tolstream(L); + errno = 0; + return luaL_execresult(L, l_pclose(L, p->f)); +} + + +static int io_popen (lua_State *L) { + const char *filename = luaL_checkstring(L, 1); + const char *mode = luaL_optstring(L, 2, "r"); + LStream *p = newprefile(L); + luaL_argcheck(L, l_checkmodep(mode), 2, "invalid mode"); + p->f = l_popen(L, filename, mode); + p->closef = &io_pclose; + return (p->f == NULL) ? luaL_fileresult(L, 0, filename) : 1; +} + + +static int io_tmpfile (lua_State *L) { + LStream *p = newfile(L); + p->f = tmpfile(); + return (p->f == NULL) ? luaL_fileresult(L, 0, NULL) : 1; +} + + +static FILE *getiofile (lua_State *L, const char *findex) { + LStream *p; + lua_getfield(L, LUA_REGISTRYINDEX, findex); + p = (LStream *)lua_touserdata(L, -1); + if (l_unlikely(isclosed(p))) + luaL_error(L, "default %s file is closed", findex + IOPREF_LEN); + return p->f; +} + + +static int g_iofile (lua_State *L, const char *f, const char *mode) { + if (!lua_isnoneornil(L, 1)) { + const char *filename = lua_tostring(L, 1); + if (filename) + opencheck(L, filename, mode); + else { + tofile(L); /* check that it's a valid file handle */ + lua_pushvalue(L, 1); + } + lua_setfield(L, LUA_REGISTRYINDEX, f); + } + /* return current value */ + lua_getfield(L, LUA_REGISTRYINDEX, f); + return 1; +} + + +static int io_input (lua_State *L) { + return g_iofile(L, IO_INPUT, "r"); +} + + +static int io_output (lua_State *L) { + return g_iofile(L, IO_OUTPUT, "w"); +} + + +static int io_readline (lua_State *L); + + +/* +** maximum number of arguments to 'f:lines'/'io.lines' (it + 3 must fit +** in the limit for upvalues of a closure) +*/ +#define MAXARGLINE 250 + +/* +** Auxiliary function to create the iteration function for 'lines'. +** The iteration function is a closure over 'io_readline', with +** the following upvalues: +** 1) The file being read (first value in the stack) +** 2) the number of arguments to read +** 3) a boolean, true iff file has to be closed when finished ('toclose') +** *) a variable number of format arguments (rest of the stack) +*/ +static void aux_lines (lua_State *L, int toclose) { + int n = lua_gettop(L) - 1; /* number of arguments to read */ + luaL_argcheck(L, n <= MAXARGLINE, MAXARGLINE + 2, "too many arguments"); + lua_pushvalue(L, 1); /* file */ + lua_pushinteger(L, n); /* number of arguments to read */ + lua_pushboolean(L, toclose); /* close/not close file when finished */ + lua_rotate(L, 2, 3); /* move the three values to their positions */ + lua_pushcclosure(L, io_readline, 3 + n); +} + + +static int f_lines (lua_State *L) { + tofile(L); /* check that it's a valid file handle */ + aux_lines(L, 0); + return 1; +} + + +/* +** Return an iteration function for 'io.lines'. If file has to be +** closed, also returns the file itself as a second result (to be +** closed as the state at the exit of a generic for). +*/ +static int io_lines (lua_State *L) { + int toclose; + if (lua_isnone(L, 1)) lua_pushnil(L); /* at least one argument */ + if (lua_isnil(L, 1)) { /* no file name? */ + lua_getfield(L, LUA_REGISTRYINDEX, IO_INPUT); /* get default input */ + lua_replace(L, 1); /* put it at index 1 */ + tofile(L); /* check that it's a valid file handle */ + toclose = 0; /* do not close it after iteration */ + } + else { /* open a new file */ + const char *filename = luaL_checkstring(L, 1); + opencheck(L, filename, "r"); + lua_replace(L, 1); /* put file at index 1 */ + toclose = 1; /* close it after iteration */ + } + aux_lines(L, toclose); /* push iteration function */ + if (toclose) { + lua_pushnil(L); /* state */ + lua_pushnil(L); /* control */ + lua_pushvalue(L, 1); /* file is the to-be-closed variable (4th result) */ + return 4; + } + else + return 1; +} + + +/* +** {====================================================== +** READ +** ======================================================= +*/ + + +/* maximum length of a numeral */ +#if !defined (L_MAXLENNUM) +#define L_MAXLENNUM 200 +#endif + + +/* auxiliary structure used by 'read_number' */ +typedef struct { + FILE *f; /* file being read */ + int c; /* current character (look ahead) */ + int n; /* number of elements in buffer 'buff' */ + char buff[L_MAXLENNUM + 1]; /* +1 for ending '\0' */ +} RN; + + +/* +** Add current char to buffer (if not out of space) and read next one +*/ +static int nextc (RN *rn) { + if (l_unlikely(rn->n >= L_MAXLENNUM)) { /* buffer overflow? */ + rn->buff[0] = '\0'; /* invalidate result */ + return 0; /* fail */ + } + else { + rn->buff[rn->n++] = rn->c; /* save current char */ + rn->c = l_getc(rn->f); /* read next one */ + return 1; + } +} + + +/* +** Accept current char if it is in 'set' (of size 2) +*/ +static int test2 (RN *rn, const char *set) { + if (rn->c == set[0] || rn->c == set[1]) + return nextc(rn); + else return 0; +} + + +/* +** Read a sequence of (hex)digits +*/ +static int readdigits (RN *rn, int hex) { + int count = 0; + while ((hex ? isxdigit(rn->c) : isdigit(rn->c)) && nextc(rn)) + count++; + return count; +} + + +/* +** Read a number: first reads a valid prefix of a numeral into a buffer. +** Then it calls 'lua_stringtonumber' to check whether the format is +** correct and to convert it to a Lua number. +*/ +static int read_number (lua_State *L, FILE *f) { + RN rn; + int count = 0; + int hex = 0; + char decp[2]; + rn.f = f; rn.n = 0; + decp[0] = lua_getlocaledecpoint(); /* get decimal point from locale */ + decp[1] = '.'; /* always accept a dot */ + l_lockfile(rn.f); + do { rn.c = l_getc(rn.f); } while (isspace(rn.c)); /* skip spaces */ + test2(&rn, "-+"); /* optional sign */ + if (test2(&rn, "00")) { + if (test2(&rn, "xX")) hex = 1; /* numeral is hexadecimal */ + else count = 1; /* count initial '0' as a valid digit */ + } + count += readdigits(&rn, hex); /* integral part */ + if (test2(&rn, decp)) /* decimal point? */ + count += readdigits(&rn, hex); /* fractional part */ + if (count > 0 && test2(&rn, (hex ? "pP" : "eE"))) { /* exponent mark? */ + test2(&rn, "-+"); /* exponent sign */ + readdigits(&rn, 0); /* exponent digits */ + } + ungetc(rn.c, rn.f); /* unread look-ahead char */ + l_unlockfile(rn.f); + rn.buff[rn.n] = '\0'; /* finish string */ + if (l_likely(lua_stringtonumber(L, rn.buff))) + return 1; /* ok, it is a valid number */ + else { /* invalid format */ + lua_pushnil(L); /* "result" to be removed */ + return 0; /* read fails */ + } +} + + +static int test_eof (lua_State *L, FILE *f) { + int c = getc(f); + ungetc(c, f); /* no-op when c == EOF */ + lua_pushliteral(L, ""); + return (c != EOF); +} + + +static int read_line (lua_State *L, FILE *f, int chop) { + luaL_Buffer b; + int c; + luaL_buffinit(L, &b); + do { /* may need to read several chunks to get whole line */ + char *buff = luaL_prepbuffer(&b); /* preallocate buffer space */ + int i = 0; + l_lockfile(f); /* no memory errors can happen inside the lock */ + while (i < LUAL_BUFFERSIZE && (c = l_getc(f)) != EOF && c != '\n') + buff[i++] = c; /* read up to end of line or buffer limit */ + l_unlockfile(f); + luaL_addsize(&b, i); + } while (c != EOF && c != '\n'); /* repeat until end of line */ + if (!chop && c == '\n') /* want a newline and have one? */ + luaL_addchar(&b, c); /* add ending newline to result */ + luaL_pushresult(&b); /* close buffer */ + /* return ok if read something (either a newline or something else) */ + return (c == '\n' || lua_rawlen(L, -1) > 0); +} + + +static void read_all (lua_State *L, FILE *f) { + size_t nr; + luaL_Buffer b; + luaL_buffinit(L, &b); + do { /* read file in chunks of LUAL_BUFFERSIZE bytes */ + char *p = luaL_prepbuffer(&b); + nr = fread(p, sizeof(char), LUAL_BUFFERSIZE, f); + luaL_addsize(&b, nr); + } while (nr == LUAL_BUFFERSIZE); + luaL_pushresult(&b); /* close buffer */ +} + + +static int read_chars (lua_State *L, FILE *f, size_t n) { + size_t nr; /* number of chars actually read */ + char *p; + luaL_Buffer b; + luaL_buffinit(L, &b); + p = luaL_prepbuffsize(&b, n); /* prepare buffer to read whole block */ + nr = fread(p, sizeof(char), n, f); /* try to read 'n' chars */ + luaL_addsize(&b, nr); + luaL_pushresult(&b); /* close buffer */ + return (nr > 0); /* true iff read something */ +} + + +static int g_read (lua_State *L, FILE *f, int first) { + int nargs = lua_gettop(L) - 1; + int n, success; + clearerr(f); + if (nargs == 0) { /* no arguments? */ + success = read_line(L, f, 1); + n = first + 1; /* to return 1 result */ + } + else { + /* ensure stack space for all results and for auxlib's buffer */ + luaL_checkstack(L, nargs+LUA_MINSTACK, "too many arguments"); + success = 1; + for (n = first; nargs-- && success; n++) { + if (lua_type(L, n) == LUA_TNUMBER) { + size_t l = (size_t)luaL_checkinteger(L, n); + success = (l == 0) ? test_eof(L, f) : read_chars(L, f, l); + } + else { + const char *p = luaL_checkstring(L, n); + if (*p == '*') p++; /* skip optional '*' (for compatibility) */ + switch (*p) { + case 'n': /* number */ + success = read_number(L, f); + break; + case 'l': /* line */ + success = read_line(L, f, 1); + break; + case 'L': /* line with end-of-line */ + success = read_line(L, f, 0); + break; + case 'a': /* file */ + read_all(L, f); /* read entire file */ + success = 1; /* always success */ + break; + default: + return luaL_argerror(L, n, "invalid format"); + } + } + } + } + if (ferror(f)) + return luaL_fileresult(L, 0, NULL); + if (!success) { + lua_pop(L, 1); /* remove last result */ + luaL_pushfail(L); /* push nil instead */ + } + return n - first; +} + + +static int io_read (lua_State *L) { + return g_read(L, getiofile(L, IO_INPUT), 1); +} + + +static int f_read (lua_State *L) { + return g_read(L, tofile(L), 2); +} + + +/* +** Iteration function for 'lines'. +*/ +static int io_readline (lua_State *L) { + LStream *p = (LStream *)lua_touserdata(L, lua_upvalueindex(1)); + int i; + int n = (int)lua_tointeger(L, lua_upvalueindex(2)); + if (isclosed(p)) /* file is already closed? */ + return luaL_error(L, "file is already closed"); + lua_settop(L , 1); + luaL_checkstack(L, n, "too many arguments"); + for (i = 1; i <= n; i++) /* push arguments to 'g_read' */ + lua_pushvalue(L, lua_upvalueindex(3 + i)); + n = g_read(L, p->f, 2); /* 'n' is number of results */ + lua_assert(n > 0); /* should return at least a nil */ + if (lua_toboolean(L, -n)) /* read at least one value? */ + return n; /* return them */ + else { /* first result is false: EOF or error */ + if (n > 1) { /* is there error information? */ + /* 2nd result is error message */ + return luaL_error(L, "%s", lua_tostring(L, -n + 1)); + } + if (lua_toboolean(L, lua_upvalueindex(3))) { /* generator created file? */ + lua_settop(L, 0); /* clear stack */ + lua_pushvalue(L, lua_upvalueindex(1)); /* push file at index 1 */ + aux_close(L); /* close it */ + } + return 0; + } +} + +/* }====================================================== */ + + +static int g_write (lua_State *L, FILE *f, int arg) { + int nargs = lua_gettop(L) - arg; + int status = 1; + for (; nargs--; arg++) { + if (lua_type(L, arg) == LUA_TNUMBER) { + /* optimization: could be done exactly as for strings */ + int len = lua_isinteger(L, arg) + ? fprintf(f, LUA_INTEGER_FMT, + (LUAI_UACINT)lua_tointeger(L, arg)) + : fprintf(f, LUA_NUMBER_FMT, + (LUAI_UACNUMBER)lua_tonumber(L, arg)); + status = status && (len > 0); + } + else { + size_t l; + const char *s = luaL_checklstring(L, arg, &l); + status = status && (fwrite(s, sizeof(char), l, f) == l); + } + } + if (l_likely(status)) + return 1; /* file handle already on stack top */ + else return luaL_fileresult(L, status, NULL); +} + + +static int io_write (lua_State *L) { + return g_write(L, getiofile(L, IO_OUTPUT), 1); +} + + +static int f_write (lua_State *L) { + FILE *f = tofile(L); + lua_pushvalue(L, 1); /* push file at the stack top (to be returned) */ + return g_write(L, f, 2); +} + + +static int f_seek (lua_State *L) { + static const int mode[] = {SEEK_SET, SEEK_CUR, SEEK_END}; + static const char *const modenames[] = {"set", "cur", "end", NULL}; + FILE *f = tofile(L); + int op = luaL_checkoption(L, 2, "cur", modenames); + lua_Integer p3 = luaL_optinteger(L, 3, 0); + l_seeknum offset = (l_seeknum)p3; + luaL_argcheck(L, (lua_Integer)offset == p3, 3, + "not an integer in proper range"); + op = l_fseek(f, offset, mode[op]); + if (l_unlikely(op)) + return luaL_fileresult(L, 0, NULL); /* error */ + else { + lua_pushinteger(L, (lua_Integer)l_ftell(f)); + return 1; + } +} + + +static int f_setvbuf (lua_State *L) { + static const int mode[] = {_IONBF, _IOFBF, _IOLBF}; + static const char *const modenames[] = {"no", "full", "line", NULL}; + FILE *f = tofile(L); + int op = luaL_checkoption(L, 2, NULL, modenames); + lua_Integer sz = luaL_optinteger(L, 3, LUAL_BUFFERSIZE); + int res = setvbuf(f, NULL, mode[op], (size_t)sz); + return luaL_fileresult(L, res == 0, NULL); +} + + + +static int io_flush (lua_State *L) { + return luaL_fileresult(L, fflush(getiofile(L, IO_OUTPUT)) == 0, NULL); +} + + +static int f_flush (lua_State *L) { + return luaL_fileresult(L, fflush(tofile(L)) == 0, NULL); +} + + +/* +** functions for 'io' library +*/ +static const luaL_Reg iolib[] = { + {"close", io_close}, + {"flush", io_flush}, + {"input", io_input}, + {"lines", io_lines}, + {"open", io_open}, + {"output", io_output}, + {"popen", io_popen}, + {"read", io_read}, + {"tmpfile", io_tmpfile}, + {"type", io_type}, + {"write", io_write}, + {NULL, NULL} +}; + + +/* +** methods for file handles +*/ +static const luaL_Reg meth[] = { + {"read", f_read}, + {"write", f_write}, + {"lines", f_lines}, + {"flush", f_flush}, + {"seek", f_seek}, + {"close", f_close}, + {"setvbuf", f_setvbuf}, + {NULL, NULL} +}; + + +/* +** metamethods for file handles +*/ +static const luaL_Reg metameth[] = { + {"__index", NULL}, /* place holder */ + {"__gc", f_gc}, + {"__close", f_gc}, + {"__tostring", f_tostring}, + {NULL, NULL} +}; + + +static void createmeta (lua_State *L) { + luaL_newmetatable(L, LUA_FILEHANDLE); /* metatable for file handles */ + luaL_setfuncs(L, metameth, 0); /* add metamethods to new metatable */ + luaL_newlibtable(L, meth); /* create method table */ + luaL_setfuncs(L, meth, 0); /* add file methods to method table */ + lua_setfield(L, -2, "__index"); /* metatable.__index = method table */ + lua_pop(L, 1); /* pop metatable */ +} + + +/* +** function to (not) close the standard files stdin, stdout, and stderr +*/ +static int io_noclose (lua_State *L) { + LStream *p = tolstream(L); + p->closef = &io_noclose; /* keep file opened */ + luaL_pushfail(L); + lua_pushliteral(L, "cannot close standard file"); + return 2; +} + + +static void createstdfile (lua_State *L, FILE *f, const char *k, + const char *fname) { + LStream *p = newprefile(L); + p->f = f; + p->closef = &io_noclose; + if (k != NULL) { + lua_pushvalue(L, -1); + lua_setfield(L, LUA_REGISTRYINDEX, k); /* add file to registry */ + } + lua_setfield(L, -2, fname); /* add file to module */ +} + + +LUAMOD_API int luaopen_io (lua_State *L) { + luaL_newlib(L, iolib); /* new module */ + createmeta(L); + /* create (and set) default files */ + createstdfile(L, stdin, IO_INPUT, "stdin"); + createstdfile(L, stdout, IO_OUTPUT, "stdout"); + createstdfile(L, stderr, NULL, "stderr"); + return 1; +} + diff --git a/Dependencies/LuaRaw/src/llex.c b/Dependencies/LuaRaw/src/llex.c new file mode 100644 index 000000000..e99151787 --- /dev/null +++ b/Dependencies/LuaRaw/src/llex.c @@ -0,0 +1,581 @@ +/* +** $Id: llex.c $ +** Lexical Analyzer +** See Copyright Notice in lua.h +*/ + +#define llex_c +#define LUA_CORE + +#include "lprefix.h" + + +#include +#include + +#include "lua.h" + +#include "lctype.h" +#include "ldebug.h" +#include "ldo.h" +#include "lgc.h" +#include "llex.h" +#include "lobject.h" +#include "lparser.h" +#include "lstate.h" +#include "lstring.h" +#include "ltable.h" +#include "lzio.h" + + + +#define next(ls) (ls->current = zgetc(ls->z)) + + + +#define currIsNewline(ls) (ls->current == '\n' || ls->current == '\r') + + +/* ORDER RESERVED */ +static const char *const luaX_tokens [] = { + "and", "break", "do", "else", "elseif", + "end", "false", "for", "function", "goto", "if", + "in", "local", "nil", "not", "or", "repeat", + "return", "then", "true", "until", "while", + "//", "..", "...", "==", ">=", "<=", "~=", + "<<", ">>", "::", "", + "", "", "", "" +}; + + +#define save_and_next(ls) (save(ls, ls->current), next(ls)) + + +static l_noret lexerror (LexState *ls, const char *msg, int token); + + +static void save (LexState *ls, int c) { + Mbuffer *b = ls->buff; + if (luaZ_bufflen(b) + 1 > luaZ_sizebuffer(b)) { + size_t newsize; + if (luaZ_sizebuffer(b) >= MAX_SIZE/2) + lexerror(ls, "lexical element too long", 0); + newsize = luaZ_sizebuffer(b) * 2; + luaZ_resizebuffer(ls->L, b, newsize); + } + b->buffer[luaZ_bufflen(b)++] = cast_char(c); +} + + +void luaX_init (lua_State *L) { + int i; + TString *e = luaS_newliteral(L, LUA_ENV); /* create env name */ + luaC_fix(L, obj2gco(e)); /* never collect this name */ + for (i=0; iextra = cast_byte(i+1); /* reserved word */ + } +} + + +const char *luaX_token2str (LexState *ls, int token) { + if (token < FIRST_RESERVED) { /* single-byte symbols? */ + if (lisprint(token)) + return luaO_pushfstring(ls->L, "'%c'", token); + else /* control character */ + return luaO_pushfstring(ls->L, "'<\\%d>'", token); + } + else { + const char *s = luaX_tokens[token - FIRST_RESERVED]; + if (token < TK_EOS) /* fixed format (symbols and reserved words)? */ + return luaO_pushfstring(ls->L, "'%s'", s); + else /* names, strings, and numerals */ + return s; + } +} + + +static const char *txtToken (LexState *ls, int token) { + switch (token) { + case TK_NAME: case TK_STRING: + case TK_FLT: case TK_INT: + save(ls, '\0'); + return luaO_pushfstring(ls->L, "'%s'", luaZ_buffer(ls->buff)); + default: + return luaX_token2str(ls, token); + } +} + + +static l_noret lexerror (LexState *ls, const char *msg, int token) { + msg = luaG_addinfo(ls->L, msg, ls->source, ls->linenumber); + if (token) + luaO_pushfstring(ls->L, "%s near %s", msg, txtToken(ls, token)); + luaD_throw(ls->L, LUA_ERRSYNTAX); +} + + +l_noret luaX_syntaxerror (LexState *ls, const char *msg) { + lexerror(ls, msg, ls->t.token); +} + + +/* +** Creates a new string and anchors it in scanner's table so that it +** will not be collected until the end of the compilation; by that time +** it should be anchored somewhere. It also internalizes long strings, +** ensuring there is only one copy of each unique string. The table +** here is used as a set: the string enters as the key, while its value +** is irrelevant. We use the string itself as the value only because it +** is a TValue readly available. Later, the code generation can change +** this value. +*/ +TString *luaX_newstring (LexState *ls, const char *str, size_t l) { + lua_State *L = ls->L; + TString *ts = luaS_newlstr(L, str, l); /* create new string */ + const TValue *o = luaH_getstr(ls->h, ts); + if (!ttisnil(o)) /* string already present? */ + ts = keystrval(nodefromval(o)); /* get saved copy */ + else { /* not in use yet */ + TValue *stv = s2v(L->top++); /* reserve stack space for string */ + setsvalue(L, stv, ts); /* temporarily anchor the string */ + luaH_finishset(L, ls->h, stv, o, stv); /* t[string] = string */ + /* table is not a metatable, so it does not need to invalidate cache */ + luaC_checkGC(L); + L->top--; /* remove string from stack */ + } + return ts; +} + + +/* +** increment line number and skips newline sequence (any of +** \n, \r, \n\r, or \r\n) +*/ +static void inclinenumber (LexState *ls) { + int old = ls->current; + lua_assert(currIsNewline(ls)); + next(ls); /* skip '\n' or '\r' */ + if (currIsNewline(ls) && ls->current != old) + next(ls); /* skip '\n\r' or '\r\n' */ + if (++ls->linenumber >= MAX_INT) + lexerror(ls, "chunk has too many lines", 0); +} + + +void luaX_setinput (lua_State *L, LexState *ls, ZIO *z, TString *source, + int firstchar) { + ls->t.token = 0; + ls->L = L; + ls->current = firstchar; + ls->lookahead.token = TK_EOS; /* no look-ahead token */ + ls->z = z; + ls->fs = NULL; + ls->linenumber = 1; + ls->lastline = 1; + ls->source = source; + ls->envn = luaS_newliteral(L, LUA_ENV); /* get env name */ + luaZ_resizebuffer(ls->L, ls->buff, LUA_MINBUFFER); /* initialize buffer */ +} + + + +/* +** ======================================================= +** LEXICAL ANALYZER +** ======================================================= +*/ + + +static int check_next1 (LexState *ls, int c) { + if (ls->current == c) { + next(ls); + return 1; + } + else return 0; +} + + +/* +** Check whether current char is in set 'set' (with two chars) and +** saves it +*/ +static int check_next2 (LexState *ls, const char *set) { + lua_assert(set[2] == '\0'); + if (ls->current == set[0] || ls->current == set[1]) { + save_and_next(ls); + return 1; + } + else return 0; +} + + +/* LUA_NUMBER */ +/* +** This function is quite liberal in what it accepts, as 'luaO_str2num' +** will reject ill-formed numerals. Roughly, it accepts the following +** pattern: +** +** %d(%x|%.|([Ee][+-]?))* | 0[Xx](%x|%.|([Pp][+-]?))* +** +** The only tricky part is to accept [+-] only after a valid exponent +** mark, to avoid reading '3-4' or '0xe+1' as a single number. +** +** The caller might have already read an initial dot. +*/ +static int read_numeral (LexState *ls, SemInfo *seminfo) { + TValue obj; + const char *expo = "Ee"; + int first = ls->current; + lua_assert(lisdigit(ls->current)); + save_and_next(ls); + if (first == '0' && check_next2(ls, "xX")) /* hexadecimal? */ + expo = "Pp"; + for (;;) { + if (check_next2(ls, expo)) /* exponent mark? */ + check_next2(ls, "-+"); /* optional exponent sign */ + else if (lisxdigit(ls->current) || ls->current == '.') /* '%x|%.' */ + save_and_next(ls); + else break; + } + if (lislalpha(ls->current)) /* is numeral touching a letter? */ + save_and_next(ls); /* force an error */ + save(ls, '\0'); + if (luaO_str2num(luaZ_buffer(ls->buff), &obj) == 0) /* format error? */ + lexerror(ls, "malformed number", TK_FLT); + if (ttisinteger(&obj)) { + seminfo->i = ivalue(&obj); + return TK_INT; + } + else { + lua_assert(ttisfloat(&obj)); + seminfo->r = fltvalue(&obj); + return TK_FLT; + } +} + + +/* +** read a sequence '[=*[' or ']=*]', leaving the last bracket. If +** sequence is well formed, return its number of '='s + 2; otherwise, +** return 1 if it is a single bracket (no '='s and no 2nd bracket); +** otherwise (an unfinished '[==...') return 0. +*/ +static size_t skip_sep (LexState *ls) { + size_t count = 0; + int s = ls->current; + lua_assert(s == '[' || s == ']'); + save_and_next(ls); + while (ls->current == '=') { + save_and_next(ls); + count++; + } + return (ls->current == s) ? count + 2 + : (count == 0) ? 1 + : 0; +} + + +static void read_long_string (LexState *ls, SemInfo *seminfo, size_t sep) { + int line = ls->linenumber; /* initial line (for error message) */ + save_and_next(ls); /* skip 2nd '[' */ + if (currIsNewline(ls)) /* string starts with a newline? */ + inclinenumber(ls); /* skip it */ + for (;;) { + switch (ls->current) { + case EOZ: { /* error */ + const char *what = (seminfo ? "string" : "comment"); + const char *msg = luaO_pushfstring(ls->L, + "unfinished long %s (starting at line %d)", what, line); + lexerror(ls, msg, TK_EOS); + break; /* to avoid warnings */ + } + case ']': { + if (skip_sep(ls) == sep) { + save_and_next(ls); /* skip 2nd ']' */ + goto endloop; + } + break; + } + case '\n': case '\r': { + save(ls, '\n'); + inclinenumber(ls); + if (!seminfo) luaZ_resetbuffer(ls->buff); /* avoid wasting space */ + break; + } + default: { + if (seminfo) save_and_next(ls); + else next(ls); + } + } + } endloop: + if (seminfo) + seminfo->ts = luaX_newstring(ls, luaZ_buffer(ls->buff) + sep, + luaZ_bufflen(ls->buff) - 2 * sep); +} + + +static void esccheck (LexState *ls, int c, const char *msg) { + if (!c) { + if (ls->current != EOZ) + save_and_next(ls); /* add current to buffer for error message */ + lexerror(ls, msg, TK_STRING); + } +} + + +static int gethexa (LexState *ls) { + save_and_next(ls); + esccheck (ls, lisxdigit(ls->current), "hexadecimal digit expected"); + return luaO_hexavalue(ls->current); +} + + +static int readhexaesc (LexState *ls) { + int r = gethexa(ls); + r = (r << 4) + gethexa(ls); + luaZ_buffremove(ls->buff, 2); /* remove saved chars from buffer */ + return r; +} + + +static unsigned long readutf8esc (LexState *ls) { + unsigned long r; + int i = 4; /* chars to be removed: '\', 'u', '{', and first digit */ + save_and_next(ls); /* skip 'u' */ + esccheck(ls, ls->current == '{', "missing '{'"); + r = gethexa(ls); /* must have at least one digit */ + while (cast_void(save_and_next(ls)), lisxdigit(ls->current)) { + i++; + esccheck(ls, r <= (0x7FFFFFFFu >> 4), "UTF-8 value too large"); + r = (r << 4) + luaO_hexavalue(ls->current); + } + esccheck(ls, ls->current == '}', "missing '}'"); + next(ls); /* skip '}' */ + luaZ_buffremove(ls->buff, i); /* remove saved chars from buffer */ + return r; +} + + +static void utf8esc (LexState *ls) { + char buff[UTF8BUFFSZ]; + int n = luaO_utf8esc(buff, readutf8esc(ls)); + for (; n > 0; n--) /* add 'buff' to string */ + save(ls, buff[UTF8BUFFSZ - n]); +} + + +static int readdecesc (LexState *ls) { + int i; + int r = 0; /* result accumulator */ + for (i = 0; i < 3 && lisdigit(ls->current); i++) { /* read up to 3 digits */ + r = 10*r + ls->current - '0'; + save_and_next(ls); + } + esccheck(ls, r <= UCHAR_MAX, "decimal escape too large"); + luaZ_buffremove(ls->buff, i); /* remove read digits from buffer */ + return r; +} + + +static void read_string (LexState *ls, int del, SemInfo *seminfo) { + save_and_next(ls); /* keep delimiter (for error messages) */ + while (ls->current != del) { + switch (ls->current) { + case EOZ: + lexerror(ls, "unfinished string", TK_EOS); + break; /* to avoid warnings */ + case '\n': + case '\r': + lexerror(ls, "unfinished string", TK_STRING); + break; /* to avoid warnings */ + case '\\': { /* escape sequences */ + int c; /* final character to be saved */ + save_and_next(ls); /* keep '\\' for error messages */ + switch (ls->current) { + case 'a': c = '\a'; goto read_save; + case 'b': c = '\b'; goto read_save; + case 'f': c = '\f'; goto read_save; + case 'n': c = '\n'; goto read_save; + case 'r': c = '\r'; goto read_save; + case 't': c = '\t'; goto read_save; + case 'v': c = '\v'; goto read_save; + case 'x': c = readhexaesc(ls); goto read_save; + case 'u': utf8esc(ls); goto no_save; + case '\n': case '\r': + inclinenumber(ls); c = '\n'; goto only_save; + case '\\': case '\"': case '\'': + c = ls->current; goto read_save; + case EOZ: goto no_save; /* will raise an error next loop */ + case 'z': { /* zap following span of spaces */ + luaZ_buffremove(ls->buff, 1); /* remove '\\' */ + next(ls); /* skip the 'z' */ + while (lisspace(ls->current)) { + if (currIsNewline(ls)) inclinenumber(ls); + else next(ls); + } + goto no_save; + } + default: { + esccheck(ls, lisdigit(ls->current), "invalid escape sequence"); + c = readdecesc(ls); /* digital escape '\ddd' */ + goto only_save; + } + } + read_save: + next(ls); + /* go through */ + only_save: + luaZ_buffremove(ls->buff, 1); /* remove '\\' */ + save(ls, c); + /* go through */ + no_save: break; + } + default: + save_and_next(ls); + } + } + save_and_next(ls); /* skip delimiter */ + seminfo->ts = luaX_newstring(ls, luaZ_buffer(ls->buff) + 1, + luaZ_bufflen(ls->buff) - 2); +} + + +static int llex (LexState *ls, SemInfo *seminfo) { + luaZ_resetbuffer(ls->buff); + for (;;) { + switch (ls->current) { + case '\n': case '\r': { /* line breaks */ + inclinenumber(ls); + break; + } + case ' ': case '\f': case '\t': case '\v': { /* spaces */ + next(ls); + break; + } + case '-': { /* '-' or '--' (comment) */ + next(ls); + if (ls->current != '-') return '-'; + /* else is a comment */ + next(ls); + if (ls->current == '[') { /* long comment? */ + size_t sep = skip_sep(ls); + luaZ_resetbuffer(ls->buff); /* 'skip_sep' may dirty the buffer */ + if (sep >= 2) { + read_long_string(ls, NULL, sep); /* skip long comment */ + luaZ_resetbuffer(ls->buff); /* previous call may dirty the buff. */ + break; + } + } + /* else short comment */ + while (!currIsNewline(ls) && ls->current != EOZ) + next(ls); /* skip until end of line (or end of file) */ + break; + } + case '[': { /* long string or simply '[' */ + size_t sep = skip_sep(ls); + if (sep >= 2) { + read_long_string(ls, seminfo, sep); + return TK_STRING; + } + else if (sep == 0) /* '[=...' missing second bracket? */ + lexerror(ls, "invalid long string delimiter", TK_STRING); + return '['; + } + case '=': { + next(ls); + if (check_next1(ls, '=')) return TK_EQ; /* '==' */ + else return '='; + } + case '<': { + next(ls); + if (check_next1(ls, '=')) return TK_LE; /* '<=' */ + else if (check_next1(ls, '<')) return TK_SHL; /* '<<' */ + else return '<'; + } + case '>': { + next(ls); + if (check_next1(ls, '=')) return TK_GE; /* '>=' */ + else if (check_next1(ls, '>')) return TK_SHR; /* '>>' */ + else return '>'; + } + case '/': { + next(ls); + if (check_next1(ls, '/')) return TK_IDIV; /* '//' */ + else return '/'; + } + case '~': { + next(ls); + if (check_next1(ls, '=')) return TK_NE; /* '~=' */ + else return '~'; + } + case ':': { + next(ls); + if (check_next1(ls, ':')) return TK_DBCOLON; /* '::' */ + else return ':'; + } + case '"': case '\'': { /* short literal strings */ + read_string(ls, ls->current, seminfo); + return TK_STRING; + } + case '.': { /* '.', '..', '...', or number */ + save_and_next(ls); + if (check_next1(ls, '.')) { + if (check_next1(ls, '.')) + return TK_DOTS; /* '...' */ + else return TK_CONCAT; /* '..' */ + } + else if (!lisdigit(ls->current)) return '.'; + else return read_numeral(ls, seminfo); + } + case '0': case '1': case '2': case '3': case '4': + case '5': case '6': case '7': case '8': case '9': { + return read_numeral(ls, seminfo); + } + case EOZ: { + return TK_EOS; + } + default: { + if (lislalpha(ls->current)) { /* identifier or reserved word? */ + TString *ts; + do { + save_and_next(ls); + } while (lislalnum(ls->current)); + ts = luaX_newstring(ls, luaZ_buffer(ls->buff), + luaZ_bufflen(ls->buff)); + seminfo->ts = ts; + if (isreserved(ts)) /* reserved word? */ + return ts->extra - 1 + FIRST_RESERVED; + else { + return TK_NAME; + } + } + else { /* single-char tokens ('+', '*', '%', '{', '}', ...) */ + int c = ls->current; + next(ls); + return c; + } + } + } + } +} + + +void luaX_next (LexState *ls) { + ls->lastline = ls->linenumber; + if (ls->lookahead.token != TK_EOS) { /* is there a look-ahead token? */ + ls->t = ls->lookahead; /* use this one */ + ls->lookahead.token = TK_EOS; /* and discharge it */ + } + else + ls->t.token = llex(ls, &ls->t.seminfo); /* read next token */ +} + + +int luaX_lookahead (LexState *ls) { + lua_assert(ls->lookahead.token == TK_EOS); + ls->lookahead.token = llex(ls, &ls->lookahead.seminfo); + return ls->lookahead.token; +} + diff --git a/Dependencies/LuaRaw/src/lmathlib.c b/Dependencies/LuaRaw/src/lmathlib.c new file mode 100644 index 000000000..e0c61a168 --- /dev/null +++ b/Dependencies/LuaRaw/src/lmathlib.c @@ -0,0 +1,764 @@ +/* +** $Id: lmathlib.c $ +** Standard mathematical library +** See Copyright Notice in lua.h +*/ + +#define lmathlib_c +#define LUA_LIB + +#include "lprefix.h" + + +#include +#include +#include +#include +#include + +#include "lua.h" + +#include "lauxlib.h" +#include "lualib.h" + + +#undef PI +#define PI (l_mathop(3.141592653589793238462643383279502884)) + + +static int math_abs (lua_State *L) { + if (lua_isinteger(L, 1)) { + lua_Integer n = lua_tointeger(L, 1); + if (n < 0) n = (lua_Integer)(0u - (lua_Unsigned)n); + lua_pushinteger(L, n); + } + else + lua_pushnumber(L, l_mathop(fabs)(luaL_checknumber(L, 1))); + return 1; +} + +static int math_sin (lua_State *L) { + lua_pushnumber(L, l_mathop(sin)(luaL_checknumber(L, 1))); + return 1; +} + +static int math_cos (lua_State *L) { + lua_pushnumber(L, l_mathop(cos)(luaL_checknumber(L, 1))); + return 1; +} + +static int math_tan (lua_State *L) { + lua_pushnumber(L, l_mathop(tan)(luaL_checknumber(L, 1))); + return 1; +} + +static int math_asin (lua_State *L) { + lua_pushnumber(L, l_mathop(asin)(luaL_checknumber(L, 1))); + return 1; +} + +static int math_acos (lua_State *L) { + lua_pushnumber(L, l_mathop(acos)(luaL_checknumber(L, 1))); + return 1; +} + +static int math_atan (lua_State *L) { + lua_Number y = luaL_checknumber(L, 1); + lua_Number x = luaL_optnumber(L, 2, 1); + lua_pushnumber(L, l_mathop(atan2)(y, x)); + return 1; +} + + +static int math_toint (lua_State *L) { + int valid; + lua_Integer n = lua_tointegerx(L, 1, &valid); + if (l_likely(valid)) + lua_pushinteger(L, n); + else { + luaL_checkany(L, 1); + luaL_pushfail(L); /* value is not convertible to integer */ + } + return 1; +} + + +static void pushnumint (lua_State *L, lua_Number d) { + lua_Integer n; + if (lua_numbertointeger(d, &n)) /* does 'd' fit in an integer? */ + lua_pushinteger(L, n); /* result is integer */ + else + lua_pushnumber(L, d); /* result is float */ +} + + +static int math_floor (lua_State *L) { + if (lua_isinteger(L, 1)) + lua_settop(L, 1); /* integer is its own floor */ + else { + lua_Number d = l_mathop(floor)(luaL_checknumber(L, 1)); + pushnumint(L, d); + } + return 1; +} + + +static int math_ceil (lua_State *L) { + if (lua_isinteger(L, 1)) + lua_settop(L, 1); /* integer is its own ceil */ + else { + lua_Number d = l_mathop(ceil)(luaL_checknumber(L, 1)); + pushnumint(L, d); + } + return 1; +} + + +static int math_fmod (lua_State *L) { + if (lua_isinteger(L, 1) && lua_isinteger(L, 2)) { + lua_Integer d = lua_tointeger(L, 2); + if ((lua_Unsigned)d + 1u <= 1u) { /* special cases: -1 or 0 */ + luaL_argcheck(L, d != 0, 2, "zero"); + lua_pushinteger(L, 0); /* avoid overflow with 0x80000... / -1 */ + } + else + lua_pushinteger(L, lua_tointeger(L, 1) % d); + } + else + lua_pushnumber(L, l_mathop(fmod)(luaL_checknumber(L, 1), + luaL_checknumber(L, 2))); + return 1; +} + + +/* +** next function does not use 'modf', avoiding problems with 'double*' +** (which is not compatible with 'float*') when lua_Number is not +** 'double'. +*/ +static int math_modf (lua_State *L) { + if (lua_isinteger(L ,1)) { + lua_settop(L, 1); /* number is its own integer part */ + lua_pushnumber(L, 0); /* no fractional part */ + } + else { + lua_Number n = luaL_checknumber(L, 1); + /* integer part (rounds toward zero) */ + lua_Number ip = (n < 0) ? l_mathop(ceil)(n) : l_mathop(floor)(n); + pushnumint(L, ip); + /* fractional part (test needed for inf/-inf) */ + lua_pushnumber(L, (n == ip) ? l_mathop(0.0) : (n - ip)); + } + return 2; +} + + +static int math_sqrt (lua_State *L) { + lua_pushnumber(L, l_mathop(sqrt)(luaL_checknumber(L, 1))); + return 1; +} + + +static int math_ult (lua_State *L) { + lua_Integer a = luaL_checkinteger(L, 1); + lua_Integer b = luaL_checkinteger(L, 2); + lua_pushboolean(L, (lua_Unsigned)a < (lua_Unsigned)b); + return 1; +} + +static int math_log (lua_State *L) { + lua_Number x = luaL_checknumber(L, 1); + lua_Number res; + if (lua_isnoneornil(L, 2)) + res = l_mathop(log)(x); + else { + lua_Number base = luaL_checknumber(L, 2); +#if !defined(LUA_USE_C89) + if (base == l_mathop(2.0)) + res = l_mathop(log2)(x); + else +#endif + if (base == l_mathop(10.0)) + res = l_mathop(log10)(x); + else + res = l_mathop(log)(x)/l_mathop(log)(base); + } + lua_pushnumber(L, res); + return 1; +} + +static int math_exp (lua_State *L) { + lua_pushnumber(L, l_mathop(exp)(luaL_checknumber(L, 1))); + return 1; +} + +static int math_deg (lua_State *L) { + lua_pushnumber(L, luaL_checknumber(L, 1) * (l_mathop(180.0) / PI)); + return 1; +} + +static int math_rad (lua_State *L) { + lua_pushnumber(L, luaL_checknumber(L, 1) * (PI / l_mathop(180.0))); + return 1; +} + + +static int math_min (lua_State *L) { + int n = lua_gettop(L); /* number of arguments */ + int imin = 1; /* index of current minimum value */ + int i; + luaL_argcheck(L, n >= 1, 1, "value expected"); + for (i = 2; i <= n; i++) { + if (lua_compare(L, i, imin, LUA_OPLT)) + imin = i; + } + lua_pushvalue(L, imin); + return 1; +} + + +static int math_max (lua_State *L) { + int n = lua_gettop(L); /* number of arguments */ + int imax = 1; /* index of current maximum value */ + int i; + luaL_argcheck(L, n >= 1, 1, "value expected"); + for (i = 2; i <= n; i++) { + if (lua_compare(L, imax, i, LUA_OPLT)) + imax = i; + } + lua_pushvalue(L, imax); + return 1; +} + + +static int math_type (lua_State *L) { + if (lua_type(L, 1) == LUA_TNUMBER) + lua_pushstring(L, (lua_isinteger(L, 1)) ? "integer" : "float"); + else { + luaL_checkany(L, 1); + luaL_pushfail(L); + } + return 1; +} + + + +/* +** {================================================================== +** Pseudo-Random Number Generator based on 'xoshiro256**'. +** =================================================================== +*/ + +/* number of binary digits in the mantissa of a float */ +#define FIGS l_floatatt(MANT_DIG) + +#if FIGS > 64 +/* there are only 64 random bits; use them all */ +#undef FIGS +#define FIGS 64 +#endif + + +/* +** LUA_RAND32 forces the use of 32-bit integers in the implementation +** of the PRN generator (mainly for testing). +*/ +#if !defined(LUA_RAND32) && !defined(Rand64) + +/* try to find an integer type with at least 64 bits */ + +#if (ULONG_MAX >> 31 >> 31) >= 3 + +/* 'long' has at least 64 bits */ +#define Rand64 unsigned long + +#elif !defined(LUA_USE_C89) && defined(LLONG_MAX) + +/* there is a 'long long' type (which must have at least 64 bits) */ +#define Rand64 unsigned long long + +#elif (LUA_MAXUNSIGNED >> 31 >> 31) >= 3 + +/* 'lua_Integer' has at least 64 bits */ +#define Rand64 lua_Unsigned + +#endif + +#endif + + +#if defined(Rand64) /* { */ + +/* +** Standard implementation, using 64-bit integers. +** If 'Rand64' has more than 64 bits, the extra bits do not interfere +** with the 64 initial bits, except in a right shift. Moreover, the +** final result has to discard the extra bits. +*/ + +/* avoid using extra bits when needed */ +#define trim64(x) ((x) & 0xffffffffffffffffu) + + +/* rotate left 'x' by 'n' bits */ +static Rand64 rotl (Rand64 x, int n) { + return (x << n) | (trim64(x) >> (64 - n)); +} + +static Rand64 nextrand (Rand64 *state) { + Rand64 state0 = state[0]; + Rand64 state1 = state[1]; + Rand64 state2 = state[2] ^ state0; + Rand64 state3 = state[3] ^ state1; + Rand64 res = rotl(state1 * 5, 7) * 9; + state[0] = state0 ^ state3; + state[1] = state1 ^ state2; + state[2] = state2 ^ (state1 << 17); + state[3] = rotl(state3, 45); + return res; +} + + +/* must take care to not shift stuff by more than 63 slots */ + + +/* +** Convert bits from a random integer into a float in the +** interval [0,1), getting the higher FIG bits from the +** random unsigned integer and converting that to a float. +*/ + +/* must throw out the extra (64 - FIGS) bits */ +#define shift64_FIG (64 - FIGS) + +/* to scale to [0, 1), multiply by scaleFIG = 2^(-FIGS) */ +#define scaleFIG (l_mathop(0.5) / ((Rand64)1 << (FIGS - 1))) + +static lua_Number I2d (Rand64 x) { + return (lua_Number)(trim64(x) >> shift64_FIG) * scaleFIG; +} + +/* convert a 'Rand64' to a 'lua_Unsigned' */ +#define I2UInt(x) ((lua_Unsigned)trim64(x)) + +/* convert a 'lua_Unsigned' to a 'Rand64' */ +#define Int2I(x) ((Rand64)(x)) + + +#else /* no 'Rand64' }{ */ + +/* get an integer with at least 32 bits */ +#if LUAI_IS32INT +typedef unsigned int lu_int32; +#else +typedef unsigned long lu_int32; +#endif + + +/* +** Use two 32-bit integers to represent a 64-bit quantity. +*/ +typedef struct Rand64 { + lu_int32 h; /* higher half */ + lu_int32 l; /* lower half */ +} Rand64; + + +/* +** If 'lu_int32' has more than 32 bits, the extra bits do not interfere +** with the 32 initial bits, except in a right shift and comparisons. +** Moreover, the final result has to discard the extra bits. +*/ + +/* avoid using extra bits when needed */ +#define trim32(x) ((x) & 0xffffffffu) + + +/* +** basic operations on 'Rand64' values +*/ + +/* build a new Rand64 value */ +static Rand64 packI (lu_int32 h, lu_int32 l) { + Rand64 result; + result.h = h; + result.l = l; + return result; +} + +/* return i << n */ +static Rand64 Ishl (Rand64 i, int n) { + lua_assert(n > 0 && n < 32); + return packI((i.h << n) | (trim32(i.l) >> (32 - n)), i.l << n); +} + +/* i1 ^= i2 */ +static void Ixor (Rand64 *i1, Rand64 i2) { + i1->h ^= i2.h; + i1->l ^= i2.l; +} + +/* return i1 + i2 */ +static Rand64 Iadd (Rand64 i1, Rand64 i2) { + Rand64 result = packI(i1.h + i2.h, i1.l + i2.l); + if (trim32(result.l) < trim32(i1.l)) /* carry? */ + result.h++; + return result; +} + +/* return i * 5 */ +static Rand64 times5 (Rand64 i) { + return Iadd(Ishl(i, 2), i); /* i * 5 == (i << 2) + i */ +} + +/* return i * 9 */ +static Rand64 times9 (Rand64 i) { + return Iadd(Ishl(i, 3), i); /* i * 9 == (i << 3) + i */ +} + +/* return 'i' rotated left 'n' bits */ +static Rand64 rotl (Rand64 i, int n) { + lua_assert(n > 0 && n < 32); + return packI((i.h << n) | (trim32(i.l) >> (32 - n)), + (trim32(i.h) >> (32 - n)) | (i.l << n)); +} + +/* for offsets larger than 32, rotate right by 64 - offset */ +static Rand64 rotl1 (Rand64 i, int n) { + lua_assert(n > 32 && n < 64); + n = 64 - n; + return packI((trim32(i.h) >> n) | (i.l << (32 - n)), + (i.h << (32 - n)) | (trim32(i.l) >> n)); +} + +/* +** implementation of 'xoshiro256**' algorithm on 'Rand64' values +*/ +static Rand64 nextrand (Rand64 *state) { + Rand64 res = times9(rotl(times5(state[1]), 7)); + Rand64 t = Ishl(state[1], 17); + Ixor(&state[2], state[0]); + Ixor(&state[3], state[1]); + Ixor(&state[1], state[2]); + Ixor(&state[0], state[3]); + Ixor(&state[2], t); + state[3] = rotl1(state[3], 45); + return res; +} + + +/* +** Converts a 'Rand64' into a float. +*/ + +/* an unsigned 1 with proper type */ +#define UONE ((lu_int32)1) + + +#if FIGS <= 32 + +/* 2^(-FIGS) */ +#define scaleFIG (l_mathop(0.5) / (UONE << (FIGS - 1))) + +/* +** get up to 32 bits from higher half, shifting right to +** throw out the extra bits. +*/ +static lua_Number I2d (Rand64 x) { + lua_Number h = (lua_Number)(trim32(x.h) >> (32 - FIGS)); + return h * scaleFIG; +} + +#else /* 32 < FIGS <= 64 */ + +/* must take care to not shift stuff by more than 31 slots */ + +/* 2^(-FIGS) = 1.0 / 2^30 / 2^3 / 2^(FIGS-33) */ +#define scaleFIG \ + (l_mathop(1.0) / (UONE << 30) / l_mathop(8.0) / (UONE << (FIGS - 33))) + +/* +** use FIGS - 32 bits from lower half, throwing out the other +** (32 - (FIGS - 32)) = (64 - FIGS) bits +*/ +#define shiftLOW (64 - FIGS) + +/* +** higher 32 bits go after those (FIGS - 32) bits: shiftHI = 2^(FIGS - 32) +*/ +#define shiftHI ((lua_Number)(UONE << (FIGS - 33)) * l_mathop(2.0)) + + +static lua_Number I2d (Rand64 x) { + lua_Number h = (lua_Number)trim32(x.h) * shiftHI; + lua_Number l = (lua_Number)(trim32(x.l) >> shiftLOW); + return (h + l) * scaleFIG; +} + +#endif + + +/* convert a 'Rand64' to a 'lua_Unsigned' */ +static lua_Unsigned I2UInt (Rand64 x) { + return ((lua_Unsigned)trim32(x.h) << 31 << 1) | (lua_Unsigned)trim32(x.l); +} + +/* convert a 'lua_Unsigned' to a 'Rand64' */ +static Rand64 Int2I (lua_Unsigned n) { + return packI((lu_int32)(n >> 31 >> 1), (lu_int32)n); +} + +#endif /* } */ + + +/* +** A state uses four 'Rand64' values. +*/ +typedef struct { + Rand64 s[4]; +} RanState; + + +/* +** Project the random integer 'ran' into the interval [0, n]. +** Because 'ran' has 2^B possible values, the projection can only be +** uniform when the size of the interval is a power of 2 (exact +** division). Otherwise, to get a uniform projection into [0, n], we +** first compute 'lim', the smallest Mersenne number not smaller than +** 'n'. We then project 'ran' into the interval [0, lim]. If the result +** is inside [0, n], we are done. Otherwise, we try with another 'ran', +** until we have a result inside the interval. +*/ +static lua_Unsigned project (lua_Unsigned ran, lua_Unsigned n, + RanState *state) { + if ((n & (n + 1)) == 0) /* is 'n + 1' a power of 2? */ + return ran & n; /* no bias */ + else { + lua_Unsigned lim = n; + /* compute the smallest (2^b - 1) not smaller than 'n' */ + lim |= (lim >> 1); + lim |= (lim >> 2); + lim |= (lim >> 4); + lim |= (lim >> 8); + lim |= (lim >> 16); +#if (LUA_MAXUNSIGNED >> 31) >= 3 + lim |= (lim >> 32); /* integer type has more than 32 bits */ +#endif + lua_assert((lim & (lim + 1)) == 0 /* 'lim + 1' is a power of 2, */ + && lim >= n /* not smaller than 'n', */ + && (lim >> 1) < n); /* and it is the smallest one */ + while ((ran &= lim) > n) /* project 'ran' into [0..lim] */ + ran = I2UInt(nextrand(state->s)); /* not inside [0..n]? try again */ + return ran; + } +} + + +static int math_random (lua_State *L) { + lua_Integer low, up; + lua_Unsigned p; + RanState *state = (RanState *)lua_touserdata(L, lua_upvalueindex(1)); + Rand64 rv = nextrand(state->s); /* next pseudo-random value */ + switch (lua_gettop(L)) { /* check number of arguments */ + case 0: { /* no arguments */ + lua_pushnumber(L, I2d(rv)); /* float between 0 and 1 */ + return 1; + } + case 1: { /* only upper limit */ + low = 1; + up = luaL_checkinteger(L, 1); + if (up == 0) { /* single 0 as argument? */ + lua_pushinteger(L, I2UInt(rv)); /* full random integer */ + return 1; + } + break; + } + case 2: { /* lower and upper limits */ + low = luaL_checkinteger(L, 1); + up = luaL_checkinteger(L, 2); + break; + } + default: return luaL_error(L, "wrong number of arguments"); + } + /* random integer in the interval [low, up] */ + luaL_argcheck(L, low <= up, 1, "interval is empty"); + /* project random integer into the interval [0, up - low] */ + p = project(I2UInt(rv), (lua_Unsigned)up - (lua_Unsigned)low, state); + lua_pushinteger(L, p + (lua_Unsigned)low); + return 1; +} + + +static void setseed (lua_State *L, Rand64 *state, + lua_Unsigned n1, lua_Unsigned n2) { + int i; + state[0] = Int2I(n1); + state[1] = Int2I(0xff); /* avoid a zero state */ + state[2] = Int2I(n2); + state[3] = Int2I(0); + for (i = 0; i < 16; i++) + nextrand(state); /* discard initial values to "spread" seed */ + lua_pushinteger(L, n1); + lua_pushinteger(L, n2); +} + + +/* +** Set a "random" seed. To get some randomness, use the current time +** and the address of 'L' (in case the machine does address space layout +** randomization). +*/ +static void randseed (lua_State *L, RanState *state) { + lua_Unsigned seed1 = (lua_Unsigned)time(NULL); + lua_Unsigned seed2 = (lua_Unsigned)(size_t)L; + setseed(L, state->s, seed1, seed2); +} + + +static int math_randomseed (lua_State *L) { + RanState *state = (RanState *)lua_touserdata(L, lua_upvalueindex(1)); + if (lua_isnone(L, 1)) { + randseed(L, state); + } + else { + lua_Integer n1 = luaL_checkinteger(L, 1); + lua_Integer n2 = luaL_optinteger(L, 2, 0); + setseed(L, state->s, n1, n2); + } + return 2; /* return seeds */ +} + + +static const luaL_Reg randfuncs[] = { + {"random", math_random}, + {"randomseed", math_randomseed}, + {NULL, NULL} +}; + + +/* +** Register the random functions and initialize their state. +*/ +static void setrandfunc (lua_State *L) { + RanState *state = (RanState *)lua_newuserdatauv(L, sizeof(RanState), 0); + randseed(L, state); /* initialize with a "random" seed */ + lua_pop(L, 2); /* remove pushed seeds */ + luaL_setfuncs(L, randfuncs, 1); +} + +/* }================================================================== */ + + +/* +** {================================================================== +** Deprecated functions (for compatibility only) +** =================================================================== +*/ +#if defined(LUA_COMPAT_MATHLIB) + +static int math_cosh (lua_State *L) { + lua_pushnumber(L, l_mathop(cosh)(luaL_checknumber(L, 1))); + return 1; +} + +static int math_sinh (lua_State *L) { + lua_pushnumber(L, l_mathop(sinh)(luaL_checknumber(L, 1))); + return 1; +} + +static int math_tanh (lua_State *L) { + lua_pushnumber(L, l_mathop(tanh)(luaL_checknumber(L, 1))); + return 1; +} + +static int math_pow (lua_State *L) { + lua_Number x = luaL_checknumber(L, 1); + lua_Number y = luaL_checknumber(L, 2); + lua_pushnumber(L, l_mathop(pow)(x, y)); + return 1; +} + +static int math_frexp (lua_State *L) { + int e; + lua_pushnumber(L, l_mathop(frexp)(luaL_checknumber(L, 1), &e)); + lua_pushinteger(L, e); + return 2; +} + +static int math_ldexp (lua_State *L) { + lua_Number x = luaL_checknumber(L, 1); + int ep = (int)luaL_checkinteger(L, 2); + lua_pushnumber(L, l_mathop(ldexp)(x, ep)); + return 1; +} + +static int math_log10 (lua_State *L) { + lua_pushnumber(L, l_mathop(log10)(luaL_checknumber(L, 1))); + return 1; +} + +#endif +/* }================================================================== */ + + + +static const luaL_Reg mathlib[] = { + {"abs", math_abs}, + {"acos", math_acos}, + {"asin", math_asin}, + {"atan", math_atan}, + {"ceil", math_ceil}, + {"cos", math_cos}, + {"deg", math_deg}, + {"exp", math_exp}, + {"tointeger", math_toint}, + {"floor", math_floor}, + {"fmod", math_fmod}, + {"ult", math_ult}, + {"log", math_log}, + {"max", math_max}, + {"min", math_min}, + {"modf", math_modf}, + {"rad", math_rad}, + {"sin", math_sin}, + {"sqrt", math_sqrt}, + {"tan", math_tan}, + {"type", math_type}, +#if defined(LUA_COMPAT_MATHLIB) + {"atan2", math_atan}, + {"cosh", math_cosh}, + {"sinh", math_sinh}, + {"tanh", math_tanh}, + {"pow", math_pow}, + {"frexp", math_frexp}, + {"ldexp", math_ldexp}, + {"log10", math_log10}, +#endif + /* placeholders */ + {"random", NULL}, + {"randomseed", NULL}, + {"pi", NULL}, + {"huge", NULL}, + {"maxinteger", NULL}, + {"mininteger", NULL}, + {NULL, NULL} +}; + + +/* +** Open math library +*/ +LUAMOD_API int luaopen_math (lua_State *L) { + luaL_newlib(L, mathlib); + lua_pushnumber(L, PI); + lua_setfield(L, -2, "pi"); + lua_pushnumber(L, (lua_Number)HUGE_VAL); + lua_setfield(L, -2, "huge"); + lua_pushinteger(L, LUA_MAXINTEGER); + lua_setfield(L, -2, "maxinteger"); + lua_pushinteger(L, LUA_MININTEGER); + lua_setfield(L, -2, "mininteger"); + setrandfunc(L); + return 1; +} + diff --git a/Dependencies/LuaRaw/src/lmem.c b/Dependencies/LuaRaw/src/lmem.c new file mode 100644 index 000000000..9029d588c --- /dev/null +++ b/Dependencies/LuaRaw/src/lmem.c @@ -0,0 +1,201 @@ +/* +** $Id: lmem.c $ +** Interface to Memory Manager +** See Copyright Notice in lua.h +*/ + +#define lmem_c +#define LUA_CORE + +#include "lprefix.h" + + +#include + +#include "lua.h" + +#include "ldebug.h" +#include "ldo.h" +#include "lgc.h" +#include "lmem.h" +#include "lobject.h" +#include "lstate.h" + + +#if defined(EMERGENCYGCTESTS) +/* +** First allocation will fail whenever not building initial state. +** (This fail will trigger 'tryagain' and a full GC cycle at every +** allocation.) +*/ +static void *firsttry (global_State *g, void *block, size_t os, size_t ns) { + if (completestate(g) && ns > 0) /* frees never fail */ + return NULL; /* fail */ + else /* normal allocation */ + return (*g->frealloc)(g->ud, block, os, ns); +} +#else +#define firsttry(g,block,os,ns) ((*g->frealloc)(g->ud, block, os, ns)) +#endif + + + + + +/* +** About the realloc function: +** void *frealloc (void *ud, void *ptr, size_t osize, size_t nsize); +** ('osize' is the old size, 'nsize' is the new size) +** +** - frealloc(ud, p, x, 0) frees the block 'p' and returns NULL. +** Particularly, frealloc(ud, NULL, 0, 0) does nothing, +** which is equivalent to free(NULL) in ISO C. +** +** - frealloc(ud, NULL, x, s) creates a new block of size 's' +** (no matter 'x'). Returns NULL if it cannot create the new block. +** +** - otherwise, frealloc(ud, b, x, y) reallocates the block 'b' from +** size 'x' to size 'y'. Returns NULL if it cannot reallocate the +** block to the new size. +*/ + + + + +/* +** {================================================================== +** Functions to allocate/deallocate arrays for the Parser +** =================================================================== +*/ + +/* +** Minimum size for arrays during parsing, to avoid overhead of +** reallocating to size 1, then 2, and then 4. All these arrays +** will be reallocated to exact sizes or erased when parsing ends. +*/ +#define MINSIZEARRAY 4 + + +void *luaM_growaux_ (lua_State *L, void *block, int nelems, int *psize, + int size_elems, int limit, const char *what) { + void *newblock; + int size = *psize; + if (nelems + 1 <= size) /* does one extra element still fit? */ + return block; /* nothing to be done */ + if (size >= limit / 2) { /* cannot double it? */ + if (l_unlikely(size >= limit)) /* cannot grow even a little? */ + luaG_runerror(L, "too many %s (limit is %d)", what, limit); + size = limit; /* still have at least one free place */ + } + else { + size *= 2; + if (size < MINSIZEARRAY) + size = MINSIZEARRAY; /* minimum size */ + } + lua_assert(nelems + 1 <= size && size <= limit); + /* 'limit' ensures that multiplication will not overflow */ + newblock = luaM_saferealloc_(L, block, cast_sizet(*psize) * size_elems, + cast_sizet(size) * size_elems); + *psize = size; /* update only when everything else is OK */ + return newblock; +} + + +/* +** In prototypes, the size of the array is also its number of +** elements (to save memory). So, if it cannot shrink an array +** to its number of elements, the only option is to raise an +** error. +*/ +void *luaM_shrinkvector_ (lua_State *L, void *block, int *size, + int final_n, int size_elem) { + void *newblock; + size_t oldsize = cast_sizet((*size) * size_elem); + size_t newsize = cast_sizet(final_n * size_elem); + lua_assert(newsize <= oldsize); + newblock = luaM_saferealloc_(L, block, oldsize, newsize); + *size = final_n; + return newblock; +} + +/* }================================================================== */ + + +l_noret luaM_toobig (lua_State *L) { + luaG_runerror(L, "memory allocation error: block too big"); +} + + +/* +** Free memory +*/ +void luaM_free_ (lua_State *L, void *block, size_t osize) { + global_State *g = G(L); + lua_assert((osize == 0) == (block == NULL)); + (*g->frealloc)(g->ud, block, osize, 0); + g->GCdebt -= osize; +} + + +/* +** In case of allocation fail, this function will do an emergency +** collection to free some memory and then try the allocation again. +** The GC should not be called while state is not fully built, as the +** collector is not yet fully initialized. Also, it should not be called +** when 'gcstopem' is true, because then the interpreter is in the +** middle of a collection step. +*/ +static void *tryagain (lua_State *L, void *block, + size_t osize, size_t nsize) { + global_State *g = G(L); + if (completestate(g) && !g->gcstopem) { + luaC_fullgc(L, 1); /* try to free some memory... */ + return (*g->frealloc)(g->ud, block, osize, nsize); /* try again */ + } + else return NULL; /* cannot free any memory without a full state */ +} + + +/* +** Generic allocation routine. +*/ +void *luaM_realloc_ (lua_State *L, void *block, size_t osize, size_t nsize) { + void *newblock; + global_State *g = G(L); + lua_assert((osize == 0) == (block == NULL)); + newblock = firsttry(g, block, osize, nsize); + if (l_unlikely(newblock == NULL && nsize > 0)) { + newblock = tryagain(L, block, osize, nsize); + if (newblock == NULL) /* still no memory? */ + return NULL; /* do not update 'GCdebt' */ + } + lua_assert((nsize == 0) == (newblock == NULL)); + g->GCdebt = (g->GCdebt + nsize) - osize; + return newblock; +} + + +void *luaM_saferealloc_ (lua_State *L, void *block, size_t osize, + size_t nsize) { + void *newblock = luaM_realloc_(L, block, osize, nsize); + if (l_unlikely(newblock == NULL && nsize > 0)) /* allocation failed? */ + luaM_error(L); + return newblock; +} + + +void *luaM_malloc_ (lua_State *L, size_t size, int tag) { + if (size == 0) + return NULL; /* that's all */ + else { + global_State *g = G(L); + void *newblock = firsttry(g, NULL, tag, size); + if (l_unlikely(newblock == NULL)) { + newblock = tryagain(L, NULL, tag, size); + if (newblock == NULL) + luaM_error(L); + } + g->GCdebt += size; + return newblock; + } +} diff --git a/Dependencies/LuaRaw/src/loadlib.c b/Dependencies/LuaRaw/src/loadlib.c new file mode 100644 index 000000000..6f9fa3736 --- /dev/null +++ b/Dependencies/LuaRaw/src/loadlib.c @@ -0,0 +1,762 @@ +/* +** $Id: loadlib.c $ +** Dynamic library loader for Lua +** See Copyright Notice in lua.h +** +** This module contains an implementation of loadlib for Unix systems +** that have dlfcn, an implementation for Windows, and a stub for other +** systems. +*/ + +#define loadlib_c +#define LUA_LIB + +#include "lprefix.h" + + +#include +#include +#include + +#include "lua.h" + +#include "lauxlib.h" +#include "lualib.h" + + +/* +** LUA_IGMARK is a mark to ignore all before it when building the +** luaopen_ function name. +*/ +#if !defined (LUA_IGMARK) +#define LUA_IGMARK "-" +#endif + + +/* +** LUA_CSUBSEP is the character that replaces dots in submodule names +** when searching for a C loader. +** LUA_LSUBSEP is the character that replaces dots in submodule names +** when searching for a Lua loader. +*/ +#if !defined(LUA_CSUBSEP) +#define LUA_CSUBSEP LUA_DIRSEP +#endif + +#if !defined(LUA_LSUBSEP) +#define LUA_LSUBSEP LUA_DIRSEP +#endif + + +/* prefix for open functions in C libraries */ +#define LUA_POF "luaopen_" + +/* separator for open functions in C libraries */ +#define LUA_OFSEP "_" + + +/* +** key for table in the registry that keeps handles +** for all loaded C libraries +*/ +static const char *const CLIBS = "_CLIBS"; + +#define LIB_FAIL "open" + + +#define setprogdir(L) ((void)0) + + +/* +** Special type equivalent to '(void*)' for functions in gcc +** (to suppress warnings when converting function pointers) +*/ +typedef void (*voidf)(void); + + +/* +** system-dependent functions +*/ + +/* +** unload library 'lib' +*/ +static void lsys_unloadlib (void *lib); + +/* +** load C library in file 'path'. If 'seeglb', load with all names in +** the library global. +** Returns the library; in case of error, returns NULL plus an +** error string in the stack. +*/ +static void *lsys_load (lua_State *L, const char *path, int seeglb); + +/* +** Try to find a function named 'sym' in library 'lib'. +** Returns the function; in case of error, returns NULL plus an +** error string in the stack. +*/ +static lua_CFunction lsys_sym (lua_State *L, void *lib, const char *sym); + + + + +#if defined(LUA_USE_DLOPEN) /* { */ +/* +** {======================================================================== +** This is an implementation of loadlib based on the dlfcn interface. +** The dlfcn interface is available in Linux, SunOS, Solaris, IRIX, FreeBSD, +** NetBSD, AIX 4.2, HPUX 11, and probably most other Unix flavors, at least +** as an emulation layer on top of native functions. +** ========================================================================= +*/ + +#include + +/* +** Macro to convert pointer-to-void* to pointer-to-function. This cast +** is undefined according to ISO C, but POSIX assumes that it works. +** (The '__extension__' in gnu compilers is only to avoid warnings.) +*/ +#if defined(__GNUC__) +#define cast_func(p) (__extension__ (lua_CFunction)(p)) +#else +#define cast_func(p) ((lua_CFunction)(p)) +#endif + + +static void lsys_unloadlib (void *lib) { + dlclose(lib); +} + + +static void *lsys_load (lua_State *L, const char *path, int seeglb) { + void *lib = dlopen(path, RTLD_NOW | (seeglb ? RTLD_GLOBAL : RTLD_LOCAL)); + if (l_unlikely(lib == NULL)) + lua_pushstring(L, dlerror()); + return lib; +} + + +static lua_CFunction lsys_sym (lua_State *L, void *lib, const char *sym) { + lua_CFunction f = cast_func(dlsym(lib, sym)); + if (l_unlikely(f == NULL)) + lua_pushstring(L, dlerror()); + return f; +} + +/* }====================================================== */ + + + +#elif defined(LUA_DL_DLL) /* }{ */ +/* +** {====================================================================== +** This is an implementation of loadlib for Windows using native functions. +** ======================================================================= +*/ + +#include + + +/* +** optional flags for LoadLibraryEx +*/ +#if !defined(LUA_LLE_FLAGS) +#define LUA_LLE_FLAGS 0 +#endif + + +#undef setprogdir + + +/* +** Replace in the path (on the top of the stack) any occurrence +** of LUA_EXEC_DIR with the executable's path. +*/ +static void setprogdir (lua_State *L) { + char buff[MAX_PATH + 1]; + char *lb; + DWORD nsize = sizeof(buff)/sizeof(char); + DWORD n = GetModuleFileNameA(NULL, buff, nsize); /* get exec. name */ + if (n == 0 || n == nsize || (lb = strrchr(buff, '\\')) == NULL) + luaL_error(L, "unable to get ModuleFileName"); + else { + *lb = '\0'; /* cut name on the last '\\' to get the path */ + luaL_gsub(L, lua_tostring(L, -1), LUA_EXEC_DIR, buff); + lua_remove(L, -2); /* remove original string */ + } +} + + + + +static void pusherror (lua_State *L) { + int error = GetLastError(); + char buffer[128]; + if (FormatMessageA(FORMAT_MESSAGE_IGNORE_INSERTS | FORMAT_MESSAGE_FROM_SYSTEM, + NULL, error, 0, buffer, sizeof(buffer)/sizeof(char), NULL)) + lua_pushstring(L, buffer); + else + lua_pushfstring(L, "system error %d\n", error); +} + +static void lsys_unloadlib (void *lib) { + FreeLibrary((HMODULE)lib); +} + + +static void *lsys_load (lua_State *L, const char *path, int seeglb) { + HMODULE lib = LoadLibraryExA(path, NULL, LUA_LLE_FLAGS); + (void)(seeglb); /* not used: symbols are 'global' by default */ + if (lib == NULL) pusherror(L); + return lib; +} + + +static lua_CFunction lsys_sym (lua_State *L, void *lib, const char *sym) { + lua_CFunction f = (lua_CFunction)(voidf)GetProcAddress((HMODULE)lib, sym); + if (f == NULL) pusherror(L); + return f; +} + +/* }====================================================== */ + + +#else /* }{ */ +/* +** {====================================================== +** Fallback for other systems +** ======================================================= +*/ + +#undef LIB_FAIL +#define LIB_FAIL "absent" + + +#define DLMSG "dynamic libraries not enabled; check your Lua installation" + + +static void lsys_unloadlib (void *lib) { + (void)(lib); /* not used */ +} + + +static void *lsys_load (lua_State *L, const char *path, int seeglb) { + (void)(path); (void)(seeglb); /* not used */ + lua_pushliteral(L, DLMSG); + return NULL; +} + + +static lua_CFunction lsys_sym (lua_State *L, void *lib, const char *sym) { + (void)(lib); (void)(sym); /* not used */ + lua_pushliteral(L, DLMSG); + return NULL; +} + +/* }====================================================== */ +#endif /* } */ + + +/* +** {================================================================== +** Set Paths +** =================================================================== +*/ + +/* +** LUA_PATH_VAR and LUA_CPATH_VAR are the names of the environment +** variables that Lua check to set its paths. +*/ +#if !defined(LUA_PATH_VAR) +#define LUA_PATH_VAR "LUA_PATH" +#endif + +#if !defined(LUA_CPATH_VAR) +#define LUA_CPATH_VAR "LUA_CPATH" +#endif + + + +/* +** return registry.LUA_NOENV as a boolean +*/ +static int noenv (lua_State *L) { + int b; + lua_getfield(L, LUA_REGISTRYINDEX, "LUA_NOENV"); + b = lua_toboolean(L, -1); + lua_pop(L, 1); /* remove value */ + return b; +} + + +/* +** Set a path +*/ +static void setpath (lua_State *L, const char *fieldname, + const char *envname, + const char *dft) { + const char *dftmark; + const char *nver = lua_pushfstring(L, "%s%s", envname, LUA_VERSUFFIX); + const char *path = getenv(nver); /* try versioned name */ + if (path == NULL) /* no versioned environment variable? */ + path = getenv(envname); /* try unversioned name */ + if (path == NULL || noenv(L)) /* no environment variable? */ + lua_pushstring(L, dft); /* use default */ + else if ((dftmark = strstr(path, LUA_PATH_SEP LUA_PATH_SEP)) == NULL) + lua_pushstring(L, path); /* nothing to change */ + else { /* path contains a ";;": insert default path in its place */ + size_t len = strlen(path); + luaL_Buffer b; + luaL_buffinit(L, &b); + if (path < dftmark) { /* is there a prefix before ';;'? */ + luaL_addlstring(&b, path, dftmark - path); /* add it */ + luaL_addchar(&b, *LUA_PATH_SEP); + } + luaL_addstring(&b, dft); /* add default */ + if (dftmark < path + len - 2) { /* is there a suffix after ';;'? */ + luaL_addchar(&b, *LUA_PATH_SEP); + luaL_addlstring(&b, dftmark + 2, (path + len - 2) - dftmark); + } + luaL_pushresult(&b); + } + setprogdir(L); + lua_setfield(L, -3, fieldname); /* package[fieldname] = path value */ + lua_pop(L, 1); /* pop versioned variable name ('nver') */ +} + +/* }================================================================== */ + + +/* +** return registry.CLIBS[path] +*/ +static void *checkclib (lua_State *L, const char *path) { + void *plib; + lua_getfield(L, LUA_REGISTRYINDEX, CLIBS); + lua_getfield(L, -1, path); + plib = lua_touserdata(L, -1); /* plib = CLIBS[path] */ + lua_pop(L, 2); /* pop CLIBS table and 'plib' */ + return plib; +} + + +/* +** registry.CLIBS[path] = plib -- for queries +** registry.CLIBS[#CLIBS + 1] = plib -- also keep a list of all libraries +*/ +static void addtoclib (lua_State *L, const char *path, void *plib) { + lua_getfield(L, LUA_REGISTRYINDEX, CLIBS); + lua_pushlightuserdata(L, plib); + lua_pushvalue(L, -1); + lua_setfield(L, -3, path); /* CLIBS[path] = plib */ + lua_rawseti(L, -2, luaL_len(L, -2) + 1); /* CLIBS[#CLIBS + 1] = plib */ + lua_pop(L, 1); /* pop CLIBS table */ +} + + +/* +** __gc tag method for CLIBS table: calls 'lsys_unloadlib' for all lib +** handles in list CLIBS +*/ +static int gctm (lua_State *L) { + lua_Integer n = luaL_len(L, 1); + for (; n >= 1; n--) { /* for each handle, in reverse order */ + lua_rawgeti(L, 1, n); /* get handle CLIBS[n] */ + lsys_unloadlib(lua_touserdata(L, -1)); + lua_pop(L, 1); /* pop handle */ + } + return 0; +} + + + +/* error codes for 'lookforfunc' */ +#define ERRLIB 1 +#define ERRFUNC 2 + +/* +** Look for a C function named 'sym' in a dynamically loaded library +** 'path'. +** First, check whether the library is already loaded; if not, try +** to load it. +** Then, if 'sym' is '*', return true (as library has been loaded). +** Otherwise, look for symbol 'sym' in the library and push a +** C function with that symbol. +** Return 0 and 'true' or a function in the stack; in case of +** errors, return an error code and an error message in the stack. +*/ +static int lookforfunc (lua_State *L, const char *path, const char *sym) { + void *reg = checkclib(L, path); /* check loaded C libraries */ + if (reg == NULL) { /* must load library? */ + reg = lsys_load(L, path, *sym == '*'); /* global symbols if 'sym'=='*' */ + if (reg == NULL) return ERRLIB; /* unable to load library */ + addtoclib(L, path, reg); + } + if (*sym == '*') { /* loading only library (no function)? */ + lua_pushboolean(L, 1); /* return 'true' */ + return 0; /* no errors */ + } + else { + lua_CFunction f = lsys_sym(L, reg, sym); + if (f == NULL) + return ERRFUNC; /* unable to find function */ + lua_pushcfunction(L, f); /* else create new function */ + return 0; /* no errors */ + } +} + + +static int ll_loadlib (lua_State *L) { + const char *path = luaL_checkstring(L, 1); + const char *init = luaL_checkstring(L, 2); + int stat = lookforfunc(L, path, init); + if (l_likely(stat == 0)) /* no errors? */ + return 1; /* return the loaded function */ + else { /* error; error message is on stack top */ + luaL_pushfail(L); + lua_insert(L, -2); + lua_pushstring(L, (stat == ERRLIB) ? LIB_FAIL : "init"); + return 3; /* return fail, error message, and where */ + } +} + + + +/* +** {====================================================== +** 'require' function +** ======================================================= +*/ + + +static int readable (const char *filename) { + FILE *f = fopen(filename, "r"); /* try to open file */ + if (f == NULL) return 0; /* open failed */ + fclose(f); + return 1; +} + + +/* +** Get the next name in '*path' = 'name1;name2;name3;...', changing +** the ending ';' to '\0' to create a zero-terminated string. Return +** NULL when list ends. +*/ +static const char *getnextfilename (char **path, char *end) { + char *sep; + char *name = *path; + if (name == end) + return NULL; /* no more names */ + else if (*name == '\0') { /* from previous iteration? */ + *name = *LUA_PATH_SEP; /* restore separator */ + name++; /* skip it */ + } + sep = strchr(name, *LUA_PATH_SEP); /* find next separator */ + if (sep == NULL) /* separator not found? */ + sep = end; /* name goes until the end */ + *sep = '\0'; /* finish file name */ + *path = sep; /* will start next search from here */ + return name; +} + + +/* +** Given a path such as ";blabla.so;blublu.so", pushes the string +** +** no file 'blabla.so' +** no file 'blublu.so' +*/ +static void pusherrornotfound (lua_State *L, const char *path) { + luaL_Buffer b; + luaL_buffinit(L, &b); + luaL_addstring(&b, "no file '"); + luaL_addgsub(&b, path, LUA_PATH_SEP, "'\n\tno file '"); + luaL_addstring(&b, "'"); + luaL_pushresult(&b); +} + + +static const char *searchpath (lua_State *L, const char *name, + const char *path, + const char *sep, + const char *dirsep) { + luaL_Buffer buff; + char *pathname; /* path with name inserted */ + char *endpathname; /* its end */ + const char *filename; + /* separator is non-empty and appears in 'name'? */ + if (*sep != '\0' && strchr(name, *sep) != NULL) + name = luaL_gsub(L, name, sep, dirsep); /* replace it by 'dirsep' */ + luaL_buffinit(L, &buff); + /* add path to the buffer, replacing marks ('?') with the file name */ + luaL_addgsub(&buff, path, LUA_PATH_MARK, name); + luaL_addchar(&buff, '\0'); + pathname = luaL_buffaddr(&buff); /* writable list of file names */ + endpathname = pathname + luaL_bufflen(&buff) - 1; + while ((filename = getnextfilename(&pathname, endpathname)) != NULL) { + if (readable(filename)) /* does file exist and is readable? */ + return lua_pushstring(L, filename); /* save and return name */ + } + luaL_pushresult(&buff); /* push path to create error message */ + pusherrornotfound(L, lua_tostring(L, -1)); /* create error message */ + return NULL; /* not found */ +} + + +static int ll_searchpath (lua_State *L) { + const char *f = searchpath(L, luaL_checkstring(L, 1), + luaL_checkstring(L, 2), + luaL_optstring(L, 3, "."), + luaL_optstring(L, 4, LUA_DIRSEP)); + if (f != NULL) return 1; + else { /* error message is on top of the stack */ + luaL_pushfail(L); + lua_insert(L, -2); + return 2; /* return fail + error message */ + } +} + + +static const char *findfile (lua_State *L, const char *name, + const char *pname, + const char *dirsep) { + const char *path; + lua_getfield(L, lua_upvalueindex(1), pname); + path = lua_tostring(L, -1); + if (l_unlikely(path == NULL)) + luaL_error(L, "'package.%s' must be a string", pname); + return searchpath(L, name, path, ".", dirsep); +} + + +static int checkload (lua_State *L, int stat, const char *filename) { + if (l_likely(stat)) { /* module loaded successfully? */ + lua_pushstring(L, filename); /* will be 2nd argument to module */ + return 2; /* return open function and file name */ + } + else + return luaL_error(L, "error loading module '%s' from file '%s':\n\t%s", + lua_tostring(L, 1), filename, lua_tostring(L, -1)); +} + + +static int searcher_Lua (lua_State *L) { + const char *filename; + const char *name = luaL_checkstring(L, 1); + filename = findfile(L, name, "path", LUA_LSUBSEP); + if (filename == NULL) return 1; /* module not found in this path */ + return checkload(L, (luaL_loadfile(L, filename) == LUA_OK), filename); +} + + +/* +** Try to find a load function for module 'modname' at file 'filename'. +** First, change '.' to '_' in 'modname'; then, if 'modname' has +** the form X-Y (that is, it has an "ignore mark"), build a function +** name "luaopen_X" and look for it. (For compatibility, if that +** fails, it also tries "luaopen_Y".) If there is no ignore mark, +** look for a function named "luaopen_modname". +*/ +static int loadfunc (lua_State *L, const char *filename, const char *modname) { + const char *openfunc; + const char *mark; + modname = luaL_gsub(L, modname, ".", LUA_OFSEP); + mark = strchr(modname, *LUA_IGMARK); + if (mark) { + int stat; + openfunc = lua_pushlstring(L, modname, mark - modname); + openfunc = lua_pushfstring(L, LUA_POF"%s", openfunc); + stat = lookforfunc(L, filename, openfunc); + if (stat != ERRFUNC) return stat; + modname = mark + 1; /* else go ahead and try old-style name */ + } + openfunc = lua_pushfstring(L, LUA_POF"%s", modname); + return lookforfunc(L, filename, openfunc); +} + + +static int searcher_C (lua_State *L) { + const char *name = luaL_checkstring(L, 1); + const char *filename = findfile(L, name, "cpath", LUA_CSUBSEP); + if (filename == NULL) return 1; /* module not found in this path */ + return checkload(L, (loadfunc(L, filename, name) == 0), filename); +} + + +static int searcher_Croot (lua_State *L) { + const char *filename; + const char *name = luaL_checkstring(L, 1); + const char *p = strchr(name, '.'); + int stat; + if (p == NULL) return 0; /* is root */ + lua_pushlstring(L, name, p - name); + filename = findfile(L, lua_tostring(L, -1), "cpath", LUA_CSUBSEP); + if (filename == NULL) return 1; /* root not found */ + if ((stat = loadfunc(L, filename, name)) != 0) { + if (stat != ERRFUNC) + return checkload(L, 0, filename); /* real error */ + else { /* open function not found */ + lua_pushfstring(L, "no module '%s' in file '%s'", name, filename); + return 1; + } + } + lua_pushstring(L, filename); /* will be 2nd argument to module */ + return 2; +} + + +static int searcher_preload (lua_State *L) { + const char *name = luaL_checkstring(L, 1); + lua_getfield(L, LUA_REGISTRYINDEX, LUA_PRELOAD_TABLE); + if (lua_getfield(L, -1, name) == LUA_TNIL) { /* not found? */ + lua_pushfstring(L, "no field package.preload['%s']", name); + return 1; + } + else { + lua_pushliteral(L, ":preload:"); + return 2; + } +} + + +static void findloader (lua_State *L, const char *name) { + int i; + luaL_Buffer msg; /* to build error message */ + /* push 'package.searchers' to index 3 in the stack */ + if (l_unlikely(lua_getfield(L, lua_upvalueindex(1), "searchers") + != LUA_TTABLE)) + luaL_error(L, "'package.searchers' must be a table"); + luaL_buffinit(L, &msg); + /* iterate over available searchers to find a loader */ + for (i = 1; ; i++) { + luaL_addstring(&msg, "\n\t"); /* error-message prefix */ + if (l_unlikely(lua_rawgeti(L, 3, i) == LUA_TNIL)) { /* no more searchers? */ + lua_pop(L, 1); /* remove nil */ + luaL_buffsub(&msg, 2); /* remove prefix */ + luaL_pushresult(&msg); /* create error message */ + luaL_error(L, "module '%s' not found:%s", name, lua_tostring(L, -1)); + } + lua_pushstring(L, name); + lua_call(L, 1, 2); /* call it */ + if (lua_isfunction(L, -2)) /* did it find a loader? */ + return; /* module loader found */ + else if (lua_isstring(L, -2)) { /* searcher returned error message? */ + lua_pop(L, 1); /* remove extra return */ + luaL_addvalue(&msg); /* concatenate error message */ + } + else { /* no error message */ + lua_pop(L, 2); /* remove both returns */ + luaL_buffsub(&msg, 2); /* remove prefix */ + } + } +} + + +static int ll_require (lua_State *L) { + const char *name = luaL_checkstring(L, 1); + lua_settop(L, 1); /* LOADED table will be at index 2 */ + lua_getfield(L, LUA_REGISTRYINDEX, LUA_LOADED_TABLE); + lua_getfield(L, 2, name); /* LOADED[name] */ + if (lua_toboolean(L, -1)) /* is it there? */ + return 1; /* package is already loaded */ + /* else must load package */ + lua_pop(L, 1); /* remove 'getfield' result */ + findloader(L, name); + lua_rotate(L, -2, 1); /* function <-> loader data */ + lua_pushvalue(L, 1); /* name is 1st argument to module loader */ + lua_pushvalue(L, -3); /* loader data is 2nd argument */ + /* stack: ...; loader data; loader function; mod. name; loader data */ + lua_call(L, 2, 1); /* run loader to load module */ + /* stack: ...; loader data; result from loader */ + if (!lua_isnil(L, -1)) /* non-nil return? */ + lua_setfield(L, 2, name); /* LOADED[name] = returned value */ + else + lua_pop(L, 1); /* pop nil */ + if (lua_getfield(L, 2, name) == LUA_TNIL) { /* module set no value? */ + lua_pushboolean(L, 1); /* use true as result */ + lua_copy(L, -1, -2); /* replace loader result */ + lua_setfield(L, 2, name); /* LOADED[name] = true */ + } + lua_rotate(L, -2, 1); /* loader data <-> module result */ + return 2; /* return module result and loader data */ +} + +/* }====================================================== */ + + + + +static const luaL_Reg pk_funcs[] = { + {"loadlib", ll_loadlib}, + {"searchpath", ll_searchpath}, + /* placeholders */ + {"preload", NULL}, + {"cpath", NULL}, + {"path", NULL}, + {"searchers", NULL}, + {"loaded", NULL}, + {NULL, NULL} +}; + + +static const luaL_Reg ll_funcs[] = { + {"require", ll_require}, + {NULL, NULL} +}; + + +static void createsearcherstable (lua_State *L) { + static const lua_CFunction searchers[] = + {searcher_preload, searcher_Lua, searcher_C, searcher_Croot, NULL}; + int i; + /* create 'searchers' table */ + lua_createtable(L, sizeof(searchers)/sizeof(searchers[0]) - 1, 0); + /* fill it with predefined searchers */ + for (i=0; searchers[i] != NULL; i++) { + lua_pushvalue(L, -2); /* set 'package' as upvalue for all searchers */ + lua_pushcclosure(L, searchers[i], 1); + lua_rawseti(L, -2, i+1); + } + lua_setfield(L, -2, "searchers"); /* put it in field 'searchers' */ +} + + +/* +** create table CLIBS to keep track of loaded C libraries, +** setting a finalizer to close all libraries when closing state. +*/ +static void createclibstable (lua_State *L) { + luaL_getsubtable(L, LUA_REGISTRYINDEX, CLIBS); /* create CLIBS table */ + lua_createtable(L, 0, 1); /* create metatable for CLIBS */ + lua_pushcfunction(L, gctm); + lua_setfield(L, -2, "__gc"); /* set finalizer for CLIBS table */ + lua_setmetatable(L, -2); +} + + +LUAMOD_API int luaopen_package (lua_State *L) { + createclibstable(L); + luaL_newlib(L, pk_funcs); /* create 'package' table */ + createsearcherstable(L); + /* set paths */ + setpath(L, "path", LUA_PATH_VAR, LUA_PATH_DEFAULT); + setpath(L, "cpath", LUA_CPATH_VAR, LUA_CPATH_DEFAULT); + /* store config information */ + lua_pushliteral(L, LUA_DIRSEP "\n" LUA_PATH_SEP "\n" LUA_PATH_MARK "\n" + LUA_EXEC_DIR "\n" LUA_IGMARK "\n"); + lua_setfield(L, -2, "config"); + /* set field 'loaded' */ + luaL_getsubtable(L, LUA_REGISTRYINDEX, LUA_LOADED_TABLE); + lua_setfield(L, -2, "loaded"); + /* set field 'preload' */ + luaL_getsubtable(L, LUA_REGISTRYINDEX, LUA_PRELOAD_TABLE); + lua_setfield(L, -2, "preload"); + lua_pushglobaltable(L); + lua_pushvalue(L, -2); /* set 'package' as upvalue for next lib */ + luaL_setfuncs(L, ll_funcs, 1); /* open lib into global table */ + lua_pop(L, 1); /* pop global table */ + return 1; /* return 'package' table */ +} + diff --git a/Dependencies/LuaRaw/src/lobject.c b/Dependencies/LuaRaw/src/lobject.c new file mode 100644 index 000000000..301aa900b --- /dev/null +++ b/Dependencies/LuaRaw/src/lobject.c @@ -0,0 +1,592 @@ +/* +** $Id: lobject.c $ +** Some generic functions over Lua objects +** See Copyright Notice in lua.h +*/ + +#define lobject_c +#define LUA_CORE + +#include "lprefix.h" + + +#include +#include +#include +#include +#include +#include + +#include "lua.h" + +#include "lctype.h" +#include "ldebug.h" +#include "ldo.h" +#include "lmem.h" +#include "lobject.h" +#include "lstate.h" +#include "lstring.h" +#include "lvm.h" + + +/* +** Computes ceil(log2(x)) +*/ +int luaO_ceillog2 (unsigned int x) { + static const lu_byte log_2[256] = { /* log_2[i] = ceil(log2(i - 1)) */ + 0,1,2,2,3,3,3,3,4,4,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5, + 6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6, + 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7, + 7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8, + 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8 + }; + int l = 0; + x--; + while (x >= 256) { l += 8; x >>= 8; } + return l + log_2[x]; +} + + +static lua_Integer intarith (lua_State *L, int op, lua_Integer v1, + lua_Integer v2) { + switch (op) { + case LUA_OPADD: return intop(+, v1, v2); + case LUA_OPSUB:return intop(-, v1, v2); + case LUA_OPMUL:return intop(*, v1, v2); + case LUA_OPMOD: return luaV_mod(L, v1, v2); + case LUA_OPIDIV: return luaV_idiv(L, v1, v2); + case LUA_OPBAND: return intop(&, v1, v2); + case LUA_OPBOR: return intop(|, v1, v2); + case LUA_OPBXOR: return intop(^, v1, v2); + case LUA_OPSHL: return luaV_shiftl(v1, v2); + case LUA_OPSHR: return luaV_shiftl(v1, -v2); + case LUA_OPUNM: return intop(-, 0, v1); + case LUA_OPBNOT: return intop(^, ~l_castS2U(0), v1); + default: lua_assert(0); return 0; + } +} + + +static lua_Number numarith (lua_State *L, int op, lua_Number v1, + lua_Number v2) { + switch (op) { + case LUA_OPADD: return luai_numadd(L, v1, v2); + case LUA_OPSUB: return luai_numsub(L, v1, v2); + case LUA_OPMUL: return luai_nummul(L, v1, v2); + case LUA_OPDIV: return luai_numdiv(L, v1, v2); + case LUA_OPPOW: return luai_numpow(L, v1, v2); + case LUA_OPIDIV: return luai_numidiv(L, v1, v2); + case LUA_OPUNM: return luai_numunm(L, v1); + case LUA_OPMOD: return luaV_modf(L, v1, v2); + default: lua_assert(0); return 0; + } +} + + +int luaO_rawarith (lua_State *L, int op, const TValue *p1, const TValue *p2, + TValue *res) { + switch (op) { + case LUA_OPBAND: case LUA_OPBOR: case LUA_OPBXOR: + case LUA_OPSHL: case LUA_OPSHR: + case LUA_OPBNOT: { /* operate only on integers */ + lua_Integer i1; lua_Integer i2; + if (tointegerns(p1, &i1) && tointegerns(p2, &i2)) { + setivalue(res, intarith(L, op, i1, i2)); + return 1; + } + else return 0; /* fail */ + } + case LUA_OPDIV: case LUA_OPPOW: { /* operate only on floats */ + lua_Number n1; lua_Number n2; + if (tonumberns(p1, n1) && tonumberns(p2, n2)) { + setfltvalue(res, numarith(L, op, n1, n2)); + return 1; + } + else return 0; /* fail */ + } + default: { /* other operations */ + lua_Number n1; lua_Number n2; + if (ttisinteger(p1) && ttisinteger(p2)) { + setivalue(res, intarith(L, op, ivalue(p1), ivalue(p2))); + return 1; + } + else if (tonumberns(p1, n1) && tonumberns(p2, n2)) { + setfltvalue(res, numarith(L, op, n1, n2)); + return 1; + } + else return 0; /* fail */ + } + } +} + + +void luaO_arith (lua_State *L, int op, const TValue *p1, const TValue *p2, + StkId res) { + if (!luaO_rawarith(L, op, p1, p2, s2v(res))) { + /* could not perform raw operation; try metamethod */ + luaT_trybinTM(L, p1, p2, res, cast(TMS, (op - LUA_OPADD) + TM_ADD)); + } +} + + +int luaO_hexavalue (int c) { + if (lisdigit(c)) return c - '0'; + else return (ltolower(c) - 'a') + 10; +} + + +static int isneg (const char **s) { + if (**s == '-') { (*s)++; return 1; } + else if (**s == '+') (*s)++; + return 0; +} + + + +/* +** {================================================================== +** Lua's implementation for 'lua_strx2number' +** =================================================================== +*/ + +#if !defined(lua_strx2number) + +/* maximum number of significant digits to read (to avoid overflows + even with single floats) */ +#define MAXSIGDIG 30 + +/* +** convert a hexadecimal numeric string to a number, following +** C99 specification for 'strtod' +*/ +static lua_Number lua_strx2number (const char *s, char **endptr) { + int dot = lua_getlocaledecpoint(); + lua_Number r = l_mathop(0.0); /* result (accumulator) */ + int sigdig = 0; /* number of significant digits */ + int nosigdig = 0; /* number of non-significant digits */ + int e = 0; /* exponent correction */ + int neg; /* 1 if number is negative */ + int hasdot = 0; /* true after seen a dot */ + *endptr = cast_charp(s); /* nothing is valid yet */ + while (lisspace(cast_uchar(*s))) s++; /* skip initial spaces */ + neg = isneg(&s); /* check sign */ + if (!(*s == '0' && (*(s + 1) == 'x' || *(s + 1) == 'X'))) /* check '0x' */ + return l_mathop(0.0); /* invalid format (no '0x') */ + for (s += 2; ; s++) { /* skip '0x' and read numeral */ + if (*s == dot) { + if (hasdot) break; /* second dot? stop loop */ + else hasdot = 1; + } + else if (lisxdigit(cast_uchar(*s))) { + if (sigdig == 0 && *s == '0') /* non-significant digit (zero)? */ + nosigdig++; + else if (++sigdig <= MAXSIGDIG) /* can read it without overflow? */ + r = (r * l_mathop(16.0)) + luaO_hexavalue(*s); + else e++; /* too many digits; ignore, but still count for exponent */ + if (hasdot) e--; /* decimal digit? correct exponent */ + } + else break; /* neither a dot nor a digit */ + } + if (nosigdig + sigdig == 0) /* no digits? */ + return l_mathop(0.0); /* invalid format */ + *endptr = cast_charp(s); /* valid up to here */ + e *= 4; /* each digit multiplies/divides value by 2^4 */ + if (*s == 'p' || *s == 'P') { /* exponent part? */ + int exp1 = 0; /* exponent value */ + int neg1; /* exponent sign */ + s++; /* skip 'p' */ + neg1 = isneg(&s); /* sign */ + if (!lisdigit(cast_uchar(*s))) + return l_mathop(0.0); /* invalid; must have at least one digit */ + while (lisdigit(cast_uchar(*s))) /* read exponent */ + exp1 = exp1 * 10 + *(s++) - '0'; + if (neg1) exp1 = -exp1; + e += exp1; + *endptr = cast_charp(s); /* valid up to here */ + } + if (neg) r = -r; + return l_mathop(ldexp)(r, e); +} + +#endif +/* }====================================================== */ + + +/* maximum length of a numeral to be converted to a number */ +#if !defined (L_MAXLENNUM) +#define L_MAXLENNUM 200 +#endif + +/* +** Convert string 's' to a Lua number (put in 'result'). Return NULL on +** fail or the address of the ending '\0' on success. ('mode' == 'x') +** means a hexadecimal numeral. +*/ +static const char *l_str2dloc (const char *s, lua_Number *result, int mode) { + char *endptr; + *result = (mode == 'x') ? lua_strx2number(s, &endptr) /* try to convert */ + : lua_str2number(s, &endptr); + if (endptr == s) return NULL; /* nothing recognized? */ + while (lisspace(cast_uchar(*endptr))) endptr++; /* skip trailing spaces */ + return (*endptr == '\0') ? endptr : NULL; /* OK iff no trailing chars */ +} + + +/* +** Convert string 's' to a Lua number (put in 'result') handling the +** current locale. +** This function accepts both the current locale or a dot as the radix +** mark. If the conversion fails, it may mean number has a dot but +** locale accepts something else. In that case, the code copies 's' +** to a buffer (because 's' is read-only), changes the dot to the +** current locale radix mark, and tries to convert again. +** The variable 'mode' checks for special characters in the string: +** - 'n' means 'inf' or 'nan' (which should be rejected) +** - 'x' means a hexadecimal numeral +** - '.' just optimizes the search for the common case (no special chars) +*/ +static const char *l_str2d (const char *s, lua_Number *result) { + const char *endptr; + const char *pmode = strpbrk(s, ".xXnN"); /* look for special chars */ + int mode = pmode ? ltolower(cast_uchar(*pmode)) : 0; + if (mode == 'n') /* reject 'inf' and 'nan' */ + return NULL; + endptr = l_str2dloc(s, result, mode); /* try to convert */ + if (endptr == NULL) { /* failed? may be a different locale */ + char buff[L_MAXLENNUM + 1]; + const char *pdot = strchr(s, '.'); + if (pdot == NULL || strlen(s) > L_MAXLENNUM) + return NULL; /* string too long or no dot; fail */ + strcpy(buff, s); /* copy string to buffer */ + buff[pdot - s] = lua_getlocaledecpoint(); /* correct decimal point */ + endptr = l_str2dloc(buff, result, mode); /* try again */ + if (endptr != NULL) + endptr = s + (endptr - buff); /* make relative to 's' */ + } + return endptr; +} + + +#define MAXBY10 cast(lua_Unsigned, LUA_MAXINTEGER / 10) +#define MAXLASTD cast_int(LUA_MAXINTEGER % 10) + +static const char *l_str2int (const char *s, lua_Integer *result) { + lua_Unsigned a = 0; + int empty = 1; + int neg; + while (lisspace(cast_uchar(*s))) s++; /* skip initial spaces */ + neg = isneg(&s); + if (s[0] == '0' && + (s[1] == 'x' || s[1] == 'X')) { /* hex? */ + s += 2; /* skip '0x' */ + for (; lisxdigit(cast_uchar(*s)); s++) { + a = a * 16 + luaO_hexavalue(*s); + empty = 0; + } + } + else { /* decimal */ + for (; lisdigit(cast_uchar(*s)); s++) { + int d = *s - '0'; + if (a >= MAXBY10 && (a > MAXBY10 || d > MAXLASTD + neg)) /* overflow? */ + return NULL; /* do not accept it (as integer) */ + a = a * 10 + d; + empty = 0; + } + } + while (lisspace(cast_uchar(*s))) s++; /* skip trailing spaces */ + if (empty || *s != '\0') return NULL; /* something wrong in the numeral */ + else { + *result = l_castU2S((neg) ? 0u - a : a); + return s; + } +} + + +size_t luaO_str2num (const char *s, TValue *o) { + lua_Integer i; lua_Number n; + const char *e; + if ((e = l_str2int(s, &i)) != NULL) { /* try as an integer */ + setivalue(o, i); + } + else if ((e = l_str2d(s, &n)) != NULL) { /* else try as a float */ + setfltvalue(o, n); + } + else + return 0; /* conversion failed */ + return (e - s) + 1; /* success; return string size */ +} + + +int luaO_utf8esc (char *buff, unsigned long x) { + int n = 1; /* number of bytes put in buffer (backwards) */ + lua_assert(x <= 0x7FFFFFFFu); + if (x < 0x80) /* ascii? */ + buff[UTF8BUFFSZ - 1] = cast_char(x); + else { /* need continuation bytes */ + unsigned int mfb = 0x3f; /* maximum that fits in first byte */ + do { /* add continuation bytes */ + buff[UTF8BUFFSZ - (n++)] = cast_char(0x80 | (x & 0x3f)); + x >>= 6; /* remove added bits */ + mfb >>= 1; /* now there is one less bit available in first byte */ + } while (x > mfb); /* still needs continuation byte? */ + buff[UTF8BUFFSZ - n] = cast_char((~mfb << 1) | x); /* add first byte */ + } + return n; +} + + +/* +** Maximum length of the conversion of a number to a string. Must be +** enough to accommodate both LUA_INTEGER_FMT and LUA_NUMBER_FMT. +** (For a long long int, this is 19 digits plus a sign and a final '\0', +** adding to 21. For a long double, it can go to a sign, 33 digits, +** the dot, an exponent letter, an exponent sign, 5 exponent digits, +** and a final '\0', adding to 43.) +*/ +#define MAXNUMBER2STR 44 + + +/* +** Convert a number object to a string, adding it to a buffer +*/ +static int tostringbuff (TValue *obj, char *buff) { + int len; + lua_assert(ttisnumber(obj)); + if (ttisinteger(obj)) + len = lua_integer2str(buff, MAXNUMBER2STR, ivalue(obj)); + else { + len = lua_number2str(buff, MAXNUMBER2STR, fltvalue(obj)); + if (buff[strspn(buff, "-0123456789")] == '\0') { /* looks like an int? */ + buff[len++] = lua_getlocaledecpoint(); + buff[len++] = '0'; /* adds '.0' to result */ + } + } + return len; +} + + +/* +** Convert a number object to a Lua string, replacing the value at 'obj' +*/ +void luaO_tostring (lua_State *L, TValue *obj) { + char buff[MAXNUMBER2STR]; + int len = tostringbuff(obj, buff); + setsvalue(L, obj, luaS_newlstr(L, buff, len)); +} + + + + +/* +** {================================================================== +** 'luaO_pushvfstring' +** =================================================================== +*/ + +/* size for buffer space used by 'luaO_pushvfstring' */ +#define BUFVFS 200 + +/* buffer used by 'luaO_pushvfstring' */ +typedef struct BuffFS { + lua_State *L; + int pushed; /* number of string pieces already on the stack */ + int blen; /* length of partial string in 'space' */ + char space[BUFVFS]; /* holds last part of the result */ +} BuffFS; + + +/* +** Push given string to the stack, as part of the buffer, and +** join the partial strings in the stack into one. +*/ +static void pushstr (BuffFS *buff, const char *str, size_t l) { + lua_State *L = buff->L; + setsvalue2s(L, L->top, luaS_newlstr(L, str, l)); + L->top++; /* may use one extra slot */ + buff->pushed++; + luaV_concat(L, buff->pushed); /* join partial results into one */ + buff->pushed = 1; +} + + +/* +** empty the buffer space into the stack +*/ +static void clearbuff (BuffFS *buff) { + pushstr(buff, buff->space, buff->blen); /* push buffer contents */ + buff->blen = 0; /* space now is empty */ +} + + +/* +** Get a space of size 'sz' in the buffer. If buffer has not enough +** space, empty it. 'sz' must fit in an empty buffer. +*/ +static char *getbuff (BuffFS *buff, int sz) { + lua_assert(buff->blen <= BUFVFS); lua_assert(sz <= BUFVFS); + if (sz > BUFVFS - buff->blen) /* not enough space? */ + clearbuff(buff); + return buff->space + buff->blen; +} + + +#define addsize(b,sz) ((b)->blen += (sz)) + + +/* +** Add 'str' to the buffer. If string is larger than the buffer space, +** push the string directly to the stack. +*/ +static void addstr2buff (BuffFS *buff, const char *str, size_t slen) { + if (slen <= BUFVFS) { /* does string fit into buffer? */ + char *bf = getbuff(buff, cast_int(slen)); + memcpy(bf, str, slen); /* add string to buffer */ + addsize(buff, cast_int(slen)); + } + else { /* string larger than buffer */ + clearbuff(buff); /* string comes after buffer's content */ + pushstr(buff, str, slen); /* push string */ + } +} + + +/* +** Add a number to the buffer. +*/ +static void addnum2buff (BuffFS *buff, TValue *num) { + char *numbuff = getbuff(buff, MAXNUMBER2STR); + int len = tostringbuff(num, numbuff); /* format number into 'numbuff' */ + addsize(buff, len); +} + + +/* +** this function handles only '%d', '%c', '%f', '%p', '%s', and '%%' + conventional formats, plus Lua-specific '%I' and '%U' +*/ +const char *luaO_pushvfstring (lua_State *L, const char *fmt, va_list argp) { + BuffFS buff; /* holds last part of the result */ + const char *e; /* points to next '%' */ + buff.pushed = buff.blen = 0; + buff.L = L; + while ((e = strchr(fmt, '%')) != NULL) { + addstr2buff(&buff, fmt, e - fmt); /* add 'fmt' up to '%' */ + switch (*(e + 1)) { /* conversion specifier */ + case 's': { /* zero-terminated string */ + const char *s = va_arg(argp, char *); + if (s == NULL) s = "(null)"; + addstr2buff(&buff, s, strlen(s)); + break; + } + case 'c': { /* an 'int' as a character */ + char c = cast_uchar(va_arg(argp, int)); + addstr2buff(&buff, &c, sizeof(char)); + break; + } + case 'd': { /* an 'int' */ + TValue num; + setivalue(&num, va_arg(argp, int)); + addnum2buff(&buff, &num); + break; + } + case 'I': { /* a 'lua_Integer' */ + TValue num; + setivalue(&num, cast(lua_Integer, va_arg(argp, l_uacInt))); + addnum2buff(&buff, &num); + break; + } + case 'f': { /* a 'lua_Number' */ + TValue num; + setfltvalue(&num, cast_num(va_arg(argp, l_uacNumber))); + addnum2buff(&buff, &num); + break; + } + case 'p': { /* a pointer */ + const int sz = 3 * sizeof(void*) + 8; /* enough space for '%p' */ + char *bf = getbuff(&buff, sz); + void *p = va_arg(argp, void *); + int len = lua_pointer2str(bf, sz, p); + addsize(&buff, len); + break; + } + case 'U': { /* a 'long' as a UTF-8 sequence */ + char bf[UTF8BUFFSZ]; + int len = luaO_utf8esc(bf, va_arg(argp, long)); + addstr2buff(&buff, bf + UTF8BUFFSZ - len, len); + break; + } + case '%': { + addstr2buff(&buff, "%", 1); + break; + } + default: { + luaG_runerror(L, "invalid option '%%%c' to 'lua_pushfstring'", + *(e + 1)); + } + } + fmt = e + 2; /* skip '%' and the specifier */ + } + addstr2buff(&buff, fmt, strlen(fmt)); /* rest of 'fmt' */ + clearbuff(&buff); /* empty buffer into the stack */ + lua_assert(buff.pushed == 1); + return svalue(s2v(L->top - 1)); +} + + +const char *luaO_pushfstring (lua_State *L, const char *fmt, ...) { + const char *msg; + va_list argp; + va_start(argp, fmt); + msg = luaO_pushvfstring(L, fmt, argp); + va_end(argp); + return msg; +} + +/* }================================================================== */ + + +#define RETS "..." +#define PRE "[string \"" +#define POS "\"]" + +#define addstr(a,b,l) ( memcpy(a,b,(l) * sizeof(char)), a += (l) ) + +void luaO_chunkid (char *out, const char *source, size_t srclen) { + size_t bufflen = LUA_IDSIZE; /* free space in buffer */ + if (*source == '=') { /* 'literal' source */ + if (srclen <= bufflen) /* small enough? */ + memcpy(out, source + 1, srclen * sizeof(char)); + else { /* truncate it */ + addstr(out, source + 1, bufflen - 1); + *out = '\0'; + } + } + else if (*source == '@') { /* file name */ + if (srclen <= bufflen) /* small enough? */ + memcpy(out, source + 1, srclen * sizeof(char)); + else { /* add '...' before rest of name */ + addstr(out, RETS, LL(RETS)); + bufflen -= LL(RETS); + memcpy(out, source + 1 + srclen - bufflen, bufflen * sizeof(char)); + } + } + else { /* string; format as [string "source"] */ + const char *nl = strchr(source, '\n'); /* find first new line (if any) */ + addstr(out, PRE, LL(PRE)); /* add prefix */ + bufflen -= LL(PRE RETS POS) + 1; /* save space for prefix+suffix+'\0' */ + if (srclen < bufflen && nl == NULL) { /* small one-line source? */ + addstr(out, source, srclen); /* keep it */ + } + else { + if (nl != NULL) srclen = nl - source; /* stop at first newline */ + if (srclen > bufflen) srclen = bufflen; + addstr(out, source, srclen); + addstr(out, RETS, LL(RETS)); + } + memcpy(out, POS, (LL(POS) + 1) * sizeof(char)); + } +} + diff --git a/Dependencies/LuaRaw/src/lopcodes.c b/Dependencies/LuaRaw/src/lopcodes.c new file mode 100644 index 000000000..c67aa227c --- /dev/null +++ b/Dependencies/LuaRaw/src/lopcodes.c @@ -0,0 +1,104 @@ +/* +** $Id: lopcodes.c $ +** Opcodes for Lua virtual machine +** See Copyright Notice in lua.h +*/ + +#define lopcodes_c +#define LUA_CORE + +#include "lprefix.h" + + +#include "lopcodes.h" + + +/* ORDER OP */ + +LUAI_DDEF const lu_byte luaP_opmodes[NUM_OPCODES] = { +/* MM OT IT T A mode opcode */ + opmode(0, 0, 0, 0, 1, iABC) /* OP_MOVE */ + ,opmode(0, 0, 0, 0, 1, iAsBx) /* OP_LOADI */ + ,opmode(0, 0, 0, 0, 1, iAsBx) /* OP_LOADF */ + ,opmode(0, 0, 0, 0, 1, iABx) /* OP_LOADK */ + ,opmode(0, 0, 0, 0, 1, iABx) /* OP_LOADKX */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_LOADFALSE */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_LFALSESKIP */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_LOADTRUE */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_LOADNIL */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_GETUPVAL */ + ,opmode(0, 0, 0, 0, 0, iABC) /* OP_SETUPVAL */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_GETTABUP */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_GETTABLE */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_GETI */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_GETFIELD */ + ,opmode(0, 0, 0, 0, 0, iABC) /* OP_SETTABUP */ + ,opmode(0, 0, 0, 0, 0, iABC) /* OP_SETTABLE */ + ,opmode(0, 0, 0, 0, 0, iABC) /* OP_SETI */ + ,opmode(0, 0, 0, 0, 0, iABC) /* OP_SETFIELD */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_NEWTABLE */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_SELF */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_ADDI */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_ADDK */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_SUBK */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_MULK */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_MODK */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_POWK */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_DIVK */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_IDIVK */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_BANDK */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_BORK */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_BXORK */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_SHRI */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_SHLI */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_ADD */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_SUB */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_MUL */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_MOD */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_POW */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_DIV */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_IDIV */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_BAND */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_BOR */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_BXOR */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_SHL */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_SHR */ + ,opmode(1, 0, 0, 0, 0, iABC) /* OP_MMBIN */ + ,opmode(1, 0, 0, 0, 0, iABC) /* OP_MMBINI*/ + ,opmode(1, 0, 0, 0, 0, iABC) /* OP_MMBINK*/ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_UNM */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_BNOT */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_NOT */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_LEN */ + ,opmode(0, 0, 0, 0, 1, iABC) /* OP_CONCAT */ + ,opmode(0, 0, 0, 0, 0, iABC) /* OP_CLOSE */ + ,opmode(0, 0, 0, 0, 0, iABC) /* OP_TBC */ + ,opmode(0, 0, 0, 0, 0, isJ) /* OP_JMP */ + ,opmode(0, 0, 0, 1, 0, iABC) /* OP_EQ */ + ,opmode(0, 0, 0, 1, 0, iABC) /* OP_LT */ + ,opmode(0, 0, 0, 1, 0, iABC) /* OP_LE */ + ,opmode(0, 0, 0, 1, 0, iABC) /* OP_EQK */ + ,opmode(0, 0, 0, 1, 0, iABC) /* OP_EQI */ + ,opmode(0, 0, 0, 1, 0, iABC) /* OP_LTI */ + ,opmode(0, 0, 0, 1, 0, iABC) /* OP_LEI */ + ,opmode(0, 0, 0, 1, 0, iABC) /* OP_GTI */ + ,opmode(0, 0, 0, 1, 0, iABC) /* OP_GEI */ + ,opmode(0, 0, 0, 1, 0, iABC) /* OP_TEST */ + ,opmode(0, 0, 0, 1, 1, iABC) /* OP_TESTSET */ + ,opmode(0, 1, 1, 0, 1, iABC) /* OP_CALL */ + ,opmode(0, 1, 1, 0, 1, iABC) /* OP_TAILCALL */ + ,opmode(0, 0, 1, 0, 0, iABC) /* OP_RETURN */ + ,opmode(0, 0, 0, 0, 0, iABC) /* OP_RETURN0 */ + ,opmode(0, 0, 0, 0, 0, iABC) /* OP_RETURN1 */ + ,opmode(0, 0, 0, 0, 1, iABx) /* OP_FORLOOP */ + ,opmode(0, 0, 0, 0, 1, iABx) /* OP_FORPREP */ + ,opmode(0, 0, 0, 0, 0, iABx) /* OP_TFORPREP */ + ,opmode(0, 0, 0, 0, 0, iABC) /* OP_TFORCALL */ + ,opmode(0, 0, 0, 0, 1, iABx) /* OP_TFORLOOP */ + ,opmode(0, 0, 1, 0, 0, iABC) /* OP_SETLIST */ + ,opmode(0, 0, 0, 0, 1, iABx) /* OP_CLOSURE */ + ,opmode(0, 1, 0, 0, 1, iABC) /* OP_VARARG */ + ,opmode(0, 0, 1, 0, 1, iABC) /* OP_VARARGPREP */ + ,opmode(0, 0, 0, 0, 0, iAx) /* OP_EXTRAARG */ +}; + diff --git a/Dependencies/LuaRaw/src/loslib.c b/Dependencies/LuaRaw/src/loslib.c new file mode 100644 index 000000000..3e20d622b --- /dev/null +++ b/Dependencies/LuaRaw/src/loslib.c @@ -0,0 +1,430 @@ +/* +** $Id: loslib.c $ +** Standard Operating System library +** See Copyright Notice in lua.h +*/ + +#define loslib_c +#define LUA_LIB + +#include "lprefix.h" + + +#include +#include +#include +#include +#include + +#include "lua.h" + +#include "lauxlib.h" +#include "lualib.h" + + +/* +** {================================================================== +** List of valid conversion specifiers for the 'strftime' function; +** options are grouped by length; group of length 2 start with '||'. +** =================================================================== +*/ +#if !defined(LUA_STRFTIMEOPTIONS) /* { */ + +/* options for ANSI C 89 (only 1-char options) */ +#define L_STRFTIMEC89 "aAbBcdHIjmMpSUwWxXyYZ%" + +/* options for ISO C 99 and POSIX */ +#define L_STRFTIMEC99 "aAbBcCdDeFgGhHIjmMnprRStTuUVwWxXyYzZ%" \ + "||" "EcECExEXEyEY" "OdOeOHOIOmOMOSOuOUOVOwOWOy" /* two-char options */ + +/* options for Windows */ +#define L_STRFTIMEWIN "aAbBcdHIjmMpSUwWxXyYzZ%" \ + "||" "#c#x#d#H#I#j#m#M#S#U#w#W#y#Y" /* two-char options */ + +#if defined(LUA_USE_WINDOWS) +#define LUA_STRFTIMEOPTIONS L_STRFTIMEWIN +#elif defined(LUA_USE_C89) +#define LUA_STRFTIMEOPTIONS L_STRFTIMEC89 +#else /* C99 specification */ +#define LUA_STRFTIMEOPTIONS L_STRFTIMEC99 +#endif + +#endif /* } */ +/* }================================================================== */ + + +/* +** {================================================================== +** Configuration for time-related stuff +** =================================================================== +*/ + +/* +** type to represent time_t in Lua +*/ +#if !defined(LUA_NUMTIME) /* { */ + +#define l_timet lua_Integer +#define l_pushtime(L,t) lua_pushinteger(L,(lua_Integer)(t)) +#define l_gettime(L,arg) luaL_checkinteger(L, arg) + +#else /* }{ */ + +#define l_timet lua_Number +#define l_pushtime(L,t) lua_pushnumber(L,(lua_Number)(t)) +#define l_gettime(L,arg) luaL_checknumber(L, arg) + +#endif /* } */ + + +#if !defined(l_gmtime) /* { */ +/* +** By default, Lua uses gmtime/localtime, except when POSIX is available, +** where it uses gmtime_r/localtime_r +*/ + +#if defined(LUA_USE_POSIX) /* { */ + +#define l_gmtime(t,r) gmtime_r(t,r) +#define l_localtime(t,r) localtime_r(t,r) + +#else /* }{ */ + +/* ISO C definitions */ +#define l_gmtime(t,r) ((void)(r)->tm_sec, gmtime(t)) +#define l_localtime(t,r) ((void)(r)->tm_sec, localtime(t)) + +#endif /* } */ + +#endif /* } */ + +/* }================================================================== */ + + +/* +** {================================================================== +** Configuration for 'tmpnam': +** By default, Lua uses tmpnam except when POSIX is available, where +** it uses mkstemp. +** =================================================================== +*/ +#if !defined(lua_tmpnam) /* { */ + +#if defined(LUA_USE_POSIX) /* { */ + +#include + +#define LUA_TMPNAMBUFSIZE 32 + +#if !defined(LUA_TMPNAMTEMPLATE) +#define LUA_TMPNAMTEMPLATE "/tmp/lua_XXXXXX" +#endif + +#define lua_tmpnam(b,e) { \ + strcpy(b, LUA_TMPNAMTEMPLATE); \ + e = mkstemp(b); \ + if (e != -1) close(e); \ + e = (e == -1); } + +#else /* }{ */ + +/* ISO C definitions */ +#define LUA_TMPNAMBUFSIZE L_tmpnam +#define lua_tmpnam(b,e) { e = (tmpnam(b) == NULL); } + +#endif /* } */ + +#endif /* } */ +/* }================================================================== */ + + + +static int os_execute (lua_State *L) { + const char *cmd = luaL_optstring(L, 1, NULL); + int stat; + errno = 0; + stat = system(cmd); + if (cmd != NULL) + return luaL_execresult(L, stat); + else { + lua_pushboolean(L, stat); /* true if there is a shell */ + return 1; + } +} + + +static int os_remove (lua_State *L) { + const char *filename = luaL_checkstring(L, 1); + return luaL_fileresult(L, remove(filename) == 0, filename); +} + + +static int os_rename (lua_State *L) { + const char *fromname = luaL_checkstring(L, 1); + const char *toname = luaL_checkstring(L, 2); + return luaL_fileresult(L, rename(fromname, toname) == 0, NULL); +} + + +static int os_tmpname (lua_State *L) { + char buff[LUA_TMPNAMBUFSIZE]; + int err; + lua_tmpnam(buff, err); + if (l_unlikely(err)) + return luaL_error(L, "unable to generate a unique filename"); + lua_pushstring(L, buff); + return 1; +} + + +static int os_getenv (lua_State *L) { + lua_pushstring(L, getenv(luaL_checkstring(L, 1))); /* if NULL push nil */ + return 1; +} + + +static int os_clock (lua_State *L) { + lua_pushnumber(L, ((lua_Number)clock())/(lua_Number)CLOCKS_PER_SEC); + return 1; +} + + +/* +** {====================================================== +** Time/Date operations +** { year=%Y, month=%m, day=%d, hour=%H, min=%M, sec=%S, +** wday=%w+1, yday=%j, isdst=? } +** ======================================================= +*/ + +/* +** About the overflow check: an overflow cannot occur when time +** is represented by a lua_Integer, because either lua_Integer is +** large enough to represent all int fields or it is not large enough +** to represent a time that cause a field to overflow. However, if +** times are represented as doubles and lua_Integer is int, then the +** time 0x1.e1853b0d184f6p+55 would cause an overflow when adding 1900 +** to compute the year. +*/ +static void setfield (lua_State *L, const char *key, int value, int delta) { + #if (defined(LUA_NUMTIME) && LUA_MAXINTEGER <= INT_MAX) + if (l_unlikely(value > LUA_MAXINTEGER - delta)) + luaL_error(L, "field '%s' is out-of-bound", key); + #endif + lua_pushinteger(L, (lua_Integer)value + delta); + lua_setfield(L, -2, key); +} + + +static void setboolfield (lua_State *L, const char *key, int value) { + if (value < 0) /* undefined? */ + return; /* does not set field */ + lua_pushboolean(L, value); + lua_setfield(L, -2, key); +} + + +/* +** Set all fields from structure 'tm' in the table on top of the stack +*/ +static void setallfields (lua_State *L, struct tm *stm) { + setfield(L, "year", stm->tm_year, 1900); + setfield(L, "month", stm->tm_mon, 1); + setfield(L, "day", stm->tm_mday, 0); + setfield(L, "hour", stm->tm_hour, 0); + setfield(L, "min", stm->tm_min, 0); + setfield(L, "sec", stm->tm_sec, 0); + setfield(L, "yday", stm->tm_yday, 1); + setfield(L, "wday", stm->tm_wday, 1); + setboolfield(L, "isdst", stm->tm_isdst); +} + + +static int getboolfield (lua_State *L, const char *key) { + int res; + res = (lua_getfield(L, -1, key) == LUA_TNIL) ? -1 : lua_toboolean(L, -1); + lua_pop(L, 1); + return res; +} + + +static int getfield (lua_State *L, const char *key, int d, int delta) { + int isnum; + int t = lua_getfield(L, -1, key); /* get field and its type */ + lua_Integer res = lua_tointegerx(L, -1, &isnum); + if (!isnum) { /* field is not an integer? */ + if (l_unlikely(t != LUA_TNIL)) /* some other value? */ + return luaL_error(L, "field '%s' is not an integer", key); + else if (l_unlikely(d < 0)) /* absent field; no default? */ + return luaL_error(L, "field '%s' missing in date table", key); + res = d; + } + else { + /* unsigned avoids overflow when lua_Integer has 32 bits */ + if (!(res >= 0 ? (lua_Unsigned)res <= (lua_Unsigned)INT_MAX + delta + : (lua_Integer)INT_MIN + delta <= res)) + return luaL_error(L, "field '%s' is out-of-bound", key); + res -= delta; + } + lua_pop(L, 1); + return (int)res; +} + + +static const char *checkoption (lua_State *L, const char *conv, + ptrdiff_t convlen, char *buff) { + const char *option = LUA_STRFTIMEOPTIONS; + int oplen = 1; /* length of options being checked */ + for (; *option != '\0' && oplen <= convlen; option += oplen) { + if (*option == '|') /* next block? */ + oplen++; /* will check options with next length (+1) */ + else if (memcmp(conv, option, oplen) == 0) { /* match? */ + memcpy(buff, conv, oplen); /* copy valid option to buffer */ + buff[oplen] = '\0'; + return conv + oplen; /* return next item */ + } + } + luaL_argerror(L, 1, + lua_pushfstring(L, "invalid conversion specifier '%%%s'", conv)); + return conv; /* to avoid warnings */ +} + + +static time_t l_checktime (lua_State *L, int arg) { + l_timet t = l_gettime(L, arg); + luaL_argcheck(L, (time_t)t == t, arg, "time out-of-bounds"); + return (time_t)t; +} + + +/* maximum size for an individual 'strftime' item */ +#define SIZETIMEFMT 250 + + +static int os_date (lua_State *L) { + size_t slen; + const char *s = luaL_optlstring(L, 1, "%c", &slen); + time_t t = luaL_opt(L, l_checktime, 2, time(NULL)); + const char *se = s + slen; /* 's' end */ + struct tm tmr, *stm; + if (*s == '!') { /* UTC? */ + stm = l_gmtime(&t, &tmr); + s++; /* skip '!' */ + } + else + stm = l_localtime(&t, &tmr); + if (stm == NULL) /* invalid date? */ + return luaL_error(L, + "date result cannot be represented in this installation"); + if (strcmp(s, "*t") == 0) { + lua_createtable(L, 0, 9); /* 9 = number of fields */ + setallfields(L, stm); + } + else { + char cc[4]; /* buffer for individual conversion specifiers */ + luaL_Buffer b; + cc[0] = '%'; + luaL_buffinit(L, &b); + while (s < se) { + if (*s != '%') /* not a conversion specifier? */ + luaL_addchar(&b, *s++); + else { + size_t reslen; + char *buff = luaL_prepbuffsize(&b, SIZETIMEFMT); + s++; /* skip '%' */ + s = checkoption(L, s, se - s, cc + 1); /* copy specifier to 'cc' */ + reslen = strftime(buff, SIZETIMEFMT, cc, stm); + luaL_addsize(&b, reslen); + } + } + luaL_pushresult(&b); + } + return 1; +} + + +static int os_time (lua_State *L) { + time_t t; + if (lua_isnoneornil(L, 1)) /* called without args? */ + t = time(NULL); /* get current time */ + else { + struct tm ts; + luaL_checktype(L, 1, LUA_TTABLE); + lua_settop(L, 1); /* make sure table is at the top */ + ts.tm_year = getfield(L, "year", -1, 1900); + ts.tm_mon = getfield(L, "month", -1, 1); + ts.tm_mday = getfield(L, "day", -1, 0); + ts.tm_hour = getfield(L, "hour", 12, 0); + ts.tm_min = getfield(L, "min", 0, 0); + ts.tm_sec = getfield(L, "sec", 0, 0); + ts.tm_isdst = getboolfield(L, "isdst"); + t = mktime(&ts); + setallfields(L, &ts); /* update fields with normalized values */ + } + if (t != (time_t)(l_timet)t || t == (time_t)(-1)) + return luaL_error(L, + "time result cannot be represented in this installation"); + l_pushtime(L, t); + return 1; +} + + +static int os_difftime (lua_State *L) { + time_t t1 = l_checktime(L, 1); + time_t t2 = l_checktime(L, 2); + lua_pushnumber(L, (lua_Number)difftime(t1, t2)); + return 1; +} + +/* }====================================================== */ + + +static int os_setlocale (lua_State *L) { + static const int cat[] = {LC_ALL, LC_COLLATE, LC_CTYPE, LC_MONETARY, + LC_NUMERIC, LC_TIME}; + static const char *const catnames[] = {"all", "collate", "ctype", "monetary", + "numeric", "time", NULL}; + const char *l = luaL_optstring(L, 1, NULL); + int op = luaL_checkoption(L, 2, "all", catnames); + lua_pushstring(L, setlocale(cat[op], l)); + return 1; +} + + +static int os_exit (lua_State *L) { + int status; + if (lua_isboolean(L, 1)) + status = (lua_toboolean(L, 1) ? EXIT_SUCCESS : EXIT_FAILURE); + else + status = (int)luaL_optinteger(L, 1, EXIT_SUCCESS); + if (lua_toboolean(L, 2)) + lua_close(L); + if (L) exit(status); /* 'if' to avoid warnings for unreachable 'return' */ + return 0; +} + + +static const luaL_Reg syslib[] = { + {"clock", os_clock}, + {"date", os_date}, + {"difftime", os_difftime}, + {"execute", os_execute}, + {"exit", os_exit}, + {"getenv", os_getenv}, + {"remove", os_remove}, + {"rename", os_rename}, + {"setlocale", os_setlocale}, + {"time", os_time}, + {"tmpname", os_tmpname}, + {NULL, NULL} +}; + +/* }====================================================== */ + + + +LUAMOD_API int luaopen_os (lua_State *L) { + luaL_newlib(L, syslib); + return 1; +} + diff --git a/Dependencies/LuaRaw/src/lparser.c b/Dependencies/LuaRaw/src/lparser.c new file mode 100644 index 000000000..3abe3d751 --- /dev/null +++ b/Dependencies/LuaRaw/src/lparser.c @@ -0,0 +1,1966 @@ +/* +** $Id: lparser.c $ +** Lua Parser +** See Copyright Notice in lua.h +*/ + +#define lparser_c +#define LUA_CORE + +#include "lprefix.h" + + +#include +#include + +#include "lua.h" + +#include "lcode.h" +#include "ldebug.h" +#include "ldo.h" +#include "lfunc.h" +#include "llex.h" +#include "lmem.h" +#include "lobject.h" +#include "lopcodes.h" +#include "lparser.h" +#include "lstate.h" +#include "lstring.h" +#include "ltable.h" + + + +/* maximum number of local variables per function (must be smaller + than 250, due to the bytecode format) */ +#define MAXVARS 200 + + +#define hasmultret(k) ((k) == VCALL || (k) == VVARARG) + + +/* because all strings are unified by the scanner, the parser + can use pointer equality for string equality */ +#define eqstr(a,b) ((a) == (b)) + + +/* +** nodes for block list (list of active blocks) +*/ +typedef struct BlockCnt { + struct BlockCnt *previous; /* chain */ + int firstlabel; /* index of first label in this block */ + int firstgoto; /* index of first pending goto in this block */ + lu_byte nactvar; /* # active locals outside the block */ + lu_byte upval; /* true if some variable in the block is an upvalue */ + lu_byte isloop; /* true if 'block' is a loop */ + lu_byte insidetbc; /* true if inside the scope of a to-be-closed var. */ +} BlockCnt; + + + +/* +** prototypes for recursive non-terminal functions +*/ +static void statement (LexState *ls); +static void expr (LexState *ls, expdesc *v); + + +static l_noret error_expected (LexState *ls, int token) { + luaX_syntaxerror(ls, + luaO_pushfstring(ls->L, "%s expected", luaX_token2str(ls, token))); +} + + +static l_noret errorlimit (FuncState *fs, int limit, const char *what) { + lua_State *L = fs->ls->L; + const char *msg; + int line = fs->f->linedefined; + const char *where = (line == 0) + ? "main function" + : luaO_pushfstring(L, "function at line %d", line); + msg = luaO_pushfstring(L, "too many %s (limit is %d) in %s", + what, limit, where); + luaX_syntaxerror(fs->ls, msg); +} + + +static void checklimit (FuncState *fs, int v, int l, const char *what) { + if (v > l) errorlimit(fs, l, what); +} + + +/* +** Test whether next token is 'c'; if so, skip it. +*/ +static int testnext (LexState *ls, int c) { + if (ls->t.token == c) { + luaX_next(ls); + return 1; + } + else return 0; +} + + +/* +** Check that next token is 'c'. +*/ +static void check (LexState *ls, int c) { + if (ls->t.token != c) + error_expected(ls, c); +} + + +/* +** Check that next token is 'c' and skip it. +*/ +static void checknext (LexState *ls, int c) { + check(ls, c); + luaX_next(ls); +} + + +#define check_condition(ls,c,msg) { if (!(c)) luaX_syntaxerror(ls, msg); } + + +/* +** Check that next token is 'what' and skip it. In case of error, +** raise an error that the expected 'what' should match a 'who' +** in line 'where' (if that is not the current line). +*/ +static void check_match (LexState *ls, int what, int who, int where) { + if (l_unlikely(!testnext(ls, what))) { + if (where == ls->linenumber) /* all in the same line? */ + error_expected(ls, what); /* do not need a complex message */ + else { + luaX_syntaxerror(ls, luaO_pushfstring(ls->L, + "%s expected (to close %s at line %d)", + luaX_token2str(ls, what), luaX_token2str(ls, who), where)); + } + } +} + + +static TString *str_checkname (LexState *ls) { + TString *ts; + check(ls, TK_NAME); + ts = ls->t.seminfo.ts; + luaX_next(ls); + return ts; +} + + +static void init_exp (expdesc *e, expkind k, int i) { + e->f = e->t = NO_JUMP; + e->k = k; + e->u.info = i; +} + + +static void codestring (expdesc *e, TString *s) { + e->f = e->t = NO_JUMP; + e->k = VKSTR; + e->u.strval = s; +} + + +static void codename (LexState *ls, expdesc *e) { + codestring(e, str_checkname(ls)); +} + + +/* +** Register a new local variable in the active 'Proto' (for debug +** information). +*/ +static int registerlocalvar (LexState *ls, FuncState *fs, TString *varname) { + Proto *f = fs->f; + int oldsize = f->sizelocvars; + luaM_growvector(ls->L, f->locvars, fs->ndebugvars, f->sizelocvars, + LocVar, SHRT_MAX, "local variables"); + while (oldsize < f->sizelocvars) + f->locvars[oldsize++].varname = NULL; + f->locvars[fs->ndebugvars].varname = varname; + f->locvars[fs->ndebugvars].startpc = fs->pc; + luaC_objbarrier(ls->L, f, varname); + return fs->ndebugvars++; +} + + +/* +** Create a new local variable with the given 'name'. Return its index +** in the function. +*/ +static int new_localvar (LexState *ls, TString *name) { + lua_State *L = ls->L; + FuncState *fs = ls->fs; + Dyndata *dyd = ls->dyd; + Vardesc *var; + checklimit(fs, dyd->actvar.n + 1 - fs->firstlocal, + MAXVARS, "local variables"); + luaM_growvector(L, dyd->actvar.arr, dyd->actvar.n + 1, + dyd->actvar.size, Vardesc, USHRT_MAX, "local variables"); + var = &dyd->actvar.arr[dyd->actvar.n++]; + var->vd.kind = VDKREG; /* default */ + var->vd.name = name; + return dyd->actvar.n - 1 - fs->firstlocal; +} + +#define new_localvarliteral(ls,v) \ + new_localvar(ls, \ + luaX_newstring(ls, "" v, (sizeof(v)/sizeof(char)) - 1)); + + + +/* +** Return the "variable description" (Vardesc) of a given variable. +** (Unless noted otherwise, all variables are referred to by their +** compiler indices.) +*/ +static Vardesc *getlocalvardesc (FuncState *fs, int vidx) { + return &fs->ls->dyd->actvar.arr[fs->firstlocal + vidx]; +} + + +/* +** Convert 'nvar', a compiler index level, to its corresponding +** register. For that, search for the highest variable below that level +** that is in a register and uses its register index ('ridx') plus one. +*/ +static int reglevel (FuncState *fs, int nvar) { + while (nvar-- > 0) { + Vardesc *vd = getlocalvardesc(fs, nvar); /* get previous variable */ + if (vd->vd.kind != RDKCTC) /* is in a register? */ + return vd->vd.ridx + 1; + } + return 0; /* no variables in registers */ +} + + +/* +** Return the number of variables in the register stack for the given +** function. +*/ +int luaY_nvarstack (FuncState *fs) { + return reglevel(fs, fs->nactvar); +} + + +/* +** Get the debug-information entry for current variable 'vidx'. +*/ +static LocVar *localdebuginfo (FuncState *fs, int vidx) { + Vardesc *vd = getlocalvardesc(fs, vidx); + if (vd->vd.kind == RDKCTC) + return NULL; /* no debug info. for constants */ + else { + int idx = vd->vd.pidx; + lua_assert(idx < fs->ndebugvars); + return &fs->f->locvars[idx]; + } +} + + +/* +** Create an expression representing variable 'vidx' +*/ +static void init_var (FuncState *fs, expdesc *e, int vidx) { + e->f = e->t = NO_JUMP; + e->k = VLOCAL; + e->u.var.vidx = vidx; + e->u.var.ridx = getlocalvardesc(fs, vidx)->vd.ridx; +} + + +/* +** Raises an error if variable described by 'e' is read only +*/ +static void check_readonly (LexState *ls, expdesc *e) { + FuncState *fs = ls->fs; + TString *varname = NULL; /* to be set if variable is const */ + switch (e->k) { + case VCONST: { + varname = ls->dyd->actvar.arr[e->u.info].vd.name; + break; + } + case VLOCAL: { + Vardesc *vardesc = getlocalvardesc(fs, e->u.var.vidx); + if (vardesc->vd.kind != VDKREG) /* not a regular variable? */ + varname = vardesc->vd.name; + break; + } + case VUPVAL: { + Upvaldesc *up = &fs->f->upvalues[e->u.info]; + if (up->kind != VDKREG) + varname = up->name; + break; + } + default: + return; /* other cases cannot be read-only */ + } + if (varname) { + const char *msg = luaO_pushfstring(ls->L, + "attempt to assign to const variable '%s'", getstr(varname)); + luaK_semerror(ls, msg); /* error */ + } +} + + +/* +** Start the scope for the last 'nvars' created variables. +*/ +static void adjustlocalvars (LexState *ls, int nvars) { + FuncState *fs = ls->fs; + int reglevel = luaY_nvarstack(fs); + int i; + for (i = 0; i < nvars; i++) { + int vidx = fs->nactvar++; + Vardesc *var = getlocalvardesc(fs, vidx); + var->vd.ridx = reglevel++; + var->vd.pidx = registerlocalvar(ls, fs, var->vd.name); + } +} + + +/* +** Close the scope for all variables up to level 'tolevel'. +** (debug info.) +*/ +static void removevars (FuncState *fs, int tolevel) { + fs->ls->dyd->actvar.n -= (fs->nactvar - tolevel); + while (fs->nactvar > tolevel) { + LocVar *var = localdebuginfo(fs, --fs->nactvar); + if (var) /* does it have debug information? */ + var->endpc = fs->pc; + } +} + + +/* +** Search the upvalues of the function 'fs' for one +** with the given 'name'. +*/ +static int searchupvalue (FuncState *fs, TString *name) { + int i; + Upvaldesc *up = fs->f->upvalues; + for (i = 0; i < fs->nups; i++) { + if (eqstr(up[i].name, name)) return i; + } + return -1; /* not found */ +} + + +static Upvaldesc *allocupvalue (FuncState *fs) { + Proto *f = fs->f; + int oldsize = f->sizeupvalues; + checklimit(fs, fs->nups + 1, MAXUPVAL, "upvalues"); + luaM_growvector(fs->ls->L, f->upvalues, fs->nups, f->sizeupvalues, + Upvaldesc, MAXUPVAL, "upvalues"); + while (oldsize < f->sizeupvalues) + f->upvalues[oldsize++].name = NULL; + return &f->upvalues[fs->nups++]; +} + + +static int newupvalue (FuncState *fs, TString *name, expdesc *v) { + Upvaldesc *up = allocupvalue(fs); + FuncState *prev = fs->prev; + if (v->k == VLOCAL) { + up->instack = 1; + up->idx = v->u.var.ridx; + up->kind = getlocalvardesc(prev, v->u.var.vidx)->vd.kind; + lua_assert(eqstr(name, getlocalvardesc(prev, v->u.var.vidx)->vd.name)); + } + else { + up->instack = 0; + up->idx = cast_byte(v->u.info); + up->kind = prev->f->upvalues[v->u.info].kind; + lua_assert(eqstr(name, prev->f->upvalues[v->u.info].name)); + } + up->name = name; + luaC_objbarrier(fs->ls->L, fs->f, name); + return fs->nups - 1; +} + + +/* +** Look for an active local variable with the name 'n' in the +** function 'fs'. If found, initialize 'var' with it and return +** its expression kind; otherwise return -1. +*/ +static int searchvar (FuncState *fs, TString *n, expdesc *var) { + int i; + for (i = cast_int(fs->nactvar) - 1; i >= 0; i--) { + Vardesc *vd = getlocalvardesc(fs, i); + if (eqstr(n, vd->vd.name)) { /* found? */ + if (vd->vd.kind == RDKCTC) /* compile-time constant? */ + init_exp(var, VCONST, fs->firstlocal + i); + else /* real variable */ + init_var(fs, var, i); + return var->k; + } + } + return -1; /* not found */ +} + + +/* +** Mark block where variable at given level was defined +** (to emit close instructions later). +*/ +static void markupval (FuncState *fs, int level) { + BlockCnt *bl = fs->bl; + while (bl->nactvar > level) + bl = bl->previous; + bl->upval = 1; + fs->needclose = 1; +} + + +/* +** Mark that current block has a to-be-closed variable. +*/ +static void marktobeclosed (FuncState *fs) { + BlockCnt *bl = fs->bl; + bl->upval = 1; + bl->insidetbc = 1; + fs->needclose = 1; +} + + +/* +** Find a variable with the given name 'n'. If it is an upvalue, add +** this upvalue into all intermediate functions. If it is a global, set +** 'var' as 'void' as a flag. +*/ +static void singlevaraux (FuncState *fs, TString *n, expdesc *var, int base) { + if (fs == NULL) /* no more levels? */ + init_exp(var, VVOID, 0); /* default is global */ + else { + int v = searchvar(fs, n, var); /* look up locals at current level */ + if (v >= 0) { /* found? */ + if (v == VLOCAL && !base) + markupval(fs, var->u.var.vidx); /* local will be used as an upval */ + } + else { /* not found as local at current level; try upvalues */ + int idx = searchupvalue(fs, n); /* try existing upvalues */ + if (idx < 0) { /* not found? */ + singlevaraux(fs->prev, n, var, 0); /* try upper levels */ + if (var->k == VLOCAL || var->k == VUPVAL) /* local or upvalue? */ + idx = newupvalue(fs, n, var); /* will be a new upvalue */ + else /* it is a global or a constant */ + return; /* don't need to do anything at this level */ + } + init_exp(var, VUPVAL, idx); /* new or old upvalue */ + } + } +} + + +/* +** Find a variable with the given name 'n', handling global variables +** too. +*/ +static void singlevar (LexState *ls, expdesc *var) { + TString *varname = str_checkname(ls); + FuncState *fs = ls->fs; + singlevaraux(fs, varname, var, 1); + if (var->k == VVOID) { /* global name? */ + expdesc key; + singlevaraux(fs, ls->envn, var, 1); /* get environment variable */ + lua_assert(var->k != VVOID); /* this one must exist */ + codestring(&key, varname); /* key is variable name */ + luaK_indexed(fs, var, &key); /* env[varname] */ + } +} + + +/* +** Adjust the number of results from an expression list 'e' with 'nexps' +** expressions to 'nvars' values. +*/ +static void adjust_assign (LexState *ls, int nvars, int nexps, expdesc *e) { + FuncState *fs = ls->fs; + int needed = nvars - nexps; /* extra values needed */ + if (hasmultret(e->k)) { /* last expression has multiple returns? */ + int extra = needed + 1; /* discount last expression itself */ + if (extra < 0) + extra = 0; + luaK_setreturns(fs, e, extra); /* last exp. provides the difference */ + } + else { + if (e->k != VVOID) /* at least one expression? */ + luaK_exp2nextreg(fs, e); /* close last expression */ + if (needed > 0) /* missing values? */ + luaK_nil(fs, fs->freereg, needed); /* complete with nils */ + } + if (needed > 0) + luaK_reserveregs(fs, needed); /* registers for extra values */ + else /* adding 'needed' is actually a subtraction */ + fs->freereg += needed; /* remove extra values */ +} + + +#define enterlevel(ls) luaE_incCstack(ls->L) + + +#define leavelevel(ls) ((ls)->L->nCcalls--) + + +/* +** Generates an error that a goto jumps into the scope of some +** local variable. +*/ +static l_noret jumpscopeerror (LexState *ls, Labeldesc *gt) { + const char *varname = getstr(getlocalvardesc(ls->fs, gt->nactvar)->vd.name); + const char *msg = " at line %d jumps into the scope of local '%s'"; + msg = luaO_pushfstring(ls->L, msg, getstr(gt->name), gt->line, varname); + luaK_semerror(ls, msg); /* raise the error */ +} + + +/* +** Solves the goto at index 'g' to given 'label' and removes it +** from the list of pending goto's. +** If it jumps into the scope of some variable, raises an error. +*/ +static void solvegoto (LexState *ls, int g, Labeldesc *label) { + int i; + Labellist *gl = &ls->dyd->gt; /* list of goto's */ + Labeldesc *gt = &gl->arr[g]; /* goto to be resolved */ + lua_assert(eqstr(gt->name, label->name)); + if (l_unlikely(gt->nactvar < label->nactvar)) /* enter some scope? */ + jumpscopeerror(ls, gt); + luaK_patchlist(ls->fs, gt->pc, label->pc); + for (i = g; i < gl->n - 1; i++) /* remove goto from pending list */ + gl->arr[i] = gl->arr[i + 1]; + gl->n--; +} + + +/* +** Search for an active label with the given name. +*/ +static Labeldesc *findlabel (LexState *ls, TString *name) { + int i; + Dyndata *dyd = ls->dyd; + /* check labels in current function for a match */ + for (i = ls->fs->firstlabel; i < dyd->label.n; i++) { + Labeldesc *lb = &dyd->label.arr[i]; + if (eqstr(lb->name, name)) /* correct label? */ + return lb; + } + return NULL; /* label not found */ +} + + +/* +** Adds a new label/goto in the corresponding list. +*/ +static int newlabelentry (LexState *ls, Labellist *l, TString *name, + int line, int pc) { + int n = l->n; + luaM_growvector(ls->L, l->arr, n, l->size, + Labeldesc, SHRT_MAX, "labels/gotos"); + l->arr[n].name = name; + l->arr[n].line = line; + l->arr[n].nactvar = ls->fs->nactvar; + l->arr[n].close = 0; + l->arr[n].pc = pc; + l->n = n + 1; + return n; +} + + +static int newgotoentry (LexState *ls, TString *name, int line, int pc) { + return newlabelentry(ls, &ls->dyd->gt, name, line, pc); +} + + +/* +** Solves forward jumps. Check whether new label 'lb' matches any +** pending gotos in current block and solves them. Return true +** if any of the goto's need to close upvalues. +*/ +static int solvegotos (LexState *ls, Labeldesc *lb) { + Labellist *gl = &ls->dyd->gt; + int i = ls->fs->bl->firstgoto; + int needsclose = 0; + while (i < gl->n) { + if (eqstr(gl->arr[i].name, lb->name)) { + needsclose |= gl->arr[i].close; + solvegoto(ls, i, lb); /* will remove 'i' from the list */ + } + else + i++; + } + return needsclose; +} + + +/* +** Create a new label with the given 'name' at the given 'line'. +** 'last' tells whether label is the last non-op statement in its +** block. Solves all pending goto's to this new label and adds +** a close instruction if necessary. +** Returns true iff it added a close instruction. +*/ +static int createlabel (LexState *ls, TString *name, int line, + int last) { + FuncState *fs = ls->fs; + Labellist *ll = &ls->dyd->label; + int l = newlabelentry(ls, ll, name, line, luaK_getlabel(fs)); + if (last) { /* label is last no-op statement in the block? */ + /* assume that locals are already out of scope */ + ll->arr[l].nactvar = fs->bl->nactvar; + } + if (solvegotos(ls, &ll->arr[l])) { /* need close? */ + luaK_codeABC(fs, OP_CLOSE, luaY_nvarstack(fs), 0, 0); + return 1; + } + return 0; +} + + +/* +** Adjust pending gotos to outer level of a block. +*/ +static void movegotosout (FuncState *fs, BlockCnt *bl) { + int i; + Labellist *gl = &fs->ls->dyd->gt; + /* correct pending gotos to current block */ + for (i = bl->firstgoto; i < gl->n; i++) { /* for each pending goto */ + Labeldesc *gt = &gl->arr[i]; + /* leaving a variable scope? */ + if (reglevel(fs, gt->nactvar) > reglevel(fs, bl->nactvar)) + gt->close |= bl->upval; /* jump may need a close */ + gt->nactvar = bl->nactvar; /* update goto level */ + } +} + + +static void enterblock (FuncState *fs, BlockCnt *bl, lu_byte isloop) { + bl->isloop = isloop; + bl->nactvar = fs->nactvar; + bl->firstlabel = fs->ls->dyd->label.n; + bl->firstgoto = fs->ls->dyd->gt.n; + bl->upval = 0; + bl->insidetbc = (fs->bl != NULL && fs->bl->insidetbc); + bl->previous = fs->bl; + fs->bl = bl; + lua_assert(fs->freereg == luaY_nvarstack(fs)); +} + + +/* +** generates an error for an undefined 'goto'. +*/ +static l_noret undefgoto (LexState *ls, Labeldesc *gt) { + const char *msg; + if (eqstr(gt->name, luaS_newliteral(ls->L, "break"))) { + msg = "break outside loop at line %d"; + msg = luaO_pushfstring(ls->L, msg, gt->line); + } + else { + msg = "no visible label '%s' for at line %d"; + msg = luaO_pushfstring(ls->L, msg, getstr(gt->name), gt->line); + } + luaK_semerror(ls, msg); +} + + +static void leaveblock (FuncState *fs) { + BlockCnt *bl = fs->bl; + LexState *ls = fs->ls; + int hasclose = 0; + int stklevel = reglevel(fs, bl->nactvar); /* level outside the block */ + if (bl->isloop) /* fix pending breaks? */ + hasclose = createlabel(ls, luaS_newliteral(ls->L, "break"), 0, 0); + if (!hasclose && bl->previous && bl->upval) + luaK_codeABC(fs, OP_CLOSE, stklevel, 0, 0); + fs->bl = bl->previous; + removevars(fs, bl->nactvar); + lua_assert(bl->nactvar == fs->nactvar); + fs->freereg = stklevel; /* free registers */ + ls->dyd->label.n = bl->firstlabel; /* remove local labels */ + if (bl->previous) /* inner block? */ + movegotosout(fs, bl); /* update pending gotos to outer block */ + else { + if (bl->firstgoto < ls->dyd->gt.n) /* pending gotos in outer block? */ + undefgoto(ls, &ls->dyd->gt.arr[bl->firstgoto]); /* error */ + } +} + + +/* +** adds a new prototype into list of prototypes +*/ +static Proto *addprototype (LexState *ls) { + Proto *clp; + lua_State *L = ls->L; + FuncState *fs = ls->fs; + Proto *f = fs->f; /* prototype of current function */ + if (fs->np >= f->sizep) { + int oldsize = f->sizep; + luaM_growvector(L, f->p, fs->np, f->sizep, Proto *, MAXARG_Bx, "functions"); + while (oldsize < f->sizep) + f->p[oldsize++] = NULL; + } + f->p[fs->np++] = clp = luaF_newproto(L); + luaC_objbarrier(L, f, clp); + return clp; +} + + +/* +** codes instruction to create new closure in parent function. +** The OP_CLOSURE instruction uses the last available register, +** so that, if it invokes the GC, the GC knows which registers +** are in use at that time. + +*/ +static void codeclosure (LexState *ls, expdesc *v) { + FuncState *fs = ls->fs->prev; + init_exp(v, VRELOC, luaK_codeABx(fs, OP_CLOSURE, 0, fs->np - 1)); + luaK_exp2nextreg(fs, v); /* fix it at the last register */ +} + + +static void open_func (LexState *ls, FuncState *fs, BlockCnt *bl) { + Proto *f = fs->f; + fs->prev = ls->fs; /* linked list of funcstates */ + fs->ls = ls; + ls->fs = fs; + fs->pc = 0; + fs->previousline = f->linedefined; + fs->iwthabs = 0; + fs->lasttarget = 0; + fs->freereg = 0; + fs->nk = 0; + fs->nabslineinfo = 0; + fs->np = 0; + fs->nups = 0; + fs->ndebugvars = 0; + fs->nactvar = 0; + fs->needclose = 0; + fs->firstlocal = ls->dyd->actvar.n; + fs->firstlabel = ls->dyd->label.n; + fs->bl = NULL; + f->source = ls->source; + luaC_objbarrier(ls->L, f, f->source); + f->maxstacksize = 2; /* registers 0/1 are always valid */ + enterblock(fs, bl, 0); +} + + +static void close_func (LexState *ls) { + lua_State *L = ls->L; + FuncState *fs = ls->fs; + Proto *f = fs->f; + luaK_ret(fs, luaY_nvarstack(fs), 0); /* final return */ + leaveblock(fs); + lua_assert(fs->bl == NULL); + luaK_finish(fs); + luaM_shrinkvector(L, f->code, f->sizecode, fs->pc, Instruction); + luaM_shrinkvector(L, f->lineinfo, f->sizelineinfo, fs->pc, ls_byte); + luaM_shrinkvector(L, f->abslineinfo, f->sizeabslineinfo, + fs->nabslineinfo, AbsLineInfo); + luaM_shrinkvector(L, f->k, f->sizek, fs->nk, TValue); + luaM_shrinkvector(L, f->p, f->sizep, fs->np, Proto *); + luaM_shrinkvector(L, f->locvars, f->sizelocvars, fs->ndebugvars, LocVar); + luaM_shrinkvector(L, f->upvalues, f->sizeupvalues, fs->nups, Upvaldesc); + ls->fs = fs->prev; + luaC_checkGC(L); +} + + + +/*============================================================*/ +/* GRAMMAR RULES */ +/*============================================================*/ + + +/* +** check whether current token is in the follow set of a block. +** 'until' closes syntactical blocks, but do not close scope, +** so it is handled in separate. +*/ +static int block_follow (LexState *ls, int withuntil) { + switch (ls->t.token) { + case TK_ELSE: case TK_ELSEIF: + case TK_END: case TK_EOS: + return 1; + case TK_UNTIL: return withuntil; + default: return 0; + } +} + + +static void statlist (LexState *ls) { + /* statlist -> { stat [';'] } */ + while (!block_follow(ls, 1)) { + if (ls->t.token == TK_RETURN) { + statement(ls); + return; /* 'return' must be last statement */ + } + statement(ls); + } +} + + +static void fieldsel (LexState *ls, expdesc *v) { + /* fieldsel -> ['.' | ':'] NAME */ + FuncState *fs = ls->fs; + expdesc key; + luaK_exp2anyregup(fs, v); + luaX_next(ls); /* skip the dot or colon */ + codename(ls, &key); + luaK_indexed(fs, v, &key); +} + + +static void yindex (LexState *ls, expdesc *v) { + /* index -> '[' expr ']' */ + luaX_next(ls); /* skip the '[' */ + expr(ls, v); + luaK_exp2val(ls->fs, v); + checknext(ls, ']'); +} + + +/* +** {====================================================================== +** Rules for Constructors +** ======================================================================= +*/ + + +typedef struct ConsControl { + expdesc v; /* last list item read */ + expdesc *t; /* table descriptor */ + int nh; /* total number of 'record' elements */ + int na; /* number of array elements already stored */ + int tostore; /* number of array elements pending to be stored */ +} ConsControl; + + +static void recfield (LexState *ls, ConsControl *cc) { + /* recfield -> (NAME | '['exp']') = exp */ + FuncState *fs = ls->fs; + int reg = ls->fs->freereg; + expdesc tab, key, val; + if (ls->t.token == TK_NAME) { + checklimit(fs, cc->nh, MAX_INT, "items in a constructor"); + codename(ls, &key); + } + else /* ls->t.token == '[' */ + yindex(ls, &key); + cc->nh++; + checknext(ls, '='); + tab = *cc->t; + luaK_indexed(fs, &tab, &key); + expr(ls, &val); + luaK_storevar(fs, &tab, &val); + fs->freereg = reg; /* free registers */ +} + + +static void closelistfield (FuncState *fs, ConsControl *cc) { + if (cc->v.k == VVOID) return; /* there is no list item */ + luaK_exp2nextreg(fs, &cc->v); + cc->v.k = VVOID; + if (cc->tostore == LFIELDS_PER_FLUSH) { + luaK_setlist(fs, cc->t->u.info, cc->na, cc->tostore); /* flush */ + cc->na += cc->tostore; + cc->tostore = 0; /* no more items pending */ + } +} + + +static void lastlistfield (FuncState *fs, ConsControl *cc) { + if (cc->tostore == 0) return; + if (hasmultret(cc->v.k)) { + luaK_setmultret(fs, &cc->v); + luaK_setlist(fs, cc->t->u.info, cc->na, LUA_MULTRET); + cc->na--; /* do not count last expression (unknown number of elements) */ + } + else { + if (cc->v.k != VVOID) + luaK_exp2nextreg(fs, &cc->v); + luaK_setlist(fs, cc->t->u.info, cc->na, cc->tostore); + } + cc->na += cc->tostore; +} + + +static void listfield (LexState *ls, ConsControl *cc) { + /* listfield -> exp */ + expr(ls, &cc->v); + cc->tostore++; +} + + +static void field (LexState *ls, ConsControl *cc) { + /* field -> listfield | recfield */ + switch(ls->t.token) { + case TK_NAME: { /* may be 'listfield' or 'recfield' */ + if (luaX_lookahead(ls) != '=') /* expression? */ + listfield(ls, cc); + else + recfield(ls, cc); + break; + } + case '[': { + recfield(ls, cc); + break; + } + default: { + listfield(ls, cc); + break; + } + } +} + + +static void constructor (LexState *ls, expdesc *t) { + /* constructor -> '{' [ field { sep field } [sep] ] '}' + sep -> ',' | ';' */ + FuncState *fs = ls->fs; + int line = ls->linenumber; + int pc = luaK_codeABC(fs, OP_NEWTABLE, 0, 0, 0); + ConsControl cc; + luaK_code(fs, 0); /* space for extra arg. */ + cc.na = cc.nh = cc.tostore = 0; + cc.t = t; + init_exp(t, VNONRELOC, fs->freereg); /* table will be at stack top */ + luaK_reserveregs(fs, 1); + init_exp(&cc.v, VVOID, 0); /* no value (yet) */ + checknext(ls, '{'); + do { + lua_assert(cc.v.k == VVOID || cc.tostore > 0); + if (ls->t.token == '}') break; + closelistfield(fs, &cc); + field(ls, &cc); + } while (testnext(ls, ',') || testnext(ls, ';')); + check_match(ls, '}', '{', line); + lastlistfield(fs, &cc); + luaK_settablesize(fs, pc, t->u.info, cc.na, cc.nh); +} + +/* }====================================================================== */ + + +static void setvararg (FuncState *fs, int nparams) { + fs->f->is_vararg = 1; + luaK_codeABC(fs, OP_VARARGPREP, nparams, 0, 0); +} + + +static void parlist (LexState *ls) { + /* parlist -> [ {NAME ','} (NAME | '...') ] */ + FuncState *fs = ls->fs; + Proto *f = fs->f; + int nparams = 0; + int isvararg = 0; + if (ls->t.token != ')') { /* is 'parlist' not empty? */ + do { + switch (ls->t.token) { + case TK_NAME: { + new_localvar(ls, str_checkname(ls)); + nparams++; + break; + } + case TK_DOTS: { + luaX_next(ls); + isvararg = 1; + break; + } + default: luaX_syntaxerror(ls, " or '...' expected"); + } + } while (!isvararg && testnext(ls, ',')); + } + adjustlocalvars(ls, nparams); + f->numparams = cast_byte(fs->nactvar); + if (isvararg) + setvararg(fs, f->numparams); /* declared vararg */ + luaK_reserveregs(fs, fs->nactvar); /* reserve registers for parameters */ +} + + +static void body (LexState *ls, expdesc *e, int ismethod, int line) { + /* body -> '(' parlist ')' block END */ + FuncState new_fs; + BlockCnt bl; + new_fs.f = addprototype(ls); + new_fs.f->linedefined = line; + open_func(ls, &new_fs, &bl); + checknext(ls, '('); + if (ismethod) { + new_localvarliteral(ls, "self"); /* create 'self' parameter */ + adjustlocalvars(ls, 1); + } + parlist(ls); + checknext(ls, ')'); + statlist(ls); + new_fs.f->lastlinedefined = ls->linenumber; + check_match(ls, TK_END, TK_FUNCTION, line); + codeclosure(ls, e); + close_func(ls); +} + + +static int explist (LexState *ls, expdesc *v) { + /* explist -> expr { ',' expr } */ + int n = 1; /* at least one expression */ + expr(ls, v); + while (testnext(ls, ',')) { + luaK_exp2nextreg(ls->fs, v); + expr(ls, v); + n++; + } + return n; +} + + +static void funcargs (LexState *ls, expdesc *f, int line) { + FuncState *fs = ls->fs; + expdesc args; + int base, nparams; + switch (ls->t.token) { + case '(': { /* funcargs -> '(' [ explist ] ')' */ + luaX_next(ls); + if (ls->t.token == ')') /* arg list is empty? */ + args.k = VVOID; + else { + explist(ls, &args); + if (hasmultret(args.k)) + luaK_setmultret(fs, &args); + } + check_match(ls, ')', '(', line); + break; + } + case '{': { /* funcargs -> constructor */ + constructor(ls, &args); + break; + } + case TK_STRING: { /* funcargs -> STRING */ + codestring(&args, ls->t.seminfo.ts); + luaX_next(ls); /* must use 'seminfo' before 'next' */ + break; + } + default: { + luaX_syntaxerror(ls, "function arguments expected"); + } + } + lua_assert(f->k == VNONRELOC); + base = f->u.info; /* base register for call */ + if (hasmultret(args.k)) + nparams = LUA_MULTRET; /* open call */ + else { + if (args.k != VVOID) + luaK_exp2nextreg(fs, &args); /* close last argument */ + nparams = fs->freereg - (base+1); + } + init_exp(f, VCALL, luaK_codeABC(fs, OP_CALL, base, nparams+1, 2)); + luaK_fixline(fs, line); + fs->freereg = base+1; /* call remove function and arguments and leaves + (unless changed) one result */ +} + + + + +/* +** {====================================================================== +** Expression parsing +** ======================================================================= +*/ + + +static void primaryexp (LexState *ls, expdesc *v) { + /* primaryexp -> NAME | '(' expr ')' */ + switch (ls->t.token) { + case '(': { + int line = ls->linenumber; + luaX_next(ls); + expr(ls, v); + check_match(ls, ')', '(', line); + luaK_dischargevars(ls->fs, v); + return; + } + case TK_NAME: { + singlevar(ls, v); + return; + } + default: { + luaX_syntaxerror(ls, "unexpected symbol"); + } + } +} + + +static void suffixedexp (LexState *ls, expdesc *v) { + /* suffixedexp -> + primaryexp { '.' NAME | '[' exp ']' | ':' NAME funcargs | funcargs } */ + FuncState *fs = ls->fs; + int line = ls->linenumber; + primaryexp(ls, v); + for (;;) { + switch (ls->t.token) { + case '.': { /* fieldsel */ + fieldsel(ls, v); + break; + } + case '[': { /* '[' exp ']' */ + expdesc key; + luaK_exp2anyregup(fs, v); + yindex(ls, &key); + luaK_indexed(fs, v, &key); + break; + } + case ':': { /* ':' NAME funcargs */ + expdesc key; + luaX_next(ls); + codename(ls, &key); + luaK_self(fs, v, &key); + funcargs(ls, v, line); + break; + } + case '(': case TK_STRING: case '{': { /* funcargs */ + luaK_exp2nextreg(fs, v); + funcargs(ls, v, line); + break; + } + default: return; + } + } +} + + +static void simpleexp (LexState *ls, expdesc *v) { + /* simpleexp -> FLT | INT | STRING | NIL | TRUE | FALSE | ... | + constructor | FUNCTION body | suffixedexp */ + switch (ls->t.token) { + case TK_FLT: { + init_exp(v, VKFLT, 0); + v->u.nval = ls->t.seminfo.r; + break; + } + case TK_INT: { + init_exp(v, VKINT, 0); + v->u.ival = ls->t.seminfo.i; + break; + } + case TK_STRING: { + codestring(v, ls->t.seminfo.ts); + break; + } + case TK_NIL: { + init_exp(v, VNIL, 0); + break; + } + case TK_TRUE: { + init_exp(v, VTRUE, 0); + break; + } + case TK_FALSE: { + init_exp(v, VFALSE, 0); + break; + } + case TK_DOTS: { /* vararg */ + FuncState *fs = ls->fs; + check_condition(ls, fs->f->is_vararg, + "cannot use '...' outside a vararg function"); + init_exp(v, VVARARG, luaK_codeABC(fs, OP_VARARG, 0, 0, 1)); + break; + } + case '{': { /* constructor */ + constructor(ls, v); + return; + } + case TK_FUNCTION: { + luaX_next(ls); + body(ls, v, 0, ls->linenumber); + return; + } + default: { + suffixedexp(ls, v); + return; + } + } + luaX_next(ls); +} + + +static UnOpr getunopr (int op) { + switch (op) { + case TK_NOT: return OPR_NOT; + case '-': return OPR_MINUS; + case '~': return OPR_BNOT; + case '#': return OPR_LEN; + default: return OPR_NOUNOPR; + } +} + + +static BinOpr getbinopr (int op) { + switch (op) { + case '+': return OPR_ADD; + case '-': return OPR_SUB; + case '*': return OPR_MUL; + case '%': return OPR_MOD; + case '^': return OPR_POW; + case '/': return OPR_DIV; + case TK_IDIV: return OPR_IDIV; + case '&': return OPR_BAND; + case '|': return OPR_BOR; + case '~': return OPR_BXOR; + case TK_SHL: return OPR_SHL; + case TK_SHR: return OPR_SHR; + case TK_CONCAT: return OPR_CONCAT; + case TK_NE: return OPR_NE; + case TK_EQ: return OPR_EQ; + case '<': return OPR_LT; + case TK_LE: return OPR_LE; + case '>': return OPR_GT; + case TK_GE: return OPR_GE; + case TK_AND: return OPR_AND; + case TK_OR: return OPR_OR; + default: return OPR_NOBINOPR; + } +} + + +/* +** Priority table for binary operators. +*/ +static const struct { + lu_byte left; /* left priority for each binary operator */ + lu_byte right; /* right priority */ +} priority[] = { /* ORDER OPR */ + {10, 10}, {10, 10}, /* '+' '-' */ + {11, 11}, {11, 11}, /* '*' '%' */ + {14, 13}, /* '^' (right associative) */ + {11, 11}, {11, 11}, /* '/' '//' */ + {6, 6}, {4, 4}, {5, 5}, /* '&' '|' '~' */ + {7, 7}, {7, 7}, /* '<<' '>>' */ + {9, 8}, /* '..' (right associative) */ + {3, 3}, {3, 3}, {3, 3}, /* ==, <, <= */ + {3, 3}, {3, 3}, {3, 3}, /* ~=, >, >= */ + {2, 2}, {1, 1} /* and, or */ +}; + +#define UNARY_PRIORITY 12 /* priority for unary operators */ + + +/* +** subexpr -> (simpleexp | unop subexpr) { binop subexpr } +** where 'binop' is any binary operator with a priority higher than 'limit' +*/ +static BinOpr subexpr (LexState *ls, expdesc *v, int limit) { + BinOpr op; + UnOpr uop; + enterlevel(ls); + uop = getunopr(ls->t.token); + if (uop != OPR_NOUNOPR) { /* prefix (unary) operator? */ + int line = ls->linenumber; + luaX_next(ls); /* skip operator */ + subexpr(ls, v, UNARY_PRIORITY); + luaK_prefix(ls->fs, uop, v, line); + } + else simpleexp(ls, v); + /* expand while operators have priorities higher than 'limit' */ + op = getbinopr(ls->t.token); + while (op != OPR_NOBINOPR && priority[op].left > limit) { + expdesc v2; + BinOpr nextop; + int line = ls->linenumber; + luaX_next(ls); /* skip operator */ + luaK_infix(ls->fs, op, v); + /* read sub-expression with higher priority */ + nextop = subexpr(ls, &v2, priority[op].right); + luaK_posfix(ls->fs, op, v, &v2, line); + op = nextop; + } + leavelevel(ls); + return op; /* return first untreated operator */ +} + + +static void expr (LexState *ls, expdesc *v) { + subexpr(ls, v, 0); +} + +/* }==================================================================== */ + + + +/* +** {====================================================================== +** Rules for Statements +** ======================================================================= +*/ + + +static void block (LexState *ls) { + /* block -> statlist */ + FuncState *fs = ls->fs; + BlockCnt bl; + enterblock(fs, &bl, 0); + statlist(ls); + leaveblock(fs); +} + + +/* +** structure to chain all variables in the left-hand side of an +** assignment +*/ +struct LHS_assign { + struct LHS_assign *prev; + expdesc v; /* variable (global, local, upvalue, or indexed) */ +}; + + +/* +** check whether, in an assignment to an upvalue/local variable, the +** upvalue/local variable is begin used in a previous assignment to a +** table. If so, save original upvalue/local value in a safe place and +** use this safe copy in the previous assignment. +*/ +static void check_conflict (LexState *ls, struct LHS_assign *lh, expdesc *v) { + FuncState *fs = ls->fs; + int extra = fs->freereg; /* eventual position to save local variable */ + int conflict = 0; + for (; lh; lh = lh->prev) { /* check all previous assignments */ + if (vkisindexed(lh->v.k)) { /* assignment to table field? */ + if (lh->v.k == VINDEXUP) { /* is table an upvalue? */ + if (v->k == VUPVAL && lh->v.u.ind.t == v->u.info) { + conflict = 1; /* table is the upvalue being assigned now */ + lh->v.k = VINDEXSTR; + lh->v.u.ind.t = extra; /* assignment will use safe copy */ + } + } + else { /* table is a register */ + if (v->k == VLOCAL && lh->v.u.ind.t == v->u.var.ridx) { + conflict = 1; /* table is the local being assigned now */ + lh->v.u.ind.t = extra; /* assignment will use safe copy */ + } + /* is index the local being assigned? */ + if (lh->v.k == VINDEXED && v->k == VLOCAL && + lh->v.u.ind.idx == v->u.var.ridx) { + conflict = 1; + lh->v.u.ind.idx = extra; /* previous assignment will use safe copy */ + } + } + } + } + if (conflict) { + /* copy upvalue/local value to a temporary (in position 'extra') */ + if (v->k == VLOCAL) + luaK_codeABC(fs, OP_MOVE, extra, v->u.var.ridx, 0); + else + luaK_codeABC(fs, OP_GETUPVAL, extra, v->u.info, 0); + luaK_reserveregs(fs, 1); + } +} + +/* +** Parse and compile a multiple assignment. The first "variable" +** (a 'suffixedexp') was already read by the caller. +** +** assignment -> suffixedexp restassign +** restassign -> ',' suffixedexp restassign | '=' explist +*/ +static void restassign (LexState *ls, struct LHS_assign *lh, int nvars) { + expdesc e; + check_condition(ls, vkisvar(lh->v.k), "syntax error"); + check_readonly(ls, &lh->v); + if (testnext(ls, ',')) { /* restassign -> ',' suffixedexp restassign */ + struct LHS_assign nv; + nv.prev = lh; + suffixedexp(ls, &nv.v); + if (!vkisindexed(nv.v.k)) + check_conflict(ls, lh, &nv.v); + enterlevel(ls); /* control recursion depth */ + restassign(ls, &nv, nvars+1); + leavelevel(ls); + } + else { /* restassign -> '=' explist */ + int nexps; + checknext(ls, '='); + nexps = explist(ls, &e); + if (nexps != nvars) + adjust_assign(ls, nvars, nexps, &e); + else { + luaK_setoneret(ls->fs, &e); /* close last expression */ + luaK_storevar(ls->fs, &lh->v, &e); + return; /* avoid default */ + } + } + init_exp(&e, VNONRELOC, ls->fs->freereg-1); /* default assignment */ + luaK_storevar(ls->fs, &lh->v, &e); +} + + +static int cond (LexState *ls) { + /* cond -> exp */ + expdesc v; + expr(ls, &v); /* read condition */ + if (v.k == VNIL) v.k = VFALSE; /* 'falses' are all equal here */ + luaK_goiftrue(ls->fs, &v); + return v.f; +} + + +static void gotostat (LexState *ls) { + FuncState *fs = ls->fs; + int line = ls->linenumber; + TString *name = str_checkname(ls); /* label's name */ + Labeldesc *lb = findlabel(ls, name); + if (lb == NULL) /* no label? */ + /* forward jump; will be resolved when the label is declared */ + newgotoentry(ls, name, line, luaK_jump(fs)); + else { /* found a label */ + /* backward jump; will be resolved here */ + int lblevel = reglevel(fs, lb->nactvar); /* label level */ + if (luaY_nvarstack(fs) > lblevel) /* leaving the scope of a variable? */ + luaK_codeABC(fs, OP_CLOSE, lblevel, 0, 0); + /* create jump and link it to the label */ + luaK_patchlist(fs, luaK_jump(fs), lb->pc); + } +} + + +/* +** Break statement. Semantically equivalent to "goto break". +*/ +static void breakstat (LexState *ls) { + int line = ls->linenumber; + luaX_next(ls); /* skip break */ + newgotoentry(ls, luaS_newliteral(ls->L, "break"), line, luaK_jump(ls->fs)); +} + + +/* +** Check whether there is already a label with the given 'name'. +*/ +static void checkrepeated (LexState *ls, TString *name) { + Labeldesc *lb = findlabel(ls, name); + if (l_unlikely(lb != NULL)) { /* already defined? */ + const char *msg = "label '%s' already defined on line %d"; + msg = luaO_pushfstring(ls->L, msg, getstr(name), lb->line); + luaK_semerror(ls, msg); /* error */ + } +} + + +static void labelstat (LexState *ls, TString *name, int line) { + /* label -> '::' NAME '::' */ + checknext(ls, TK_DBCOLON); /* skip double colon */ + while (ls->t.token == ';' || ls->t.token == TK_DBCOLON) + statement(ls); /* skip other no-op statements */ + checkrepeated(ls, name); /* check for repeated labels */ + createlabel(ls, name, line, block_follow(ls, 0)); +} + + +static void whilestat (LexState *ls, int line) { + /* whilestat -> WHILE cond DO block END */ + FuncState *fs = ls->fs; + int whileinit; + int condexit; + BlockCnt bl; + luaX_next(ls); /* skip WHILE */ + whileinit = luaK_getlabel(fs); + condexit = cond(ls); + enterblock(fs, &bl, 1); + checknext(ls, TK_DO); + block(ls); + luaK_jumpto(fs, whileinit); + check_match(ls, TK_END, TK_WHILE, line); + leaveblock(fs); + luaK_patchtohere(fs, condexit); /* false conditions finish the loop */ +} + + +static void repeatstat (LexState *ls, int line) { + /* repeatstat -> REPEAT block UNTIL cond */ + int condexit; + FuncState *fs = ls->fs; + int repeat_init = luaK_getlabel(fs); + BlockCnt bl1, bl2; + enterblock(fs, &bl1, 1); /* loop block */ + enterblock(fs, &bl2, 0); /* scope block */ + luaX_next(ls); /* skip REPEAT */ + statlist(ls); + check_match(ls, TK_UNTIL, TK_REPEAT, line); + condexit = cond(ls); /* read condition (inside scope block) */ + leaveblock(fs); /* finish scope */ + if (bl2.upval) { /* upvalues? */ + int exit = luaK_jump(fs); /* normal exit must jump over fix */ + luaK_patchtohere(fs, condexit); /* repetition must close upvalues */ + luaK_codeABC(fs, OP_CLOSE, reglevel(fs, bl2.nactvar), 0, 0); + condexit = luaK_jump(fs); /* repeat after closing upvalues */ + luaK_patchtohere(fs, exit); /* normal exit comes to here */ + } + luaK_patchlist(fs, condexit, repeat_init); /* close the loop */ + leaveblock(fs); /* finish loop */ +} + + +/* +** Read an expression and generate code to put its results in next +** stack slot. +** +*/ +static void exp1 (LexState *ls) { + expdesc e; + expr(ls, &e); + luaK_exp2nextreg(ls->fs, &e); + lua_assert(e.k == VNONRELOC); +} + + +/* +** Fix for instruction at position 'pc' to jump to 'dest'. +** (Jump addresses are relative in Lua). 'back' true means +** a back jump. +*/ +static void fixforjump (FuncState *fs, int pc, int dest, int back) { + Instruction *jmp = &fs->f->code[pc]; + int offset = dest - (pc + 1); + if (back) + offset = -offset; + if (l_unlikely(offset > MAXARG_Bx)) + luaX_syntaxerror(fs->ls, "control structure too long"); + SETARG_Bx(*jmp, offset); +} + + +/* +** Generate code for a 'for' loop. +*/ +static void forbody (LexState *ls, int base, int line, int nvars, int isgen) { + /* forbody -> DO block */ + static const OpCode forprep[2] = {OP_FORPREP, OP_TFORPREP}; + static const OpCode forloop[2] = {OP_FORLOOP, OP_TFORLOOP}; + BlockCnt bl; + FuncState *fs = ls->fs; + int prep, endfor; + checknext(ls, TK_DO); + prep = luaK_codeABx(fs, forprep[isgen], base, 0); + enterblock(fs, &bl, 0); /* scope for declared variables */ + adjustlocalvars(ls, nvars); + luaK_reserveregs(fs, nvars); + block(ls); + leaveblock(fs); /* end of scope for declared variables */ + fixforjump(fs, prep, luaK_getlabel(fs), 0); + if (isgen) { /* generic for? */ + luaK_codeABC(fs, OP_TFORCALL, base, 0, nvars); + luaK_fixline(fs, line); + } + endfor = luaK_codeABx(fs, forloop[isgen], base, 0); + fixforjump(fs, endfor, prep + 1, 1); + luaK_fixline(fs, line); +} + + +static void fornum (LexState *ls, TString *varname, int line) { + /* fornum -> NAME = exp,exp[,exp] forbody */ + FuncState *fs = ls->fs; + int base = fs->freereg; + new_localvarliteral(ls, "(for state)"); + new_localvarliteral(ls, "(for state)"); + new_localvarliteral(ls, "(for state)"); + new_localvar(ls, varname); + checknext(ls, '='); + exp1(ls); /* initial value */ + checknext(ls, ','); + exp1(ls); /* limit */ + if (testnext(ls, ',')) + exp1(ls); /* optional step */ + else { /* default step = 1 */ + luaK_int(fs, fs->freereg, 1); + luaK_reserveregs(fs, 1); + } + adjustlocalvars(ls, 3); /* control variables */ + forbody(ls, base, line, 1, 0); +} + + +static void forlist (LexState *ls, TString *indexname) { + /* forlist -> NAME {,NAME} IN explist forbody */ + FuncState *fs = ls->fs; + expdesc e; + int nvars = 5; /* gen, state, control, toclose, 'indexname' */ + int line; + int base = fs->freereg; + /* create control variables */ + new_localvarliteral(ls, "(for state)"); + new_localvarliteral(ls, "(for state)"); + new_localvarliteral(ls, "(for state)"); + new_localvarliteral(ls, "(for state)"); + /* create declared variables */ + new_localvar(ls, indexname); + while (testnext(ls, ',')) { + new_localvar(ls, str_checkname(ls)); + nvars++; + } + checknext(ls, TK_IN); + line = ls->linenumber; + adjust_assign(ls, 4, explist(ls, &e), &e); + adjustlocalvars(ls, 4); /* control variables */ + marktobeclosed(fs); /* last control var. must be closed */ + luaK_checkstack(fs, 3); /* extra space to call generator */ + forbody(ls, base, line, nvars - 4, 1); +} + + +static void forstat (LexState *ls, int line) { + /* forstat -> FOR (fornum | forlist) END */ + FuncState *fs = ls->fs; + TString *varname; + BlockCnt bl; + enterblock(fs, &bl, 1); /* scope for loop and control variables */ + luaX_next(ls); /* skip 'for' */ + varname = str_checkname(ls); /* first variable name */ + switch (ls->t.token) { + case '=': fornum(ls, varname, line); break; + case ',': case TK_IN: forlist(ls, varname); break; + default: luaX_syntaxerror(ls, "'=' or 'in' expected"); + } + check_match(ls, TK_END, TK_FOR, line); + leaveblock(fs); /* loop scope ('break' jumps to this point) */ +} + + +static void test_then_block (LexState *ls, int *escapelist) { + /* test_then_block -> [IF | ELSEIF] cond THEN block */ + BlockCnt bl; + FuncState *fs = ls->fs; + expdesc v; + int jf; /* instruction to skip 'then' code (if condition is false) */ + luaX_next(ls); /* skip IF or ELSEIF */ + expr(ls, &v); /* read condition */ + checknext(ls, TK_THEN); + if (ls->t.token == TK_BREAK) { /* 'if x then break' ? */ + int line = ls->linenumber; + luaK_goiffalse(ls->fs, &v); /* will jump if condition is true */ + luaX_next(ls); /* skip 'break' */ + enterblock(fs, &bl, 0); /* must enter block before 'goto' */ + newgotoentry(ls, luaS_newliteral(ls->L, "break"), line, v.t); + while (testnext(ls, ';')) {} /* skip semicolons */ + if (block_follow(ls, 0)) { /* jump is the entire block? */ + leaveblock(fs); + return; /* and that is it */ + } + else /* must skip over 'then' part if condition is false */ + jf = luaK_jump(fs); + } + else { /* regular case (not a break) */ + luaK_goiftrue(ls->fs, &v); /* skip over block if condition is false */ + enterblock(fs, &bl, 0); + jf = v.f; + } + statlist(ls); /* 'then' part */ + leaveblock(fs); + if (ls->t.token == TK_ELSE || + ls->t.token == TK_ELSEIF) /* followed by 'else'/'elseif'? */ + luaK_concat(fs, escapelist, luaK_jump(fs)); /* must jump over it */ + luaK_patchtohere(fs, jf); +} + + +static void ifstat (LexState *ls, int line) { + /* ifstat -> IF cond THEN block {ELSEIF cond THEN block} [ELSE block] END */ + FuncState *fs = ls->fs; + int escapelist = NO_JUMP; /* exit list for finished parts */ + test_then_block(ls, &escapelist); /* IF cond THEN block */ + while (ls->t.token == TK_ELSEIF) + test_then_block(ls, &escapelist); /* ELSEIF cond THEN block */ + if (testnext(ls, TK_ELSE)) + block(ls); /* 'else' part */ + check_match(ls, TK_END, TK_IF, line); + luaK_patchtohere(fs, escapelist); /* patch escape list to 'if' end */ +} + + +static void localfunc (LexState *ls) { + expdesc b; + FuncState *fs = ls->fs; + int fvar = fs->nactvar; /* function's variable index */ + new_localvar(ls, str_checkname(ls)); /* new local variable */ + adjustlocalvars(ls, 1); /* enter its scope */ + body(ls, &b, 0, ls->linenumber); /* function created in next register */ + /* debug information will only see the variable after this point! */ + localdebuginfo(fs, fvar)->startpc = fs->pc; +} + + +static int getlocalattribute (LexState *ls) { + /* ATTRIB -> ['<' Name '>'] */ + if (testnext(ls, '<')) { + const char *attr = getstr(str_checkname(ls)); + checknext(ls, '>'); + if (strcmp(attr, "const") == 0) + return RDKCONST; /* read-only variable */ + else if (strcmp(attr, "close") == 0) + return RDKTOCLOSE; /* to-be-closed variable */ + else + luaK_semerror(ls, + luaO_pushfstring(ls->L, "unknown attribute '%s'", attr)); + } + return VDKREG; /* regular variable */ +} + + +static void checktoclose (FuncState *fs, int level) { + if (level != -1) { /* is there a to-be-closed variable? */ + marktobeclosed(fs); + luaK_codeABC(fs, OP_TBC, reglevel(fs, level), 0, 0); + } +} + + +static void localstat (LexState *ls) { + /* stat -> LOCAL NAME ATTRIB { ',' NAME ATTRIB } ['=' explist] */ + FuncState *fs = ls->fs; + int toclose = -1; /* index of to-be-closed variable (if any) */ + Vardesc *var; /* last variable */ + int vidx, kind; /* index and kind of last variable */ + int nvars = 0; + int nexps; + expdesc e; + do { + vidx = new_localvar(ls, str_checkname(ls)); + kind = getlocalattribute(ls); + getlocalvardesc(fs, vidx)->vd.kind = kind; + if (kind == RDKTOCLOSE) { /* to-be-closed? */ + if (toclose != -1) /* one already present? */ + luaK_semerror(ls, "multiple to-be-closed variables in local list"); + toclose = fs->nactvar + nvars; + } + nvars++; + } while (testnext(ls, ',')); + if (testnext(ls, '=')) + nexps = explist(ls, &e); + else { + e.k = VVOID; + nexps = 0; + } + var = getlocalvardesc(fs, vidx); /* get last variable */ + if (nvars == nexps && /* no adjustments? */ + var->vd.kind == RDKCONST && /* last variable is const? */ + luaK_exp2const(fs, &e, &var->k)) { /* compile-time constant? */ + var->vd.kind = RDKCTC; /* variable is a compile-time constant */ + adjustlocalvars(ls, nvars - 1); /* exclude last variable */ + fs->nactvar++; /* but count it */ + } + else { + adjust_assign(ls, nvars, nexps, &e); + adjustlocalvars(ls, nvars); + } + checktoclose(fs, toclose); +} + + +static int funcname (LexState *ls, expdesc *v) { + /* funcname -> NAME {fieldsel} [':' NAME] */ + int ismethod = 0; + singlevar(ls, v); + while (ls->t.token == '.') + fieldsel(ls, v); + if (ls->t.token == ':') { + ismethod = 1; + fieldsel(ls, v); + } + return ismethod; +} + + +static void funcstat (LexState *ls, int line) { + /* funcstat -> FUNCTION funcname body */ + int ismethod; + expdesc v, b; + luaX_next(ls); /* skip FUNCTION */ + ismethod = funcname(ls, &v); + body(ls, &b, ismethod, line); + check_readonly(ls, &v); + luaK_storevar(ls->fs, &v, &b); + luaK_fixline(ls->fs, line); /* definition "happens" in the first line */ +} + + +static void exprstat (LexState *ls) { + /* stat -> func | assignment */ + FuncState *fs = ls->fs; + struct LHS_assign v; + suffixedexp(ls, &v.v); + if (ls->t.token == '=' || ls->t.token == ',') { /* stat -> assignment ? */ + v.prev = NULL; + restassign(ls, &v, 1); + } + else { /* stat -> func */ + Instruction *inst; + check_condition(ls, v.v.k == VCALL, "syntax error"); + inst = &getinstruction(fs, &v.v); + SETARG_C(*inst, 1); /* call statement uses no results */ + } +} + + +static void retstat (LexState *ls) { + /* stat -> RETURN [explist] [';'] */ + FuncState *fs = ls->fs; + expdesc e; + int nret; /* number of values being returned */ + int first = luaY_nvarstack(fs); /* first slot to be returned */ + if (block_follow(ls, 1) || ls->t.token == ';') + nret = 0; /* return no values */ + else { + nret = explist(ls, &e); /* optional return values */ + if (hasmultret(e.k)) { + luaK_setmultret(fs, &e); + if (e.k == VCALL && nret == 1 && !fs->bl->insidetbc) { /* tail call? */ + SET_OPCODE(getinstruction(fs,&e), OP_TAILCALL); + lua_assert(GETARG_A(getinstruction(fs,&e)) == luaY_nvarstack(fs)); + } + nret = LUA_MULTRET; /* return all values */ + } + else { + if (nret == 1) /* only one single value? */ + first = luaK_exp2anyreg(fs, &e); /* can use original slot */ + else { /* values must go to the top of the stack */ + luaK_exp2nextreg(fs, &e); + lua_assert(nret == fs->freereg - first); + } + } + } + luaK_ret(fs, first, nret); + testnext(ls, ';'); /* skip optional semicolon */ +} + + +static void statement (LexState *ls) { + int line = ls->linenumber; /* may be needed for error messages */ + enterlevel(ls); + switch (ls->t.token) { + case ';': { /* stat -> ';' (empty statement) */ + luaX_next(ls); /* skip ';' */ + break; + } + case TK_IF: { /* stat -> ifstat */ + ifstat(ls, line); + break; + } + case TK_WHILE: { /* stat -> whilestat */ + whilestat(ls, line); + break; + } + case TK_DO: { /* stat -> DO block END */ + luaX_next(ls); /* skip DO */ + block(ls); + check_match(ls, TK_END, TK_DO, line); + break; + } + case TK_FOR: { /* stat -> forstat */ + forstat(ls, line); + break; + } + case TK_REPEAT: { /* stat -> repeatstat */ + repeatstat(ls, line); + break; + } + case TK_FUNCTION: { /* stat -> funcstat */ + funcstat(ls, line); + break; + } + case TK_LOCAL: { /* stat -> localstat */ + luaX_next(ls); /* skip LOCAL */ + if (testnext(ls, TK_FUNCTION)) /* local function? */ + localfunc(ls); + else + localstat(ls); + break; + } + case TK_DBCOLON: { /* stat -> label */ + luaX_next(ls); /* skip double colon */ + labelstat(ls, str_checkname(ls), line); + break; + } + case TK_RETURN: { /* stat -> retstat */ + luaX_next(ls); /* skip RETURN */ + retstat(ls); + break; + } + case TK_BREAK: { /* stat -> breakstat */ + breakstat(ls); + break; + } + case TK_GOTO: { /* stat -> 'goto' NAME */ + luaX_next(ls); /* skip 'goto' */ + gotostat(ls); + break; + } + default: { /* stat -> func | assignment */ + exprstat(ls); + break; + } + } + lua_assert(ls->fs->f->maxstacksize >= ls->fs->freereg && + ls->fs->freereg >= luaY_nvarstack(ls->fs)); + ls->fs->freereg = luaY_nvarstack(ls->fs); /* free registers */ + leavelevel(ls); +} + +/* }====================================================================== */ + + +/* +** compiles the main function, which is a regular vararg function with an +** upvalue named LUA_ENV +*/ +static void mainfunc (LexState *ls, FuncState *fs) { + BlockCnt bl; + Upvaldesc *env; + open_func(ls, fs, &bl); + setvararg(fs, 0); /* main function is always declared vararg */ + env = allocupvalue(fs); /* ...set environment upvalue */ + env->instack = 1; + env->idx = 0; + env->kind = VDKREG; + env->name = ls->envn; + luaC_objbarrier(ls->L, fs->f, env->name); + luaX_next(ls); /* read first token */ + statlist(ls); /* parse main body */ + check(ls, TK_EOS); + close_func(ls); +} + + +LClosure *luaY_parser (lua_State *L, ZIO *z, Mbuffer *buff, + Dyndata *dyd, const char *name, int firstchar) { + LexState lexstate; + FuncState funcstate; + LClosure *cl = luaF_newLclosure(L, 1); /* create main closure */ + setclLvalue2s(L, L->top, cl); /* anchor it (to avoid being collected) */ + luaD_inctop(L); + lexstate.h = luaH_new(L); /* create table for scanner */ + sethvalue2s(L, L->top, lexstate.h); /* anchor it */ + luaD_inctop(L); + funcstate.f = cl->p = luaF_newproto(L); + luaC_objbarrier(L, cl, cl->p); + funcstate.f->source = luaS_new(L, name); /* create and anchor TString */ + luaC_objbarrier(L, funcstate.f, funcstate.f->source); + lexstate.buff = buff; + lexstate.dyd = dyd; + dyd->actvar.n = dyd->gt.n = dyd->label.n = 0; + luaX_setinput(L, &lexstate, z, funcstate.f->source, firstchar); + mainfunc(&lexstate, &funcstate); + lua_assert(!funcstate.prev && funcstate.nups == 1 && !lexstate.fs); + /* all scopes should be correctly finished */ + lua_assert(dyd->actvar.n == 0 && dyd->gt.n == 0 && dyd->label.n == 0); + L->top--; /* remove scanner's table */ + return cl; /* closure is on the stack, too */ +} + diff --git a/Dependencies/LuaRaw/src/lstate.c b/Dependencies/LuaRaw/src/lstate.c new file mode 100644 index 000000000..1ffe1a0f7 --- /dev/null +++ b/Dependencies/LuaRaw/src/lstate.c @@ -0,0 +1,440 @@ +/* +** $Id: lstate.c $ +** Global State +** See Copyright Notice in lua.h +*/ + +#define lstate_c +#define LUA_CORE + +#include "lprefix.h" + + +#include +#include + +#include "lua.h" + +#include "lapi.h" +#include "ldebug.h" +#include "ldo.h" +#include "lfunc.h" +#include "lgc.h" +#include "llex.h" +#include "lmem.h" +#include "lstate.h" +#include "lstring.h" +#include "ltable.h" +#include "ltm.h" + + + +/* +** thread state + extra space +*/ +typedef struct LX { + lu_byte extra_[LUA_EXTRASPACE]; + lua_State l; +} LX; + + +/* +** Main thread combines a thread state and the global state +*/ +typedef struct LG { + LX l; + global_State g; +} LG; + + + +#define fromstate(L) (cast(LX *, cast(lu_byte *, (L)) - offsetof(LX, l))) + + +/* +** A macro to create a "random" seed when a state is created; +** the seed is used to randomize string hashes. +*/ +#if !defined(luai_makeseed) + +#include + +/* +** Compute an initial seed with some level of randomness. +** Rely on Address Space Layout Randomization (if present) and +** current time. +*/ +#define addbuff(b,p,e) \ + { size_t t = cast_sizet(e); \ + memcpy(b + p, &t, sizeof(t)); p += sizeof(t); } + +static unsigned int luai_makeseed (lua_State *L) { + char buff[3 * sizeof(size_t)]; + unsigned int h = cast_uint(time(NULL)); + int p = 0; + addbuff(buff, p, L); /* heap variable */ + addbuff(buff, p, &h); /* local variable */ + addbuff(buff, p, &lua_newstate); /* public function */ + lua_assert(p == sizeof(buff)); + return luaS_hash(buff, p, h); +} + +#endif + + +/* +** set GCdebt to a new value keeping the value (totalbytes + GCdebt) +** invariant (and avoiding underflows in 'totalbytes') +*/ +void luaE_setdebt (global_State *g, l_mem debt) { + l_mem tb = gettotalbytes(g); + lua_assert(tb > 0); + if (debt < tb - MAX_LMEM) + debt = tb - MAX_LMEM; /* will make 'totalbytes == MAX_LMEM' */ + g->totalbytes = tb - debt; + g->GCdebt = debt; +} + + +LUA_API int lua_setcstacklimit (lua_State *L, unsigned int limit) { + UNUSED(L); UNUSED(limit); + return LUAI_MAXCCALLS; /* warning?? */ +} + + +CallInfo *luaE_extendCI (lua_State *L) { + CallInfo *ci; + lua_assert(L->ci->next == NULL); + ci = luaM_new(L, CallInfo); + lua_assert(L->ci->next == NULL); + L->ci->next = ci; + ci->previous = L->ci; + ci->next = NULL; + ci->u.l.trap = 0; + L->nci++; + return ci; +} + + +/* +** free all CallInfo structures not in use by a thread +*/ +void luaE_freeCI (lua_State *L) { + CallInfo *ci = L->ci; + CallInfo *next = ci->next; + ci->next = NULL; + while ((ci = next) != NULL) { + next = ci->next; + luaM_free(L, ci); + L->nci--; + } +} + + +/* +** free half of the CallInfo structures not in use by a thread, +** keeping the first one. +*/ +void luaE_shrinkCI (lua_State *L) { + CallInfo *ci = L->ci->next; /* first free CallInfo */ + CallInfo *next; + if (ci == NULL) + return; /* no extra elements */ + while ((next = ci->next) != NULL) { /* two extra elements? */ + CallInfo *next2 = next->next; /* next's next */ + ci->next = next2; /* remove next from the list */ + L->nci--; + luaM_free(L, next); /* free next */ + if (next2 == NULL) + break; /* no more elements */ + else { + next2->previous = ci; + ci = next2; /* continue */ + } + } +} + + +/* +** Called when 'getCcalls(L)' larger or equal to LUAI_MAXCCALLS. +** If equal, raises an overflow error. If value is larger than +** LUAI_MAXCCALLS (which means it is handling an overflow) but +** not much larger, does not report an error (to allow overflow +** handling to work). +*/ +void luaE_checkcstack (lua_State *L) { + if (getCcalls(L) == LUAI_MAXCCALLS) + luaG_runerror(L, "C stack overflow"); + else if (getCcalls(L) >= (LUAI_MAXCCALLS / 10 * 11)) + luaD_throw(L, LUA_ERRERR); /* error while handling stack error */ +} + + +LUAI_FUNC void luaE_incCstack (lua_State *L) { + L->nCcalls++; + if (l_unlikely(getCcalls(L) >= LUAI_MAXCCALLS)) + luaE_checkcstack(L); +} + + +static void stack_init (lua_State *L1, lua_State *L) { + int i; CallInfo *ci; + /* initialize stack array */ + L1->stack = luaM_newvector(L, BASIC_STACK_SIZE + EXTRA_STACK, StackValue); + L1->tbclist = L1->stack; + for (i = 0; i < BASIC_STACK_SIZE + EXTRA_STACK; i++) + setnilvalue(s2v(L1->stack + i)); /* erase new stack */ + L1->top = L1->stack; + L1->stack_last = L1->stack + BASIC_STACK_SIZE; + /* initialize first ci */ + ci = &L1->base_ci; + ci->next = ci->previous = NULL; + ci->callstatus = CIST_C; + ci->func = L1->top; + ci->u.c.k = NULL; + ci->nresults = 0; + setnilvalue(s2v(L1->top)); /* 'function' entry for this 'ci' */ + L1->top++; + ci->top = L1->top + LUA_MINSTACK; + L1->ci = ci; +} + + +static void freestack (lua_State *L) { + if (L->stack == NULL) + return; /* stack not completely built yet */ + L->ci = &L->base_ci; /* free the entire 'ci' list */ + luaE_freeCI(L); + lua_assert(L->nci == 0); + luaM_freearray(L, L->stack, stacksize(L) + EXTRA_STACK); /* free stack */ +} + + +/* +** Create registry table and its predefined values +*/ +static void init_registry (lua_State *L, global_State *g) { + /* create registry */ + Table *registry = luaH_new(L); + sethvalue(L, &g->l_registry, registry); + luaH_resize(L, registry, LUA_RIDX_LAST, 0); + /* registry[LUA_RIDX_MAINTHREAD] = L */ + setthvalue(L, ®istry->array[LUA_RIDX_MAINTHREAD - 1], L); + /* registry[LUA_RIDX_GLOBALS] = new table (table of globals) */ + sethvalue(L, ®istry->array[LUA_RIDX_GLOBALS - 1], luaH_new(L)); +} + + +/* +** open parts of the state that may cause memory-allocation errors. +*/ +static void f_luaopen (lua_State *L, void *ud) { + global_State *g = G(L); + UNUSED(ud); + stack_init(L, L); /* init stack */ + init_registry(L, g); + luaS_init(L); + luaT_init(L); + luaX_init(L); + g->gcstp = 0; /* allow gc */ + setnilvalue(&g->nilvalue); /* now state is complete */ + luai_userstateopen(L); +} + + +/* +** preinitialize a thread with consistent values without allocating +** any memory (to avoid errors) +*/ +static void preinit_thread (lua_State *L, global_State *g) { + G(L) = g; + L->stack = NULL; + L->ci = NULL; + L->nci = 0; + L->twups = L; /* thread has no upvalues */ + L->nCcalls = 0; + L->errorJmp = NULL; + L->hook = NULL; + L->hookmask = 0; + L->basehookcount = 0; + L->allowhook = 1; + resethookcount(L); + L->openupval = NULL; + L->status = LUA_OK; + L->errfunc = 0; + L->oldpc = 0; +} + + +static void close_state (lua_State *L) { + global_State *g = G(L); + if (!completestate(g)) /* closing a partially built state? */ + luaC_freeallobjects(L); /* just collect its objects */ + else { /* closing a fully built state */ + L->ci = &L->base_ci; /* unwind CallInfo list */ + luaD_closeprotected(L, 1, LUA_OK); /* close all upvalues */ + luaC_freeallobjects(L); /* collect all objects */ + luai_userstateclose(L); + } + luaM_freearray(L, G(L)->strt.hash, G(L)->strt.size); + freestack(L); + lua_assert(gettotalbytes(g) == sizeof(LG)); + (*g->frealloc)(g->ud, fromstate(L), sizeof(LG), 0); /* free main block */ +} + + +LUA_API lua_State *lua_newthread (lua_State *L) { + global_State *g; + lua_State *L1; + lua_lock(L); + g = G(L); + luaC_checkGC(L); + /* create new thread */ + L1 = &cast(LX *, luaM_newobject(L, LUA_TTHREAD, sizeof(LX)))->l; + L1->marked = luaC_white(g); + L1->tt = LUA_VTHREAD; + /* link it on list 'allgc' */ + L1->next = g->allgc; + g->allgc = obj2gco(L1); + /* anchor it on L stack */ + setthvalue2s(L, L->top, L1); + api_incr_top(L); + preinit_thread(L1, g); + L1->hookmask = L->hookmask; + L1->basehookcount = L->basehookcount; + L1->hook = L->hook; + resethookcount(L1); + /* initialize L1 extra space */ + memcpy(lua_getextraspace(L1), lua_getextraspace(g->mainthread), + LUA_EXTRASPACE); + luai_userstatethread(L, L1); + stack_init(L1, L); /* init stack */ + lua_unlock(L); + return L1; +} + + +void luaE_freethread (lua_State *L, lua_State *L1) { + LX *l = fromstate(L1); + luaF_closeupval(L1, L1->stack); /* close all upvalues */ + lua_assert(L1->openupval == NULL); + luai_userstatefree(L, L1); + freestack(L1); + luaM_free(L, l); +} + + +int luaE_resetthread (lua_State *L, int status) { + CallInfo *ci = L->ci = &L->base_ci; /* unwind CallInfo list */ + setnilvalue(s2v(L->stack)); /* 'function' entry for basic 'ci' */ + ci->func = L->stack; + ci->callstatus = CIST_C; + if (status == LUA_YIELD) + status = LUA_OK; + L->status = LUA_OK; /* so it can run __close metamethods */ + status = luaD_closeprotected(L, 1, status); + if (status != LUA_OK) /* errors? */ + luaD_seterrorobj(L, status, L->stack + 1); + else + L->top = L->stack + 1; + ci->top = L->top + LUA_MINSTACK; + luaD_reallocstack(L, cast_int(ci->top - L->stack), 0); + return status; +} + + +LUA_API int lua_resetthread (lua_State *L) { + int status; + lua_lock(L); + status = luaE_resetthread(L, L->status); + lua_unlock(L); + return status; +} + + +LUA_API lua_State *lua_newstate (lua_Alloc f, void *ud) { + int i; + lua_State *L; + global_State *g; + LG *l = cast(LG *, (*f)(ud, NULL, LUA_TTHREAD, sizeof(LG))); + if (l == NULL) return NULL; + L = &l->l.l; + g = &l->g; + L->tt = LUA_VTHREAD; + g->currentwhite = bitmask(WHITE0BIT); + L->marked = luaC_white(g); + preinit_thread(L, g); + g->allgc = obj2gco(L); /* by now, only object is the main thread */ + L->next = NULL; + incnny(L); /* main thread is always non yieldable */ + g->frealloc = f; + g->ud = ud; + g->warnf = NULL; + g->ud_warn = NULL; + g->mainthread = L; + g->seed = luai_makeseed(L); + g->gcstp = GCSTPGC; /* no GC while building state */ + g->strt.size = g->strt.nuse = 0; + g->strt.hash = NULL; + setnilvalue(&g->l_registry); + g->panic = NULL; + g->gcstate = GCSpause; + g->gckind = KGC_INC; + g->gcstopem = 0; + g->gcemergency = 0; + g->finobj = g->tobefnz = g->fixedgc = NULL; + g->firstold1 = g->survival = g->old1 = g->reallyold = NULL; + g->finobjsur = g->finobjold1 = g->finobjrold = NULL; + g->sweepgc = NULL; + g->gray = g->grayagain = NULL; + g->weak = g->ephemeron = g->allweak = NULL; + g->twups = NULL; + g->totalbytes = sizeof(LG); + g->GCdebt = 0; + g->lastatomic = 0; + setivalue(&g->nilvalue, 0); /* to signal that state is not yet built */ + setgcparam(g->gcpause, LUAI_GCPAUSE); + setgcparam(g->gcstepmul, LUAI_GCMUL); + g->gcstepsize = LUAI_GCSTEPSIZE; + setgcparam(g->genmajormul, LUAI_GENMAJORMUL); + g->genminormul = LUAI_GENMINORMUL; + for (i=0; i < LUA_NUMTAGS; i++) g->mt[i] = NULL; + if (luaD_rawrunprotected(L, f_luaopen, NULL) != LUA_OK) { + /* memory allocation error: free partial state */ + close_state(L); + L = NULL; + } + return L; +} + + +LUA_API void lua_close (lua_State *L) { + lua_lock(L); + L = G(L)->mainthread; /* only the main thread can be closed */ + close_state(L); +} + + +void luaE_warning (lua_State *L, const char *msg, int tocont) { + lua_WarnFunction wf = G(L)->warnf; + if (wf != NULL) + wf(G(L)->ud_warn, msg, tocont); +} + + +/* +** Generate a warning from an error message +*/ +void luaE_warnerror (lua_State *L, const char *where) { + TValue *errobj = s2v(L->top - 1); /* error object */ + const char *msg = (ttisstring(errobj)) + ? svalue(errobj) + : "error object is not a string"; + /* produce warning "error in %s (%s)" (where, msg) */ + luaE_warning(L, "error in ", 1); + luaE_warning(L, where, 1); + luaE_warning(L, " (", 1); + luaE_warning(L, msg, 1); + luaE_warning(L, ")", 0); +} + diff --git a/Dependencies/LuaRaw/src/lstring.c b/Dependencies/LuaRaw/src/lstring.c new file mode 100644 index 000000000..13dcaf425 --- /dev/null +++ b/Dependencies/LuaRaw/src/lstring.c @@ -0,0 +1,273 @@ +/* +** $Id: lstring.c $ +** String table (keeps all strings handled by Lua) +** See Copyright Notice in lua.h +*/ + +#define lstring_c +#define LUA_CORE + +#include "lprefix.h" + + +#include + +#include "lua.h" + +#include "ldebug.h" +#include "ldo.h" +#include "lmem.h" +#include "lobject.h" +#include "lstate.h" +#include "lstring.h" + + +/* +** Maximum size for string table. +*/ +#define MAXSTRTB cast_int(luaM_limitN(MAX_INT, TString*)) + + +/* +** equality for long strings +*/ +int luaS_eqlngstr (TString *a, TString *b) { + size_t len = a->u.lnglen; + lua_assert(a->tt == LUA_VLNGSTR && b->tt == LUA_VLNGSTR); + return (a == b) || /* same instance or... */ + ((len == b->u.lnglen) && /* equal length and ... */ + (memcmp(getstr(a), getstr(b), len) == 0)); /* equal contents */ +} + + +unsigned int luaS_hash (const char *str, size_t l, unsigned int seed) { + unsigned int h = seed ^ cast_uint(l); + for (; l > 0; l--) + h ^= ((h<<5) + (h>>2) + cast_byte(str[l - 1])); + return h; +} + + +unsigned int luaS_hashlongstr (TString *ts) { + lua_assert(ts->tt == LUA_VLNGSTR); + if (ts->extra == 0) { /* no hash? */ + size_t len = ts->u.lnglen; + ts->hash = luaS_hash(getstr(ts), len, ts->hash); + ts->extra = 1; /* now it has its hash */ + } + return ts->hash; +} + + +static void tablerehash (TString **vect, int osize, int nsize) { + int i; + for (i = osize; i < nsize; i++) /* clear new elements */ + vect[i] = NULL; + for (i = 0; i < osize; i++) { /* rehash old part of the array */ + TString *p = vect[i]; + vect[i] = NULL; + while (p) { /* for each string in the list */ + TString *hnext = p->u.hnext; /* save next */ + unsigned int h = lmod(p->hash, nsize); /* new position */ + p->u.hnext = vect[h]; /* chain it into array */ + vect[h] = p; + p = hnext; + } + } +} + + +/* +** Resize the string table. If allocation fails, keep the current size. +** (This can degrade performance, but any non-zero size should work +** correctly.) +*/ +void luaS_resize (lua_State *L, int nsize) { + stringtable *tb = &G(L)->strt; + int osize = tb->size; + TString **newvect; + if (nsize < osize) /* shrinking table? */ + tablerehash(tb->hash, osize, nsize); /* depopulate shrinking part */ + newvect = luaM_reallocvector(L, tb->hash, osize, nsize, TString*); + if (l_unlikely(newvect == NULL)) { /* reallocation failed? */ + if (nsize < osize) /* was it shrinking table? */ + tablerehash(tb->hash, nsize, osize); /* restore to original size */ + /* leave table as it was */ + } + else { /* allocation succeeded */ + tb->hash = newvect; + tb->size = nsize; + if (nsize > osize) + tablerehash(newvect, osize, nsize); /* rehash for new size */ + } +} + + +/* +** Clear API string cache. (Entries cannot be empty, so fill them with +** a non-collectable string.) +*/ +void luaS_clearcache (global_State *g) { + int i, j; + for (i = 0; i < STRCACHE_N; i++) + for (j = 0; j < STRCACHE_M; j++) { + if (iswhite(g->strcache[i][j])) /* will entry be collected? */ + g->strcache[i][j] = g->memerrmsg; /* replace it with something fixed */ + } +} + + +/* +** Initialize the string table and the string cache +*/ +void luaS_init (lua_State *L) { + global_State *g = G(L); + int i, j; + stringtable *tb = &G(L)->strt; + tb->hash = luaM_newvector(L, MINSTRTABSIZE, TString*); + tablerehash(tb->hash, 0, MINSTRTABSIZE); /* clear array */ + tb->size = MINSTRTABSIZE; + /* pre-create memory-error message */ + g->memerrmsg = luaS_newliteral(L, MEMERRMSG); + luaC_fix(L, obj2gco(g->memerrmsg)); /* it should never be collected */ + for (i = 0; i < STRCACHE_N; i++) /* fill cache with valid strings */ + for (j = 0; j < STRCACHE_M; j++) + g->strcache[i][j] = g->memerrmsg; +} + + + +/* +** creates a new string object +*/ +static TString *createstrobj (lua_State *L, size_t l, int tag, unsigned int h) { + TString *ts; + GCObject *o; + size_t totalsize; /* total size of TString object */ + totalsize = sizelstring(l); + o = luaC_newobj(L, tag, totalsize); + ts = gco2ts(o); + ts->hash = h; + ts->extra = 0; + getstr(ts)[l] = '\0'; /* ending 0 */ + return ts; +} + + +TString *luaS_createlngstrobj (lua_State *L, size_t l) { + TString *ts = createstrobj(L, l, LUA_VLNGSTR, G(L)->seed); + ts->u.lnglen = l; + return ts; +} + + +void luaS_remove (lua_State *L, TString *ts) { + stringtable *tb = &G(L)->strt; + TString **p = &tb->hash[lmod(ts->hash, tb->size)]; + while (*p != ts) /* find previous element */ + p = &(*p)->u.hnext; + *p = (*p)->u.hnext; /* remove element from its list */ + tb->nuse--; +} + + +static void growstrtab (lua_State *L, stringtable *tb) { + if (l_unlikely(tb->nuse == MAX_INT)) { /* too many strings? */ + luaC_fullgc(L, 1); /* try to free some... */ + if (tb->nuse == MAX_INT) /* still too many? */ + luaM_error(L); /* cannot even create a message... */ + } + if (tb->size <= MAXSTRTB / 2) /* can grow string table? */ + luaS_resize(L, tb->size * 2); +} + + +/* +** Checks whether short string exists and reuses it or creates a new one. +*/ +static TString *internshrstr (lua_State *L, const char *str, size_t l) { + TString *ts; + global_State *g = G(L); + stringtable *tb = &g->strt; + unsigned int h = luaS_hash(str, l, g->seed); + TString **list = &tb->hash[lmod(h, tb->size)]; + lua_assert(str != NULL); /* otherwise 'memcmp'/'memcpy' are undefined */ + for (ts = *list; ts != NULL; ts = ts->u.hnext) { + if (l == ts->shrlen && (memcmp(str, getstr(ts), l * sizeof(char)) == 0)) { + /* found! */ + if (isdead(g, ts)) /* dead (but not collected yet)? */ + changewhite(ts); /* resurrect it */ + return ts; + } + } + /* else must create a new string */ + if (tb->nuse >= tb->size) { /* need to grow string table? */ + growstrtab(L, tb); + list = &tb->hash[lmod(h, tb->size)]; /* rehash with new size */ + } + ts = createstrobj(L, l, LUA_VSHRSTR, h); + memcpy(getstr(ts), str, l * sizeof(char)); + ts->shrlen = cast_byte(l); + ts->u.hnext = *list; + *list = ts; + tb->nuse++; + return ts; +} + + +/* +** new string (with explicit length) +*/ +TString *luaS_newlstr (lua_State *L, const char *str, size_t l) { + if (l <= LUAI_MAXSHORTLEN) /* short string? */ + return internshrstr(L, str, l); + else { + TString *ts; + if (l_unlikely(l >= (MAX_SIZE - sizeof(TString))/sizeof(char))) + luaM_toobig(L); + ts = luaS_createlngstrobj(L, l); + memcpy(getstr(ts), str, l * sizeof(char)); + return ts; + } +} + + +/* +** Create or reuse a zero-terminated string, first checking in the +** cache (using the string address as a key). The cache can contain +** only zero-terminated strings, so it is safe to use 'strcmp' to +** check hits. +*/ +TString *luaS_new (lua_State *L, const char *str) { + unsigned int i = point2uint(str) % STRCACHE_N; /* hash */ + int j; + TString **p = G(L)->strcache[i]; + for (j = 0; j < STRCACHE_M; j++) { + if (strcmp(str, getstr(p[j])) == 0) /* hit? */ + return p[j]; /* that is it */ + } + /* normal route */ + for (j = STRCACHE_M - 1; j > 0; j--) + p[j] = p[j - 1]; /* move out last element */ + /* new element is first in the list */ + p[0] = luaS_newlstr(L, str, strlen(str)); + return p[0]; +} + + +Udata *luaS_newudata (lua_State *L, size_t s, int nuvalue) { + Udata *u; + int i; + GCObject *o; + if (l_unlikely(s > MAX_SIZE - udatamemoffset(nuvalue))) + luaM_toobig(L); + o = luaC_newobj(L, LUA_VUSERDATA, sizeudata(nuvalue, s)); + u = gco2u(o); + u->len = s; + u->nuvalue = nuvalue; + u->metatable = NULL; + for (i = 0; i < nuvalue; i++) + setnilvalue(&u->uv[i].uv); + return u; +} + diff --git a/Dependencies/LuaRaw/src/lstrlib.c b/Dependencies/LuaRaw/src/lstrlib.c new file mode 100644 index 000000000..0b4fdbb7b --- /dev/null +++ b/Dependencies/LuaRaw/src/lstrlib.c @@ -0,0 +1,1874 @@ +/* +** $Id: lstrlib.c $ +** Standard library for string operations and pattern-matching +** See Copyright Notice in lua.h +*/ + +#define lstrlib_c +#define LUA_LIB + +#include "lprefix.h" + + +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include "lua.h" + +#include "lauxlib.h" +#include "lualib.h" + + +/* +** maximum number of captures that a pattern can do during +** pattern-matching. This limit is arbitrary, but must fit in +** an unsigned char. +*/ +#if !defined(LUA_MAXCAPTURES) +#define LUA_MAXCAPTURES 32 +#endif + + +/* macro to 'unsign' a character */ +#define uchar(c) ((unsigned char)(c)) + + +/* +** Some sizes are better limited to fit in 'int', but must also fit in +** 'size_t'. (We assume that 'lua_Integer' cannot be smaller than 'int'.) +*/ +#define MAX_SIZET ((size_t)(~(size_t)0)) + +#define MAXSIZE \ + (sizeof(size_t) < sizeof(int) ? MAX_SIZET : (size_t)(INT_MAX)) + + + + +static int str_len (lua_State *L) { + size_t l; + luaL_checklstring(L, 1, &l); + lua_pushinteger(L, (lua_Integer)l); + return 1; +} + + +/* +** translate a relative initial string position +** (negative means back from end): clip result to [1, inf). +** The length of any string in Lua must fit in a lua_Integer, +** so there are no overflows in the casts. +** The inverted comparison avoids a possible overflow +** computing '-pos'. +*/ +static size_t posrelatI (lua_Integer pos, size_t len) { + if (pos > 0) + return (size_t)pos; + else if (pos == 0) + return 1; + else if (pos < -(lua_Integer)len) /* inverted comparison */ + return 1; /* clip to 1 */ + else return len + (size_t)pos + 1; +} + + +/* +** Gets an optional ending string position from argument 'arg', +** with default value 'def'. +** Negative means back from end: clip result to [0, len] +*/ +static size_t getendpos (lua_State *L, int arg, lua_Integer def, + size_t len) { + lua_Integer pos = luaL_optinteger(L, arg, def); + if (pos > (lua_Integer)len) + return len; + else if (pos >= 0) + return (size_t)pos; + else if (pos < -(lua_Integer)len) + return 0; + else return len + (size_t)pos + 1; +} + + +static int str_sub (lua_State *L) { + size_t l; + const char *s = luaL_checklstring(L, 1, &l); + size_t start = posrelatI(luaL_checkinteger(L, 2), l); + size_t end = getendpos(L, 3, -1, l); + if (start <= end) + lua_pushlstring(L, s + start - 1, (end - start) + 1); + else lua_pushliteral(L, ""); + return 1; +} + + +static int str_reverse (lua_State *L) { + size_t l, i; + luaL_Buffer b; + const char *s = luaL_checklstring(L, 1, &l); + char *p = luaL_buffinitsize(L, &b, l); + for (i = 0; i < l; i++) + p[i] = s[l - i - 1]; + luaL_pushresultsize(&b, l); + return 1; +} + + +static int str_lower (lua_State *L) { + size_t l; + size_t i; + luaL_Buffer b; + const char *s = luaL_checklstring(L, 1, &l); + char *p = luaL_buffinitsize(L, &b, l); + for (i=0; i MAXSIZE / n)) + return luaL_error(L, "resulting string too large"); + else { + size_t totallen = (size_t)n * l + (size_t)(n - 1) * lsep; + luaL_Buffer b; + char *p = luaL_buffinitsize(L, &b, totallen); + while (n-- > 1) { /* first n-1 copies (followed by separator) */ + memcpy(p, s, l * sizeof(char)); p += l; + if (lsep > 0) { /* empty 'memcpy' is not that cheap */ + memcpy(p, sep, lsep * sizeof(char)); + p += lsep; + } + } + memcpy(p, s, l * sizeof(char)); /* last copy (not followed by separator) */ + luaL_pushresultsize(&b, totallen); + } + return 1; +} + + +static int str_byte (lua_State *L) { + size_t l; + const char *s = luaL_checklstring(L, 1, &l); + lua_Integer pi = luaL_optinteger(L, 2, 1); + size_t posi = posrelatI(pi, l); + size_t pose = getendpos(L, 3, pi, l); + int n, i; + if (posi > pose) return 0; /* empty interval; return no values */ + if (l_unlikely(pose - posi >= (size_t)INT_MAX)) /* arithmetic overflow? */ + return luaL_error(L, "string slice too long"); + n = (int)(pose - posi) + 1; + luaL_checkstack(L, n, "string slice too long"); + for (i=0; iinit) { + state->init = 1; + luaL_buffinit(L, &state->B); + } + luaL_addlstring(&state->B, (const char *)b, size); + return 0; +} + + +static int str_dump (lua_State *L) { + struct str_Writer state; + int strip = lua_toboolean(L, 2); + luaL_checktype(L, 1, LUA_TFUNCTION); + lua_settop(L, 1); /* ensure function is on the top of the stack */ + state.init = 0; + if (l_unlikely(lua_dump(L, writer, &state, strip) != 0)) + return luaL_error(L, "unable to dump given function"); + luaL_pushresult(&state.B); + return 1; +} + + + +/* +** {====================================================== +** METAMETHODS +** ======================================================= +*/ + +#if defined(LUA_NOCVTS2N) /* { */ + +/* no coercion from strings to numbers */ + +static const luaL_Reg stringmetamethods[] = { + {"__index", NULL}, /* placeholder */ + {NULL, NULL} +}; + +#else /* }{ */ + +static int tonum (lua_State *L, int arg) { + if (lua_type(L, arg) == LUA_TNUMBER) { /* already a number? */ + lua_pushvalue(L, arg); + return 1; + } + else { /* check whether it is a numerical string */ + size_t len; + const char *s = lua_tolstring(L, arg, &len); + return (s != NULL && lua_stringtonumber(L, s) == len + 1); + } +} + + +static void trymt (lua_State *L, const char *mtname) { + lua_settop(L, 2); /* back to the original arguments */ + if (l_unlikely(lua_type(L, 2) == LUA_TSTRING || + !luaL_getmetafield(L, 2, mtname))) + luaL_error(L, "attempt to %s a '%s' with a '%s'", mtname + 2, + luaL_typename(L, -2), luaL_typename(L, -1)); + lua_insert(L, -3); /* put metamethod before arguments */ + lua_call(L, 2, 1); /* call metamethod */ +} + + +static int arith (lua_State *L, int op, const char *mtname) { + if (tonum(L, 1) && tonum(L, 2)) + lua_arith(L, op); /* result will be on the top */ + else + trymt(L, mtname); + return 1; +} + + +static int arith_add (lua_State *L) { + return arith(L, LUA_OPADD, "__add"); +} + +static int arith_sub (lua_State *L) { + return arith(L, LUA_OPSUB, "__sub"); +} + +static int arith_mul (lua_State *L) { + return arith(L, LUA_OPMUL, "__mul"); +} + +static int arith_mod (lua_State *L) { + return arith(L, LUA_OPMOD, "__mod"); +} + +static int arith_pow (lua_State *L) { + return arith(L, LUA_OPPOW, "__pow"); +} + +static int arith_div (lua_State *L) { + return arith(L, LUA_OPDIV, "__div"); +} + +static int arith_idiv (lua_State *L) { + return arith(L, LUA_OPIDIV, "__idiv"); +} + +static int arith_unm (lua_State *L) { + return arith(L, LUA_OPUNM, "__unm"); +} + + +static const luaL_Reg stringmetamethods[] = { + {"__add", arith_add}, + {"__sub", arith_sub}, + {"__mul", arith_mul}, + {"__mod", arith_mod}, + {"__pow", arith_pow}, + {"__div", arith_div}, + {"__idiv", arith_idiv}, + {"__unm", arith_unm}, + {"__index", NULL}, /* placeholder */ + {NULL, NULL} +}; + +#endif /* } */ + +/* }====================================================== */ + +/* +** {====================================================== +** PATTERN MATCHING +** ======================================================= +*/ + + +#define CAP_UNFINISHED (-1) +#define CAP_POSITION (-2) + + +typedef struct MatchState { + const char *src_init; /* init of source string */ + const char *src_end; /* end ('\0') of source string */ + const char *p_end; /* end ('\0') of pattern */ + lua_State *L; + int matchdepth; /* control for recursive depth (to avoid C stack overflow) */ + unsigned char level; /* total number of captures (finished or unfinished) */ + struct { + const char *init; + ptrdiff_t len; + } capture[LUA_MAXCAPTURES]; +} MatchState; + + +/* recursive function */ +static const char *match (MatchState *ms, const char *s, const char *p); + + +/* maximum recursion depth for 'match' */ +#if !defined(MAXCCALLS) +#define MAXCCALLS 200 +#endif + + +#define L_ESC '%' +#define SPECIALS "^$*+?.([%-" + + +static int check_capture (MatchState *ms, int l) { + l -= '1'; + if (l_unlikely(l < 0 || l >= ms->level || + ms->capture[l].len == CAP_UNFINISHED)) + return luaL_error(ms->L, "invalid capture index %%%d", l + 1); + return l; +} + + +static int capture_to_close (MatchState *ms) { + int level = ms->level; + for (level--; level>=0; level--) + if (ms->capture[level].len == CAP_UNFINISHED) return level; + return luaL_error(ms->L, "invalid pattern capture"); +} + + +static const char *classend (MatchState *ms, const char *p) { + switch (*p++) { + case L_ESC: { + if (l_unlikely(p == ms->p_end)) + luaL_error(ms->L, "malformed pattern (ends with '%%')"); + return p+1; + } + case '[': { + if (*p == '^') p++; + do { /* look for a ']' */ + if (l_unlikely(p == ms->p_end)) + luaL_error(ms->L, "malformed pattern (missing ']')"); + if (*(p++) == L_ESC && p < ms->p_end) + p++; /* skip escapes (e.g. '%]') */ + } while (*p != ']'); + return p+1; + } + default: { + return p; + } + } +} + + +static int match_class (int c, int cl) { + int res; + switch (tolower(cl)) { + case 'a' : res = isalpha(c); break; + case 'c' : res = iscntrl(c); break; + case 'd' : res = isdigit(c); break; + case 'g' : res = isgraph(c); break; + case 'l' : res = islower(c); break; + case 'p' : res = ispunct(c); break; + case 's' : res = isspace(c); break; + case 'u' : res = isupper(c); break; + case 'w' : res = isalnum(c); break; + case 'x' : res = isxdigit(c); break; + case 'z' : res = (c == 0); break; /* deprecated option */ + default: return (cl == c); + } + return (islower(cl) ? res : !res); +} + + +static int matchbracketclass (int c, const char *p, const char *ec) { + int sig = 1; + if (*(p+1) == '^') { + sig = 0; + p++; /* skip the '^' */ + } + while (++p < ec) { + if (*p == L_ESC) { + p++; + if (match_class(c, uchar(*p))) + return sig; + } + else if ((*(p+1) == '-') && (p+2 < ec)) { + p+=2; + if (uchar(*(p-2)) <= c && c <= uchar(*p)) + return sig; + } + else if (uchar(*p) == c) return sig; + } + return !sig; +} + + +static int singlematch (MatchState *ms, const char *s, const char *p, + const char *ep) { + if (s >= ms->src_end) + return 0; + else { + int c = uchar(*s); + switch (*p) { + case '.': return 1; /* matches any char */ + case L_ESC: return match_class(c, uchar(*(p+1))); + case '[': return matchbracketclass(c, p, ep-1); + default: return (uchar(*p) == c); + } + } +} + + +static const char *matchbalance (MatchState *ms, const char *s, + const char *p) { + if (l_unlikely(p >= ms->p_end - 1)) + luaL_error(ms->L, "malformed pattern (missing arguments to '%%b')"); + if (*s != *p) return NULL; + else { + int b = *p; + int e = *(p+1); + int cont = 1; + while (++s < ms->src_end) { + if (*s == e) { + if (--cont == 0) return s+1; + } + else if (*s == b) cont++; + } + } + return NULL; /* string ends out of balance */ +} + + +static const char *max_expand (MatchState *ms, const char *s, + const char *p, const char *ep) { + ptrdiff_t i = 0; /* counts maximum expand for item */ + while (singlematch(ms, s + i, p, ep)) + i++; + /* keeps trying to match with the maximum repetitions */ + while (i>=0) { + const char *res = match(ms, (s+i), ep+1); + if (res) return res; + i--; /* else didn't match; reduce 1 repetition to try again */ + } + return NULL; +} + + +static const char *min_expand (MatchState *ms, const char *s, + const char *p, const char *ep) { + for (;;) { + const char *res = match(ms, s, ep+1); + if (res != NULL) + return res; + else if (singlematch(ms, s, p, ep)) + s++; /* try with one more repetition */ + else return NULL; + } +} + + +static const char *start_capture (MatchState *ms, const char *s, + const char *p, int what) { + const char *res; + int level = ms->level; + if (level >= LUA_MAXCAPTURES) luaL_error(ms->L, "too many captures"); + ms->capture[level].init = s; + ms->capture[level].len = what; + ms->level = level+1; + if ((res=match(ms, s, p)) == NULL) /* match failed? */ + ms->level--; /* undo capture */ + return res; +} + + +static const char *end_capture (MatchState *ms, const char *s, + const char *p) { + int l = capture_to_close(ms); + const char *res; + ms->capture[l].len = s - ms->capture[l].init; /* close capture */ + if ((res = match(ms, s, p)) == NULL) /* match failed? */ + ms->capture[l].len = CAP_UNFINISHED; /* undo capture */ + return res; +} + + +static const char *match_capture (MatchState *ms, const char *s, int l) { + size_t len; + l = check_capture(ms, l); + len = ms->capture[l].len; + if ((size_t)(ms->src_end-s) >= len && + memcmp(ms->capture[l].init, s, len) == 0) + return s+len; + else return NULL; +} + + +static const char *match (MatchState *ms, const char *s, const char *p) { + if (l_unlikely(ms->matchdepth-- == 0)) + luaL_error(ms->L, "pattern too complex"); + init: /* using goto's to optimize tail recursion */ + if (p != ms->p_end) { /* end of pattern? */ + switch (*p) { + case '(': { /* start capture */ + if (*(p + 1) == ')') /* position capture? */ + s = start_capture(ms, s, p + 2, CAP_POSITION); + else + s = start_capture(ms, s, p + 1, CAP_UNFINISHED); + break; + } + case ')': { /* end capture */ + s = end_capture(ms, s, p + 1); + break; + } + case '$': { + if ((p + 1) != ms->p_end) /* is the '$' the last char in pattern? */ + goto dflt; /* no; go to default */ + s = (s == ms->src_end) ? s : NULL; /* check end of string */ + break; + } + case L_ESC: { /* escaped sequences not in the format class[*+?-]? */ + switch (*(p + 1)) { + case 'b': { /* balanced string? */ + s = matchbalance(ms, s, p + 2); + if (s != NULL) { + p += 4; goto init; /* return match(ms, s, p + 4); */ + } /* else fail (s == NULL) */ + break; + } + case 'f': { /* frontier? */ + const char *ep; char previous; + p += 2; + if (l_unlikely(*p != '[')) + luaL_error(ms->L, "missing '[' after '%%f' in pattern"); + ep = classend(ms, p); /* points to what is next */ + previous = (s == ms->src_init) ? '\0' : *(s - 1); + if (!matchbracketclass(uchar(previous), p, ep - 1) && + matchbracketclass(uchar(*s), p, ep - 1)) { + p = ep; goto init; /* return match(ms, s, ep); */ + } + s = NULL; /* match failed */ + break; + } + case '0': case '1': case '2': case '3': + case '4': case '5': case '6': case '7': + case '8': case '9': { /* capture results (%0-%9)? */ + s = match_capture(ms, s, uchar(*(p + 1))); + if (s != NULL) { + p += 2; goto init; /* return match(ms, s, p + 2) */ + } + break; + } + default: goto dflt; + } + break; + } + default: dflt: { /* pattern class plus optional suffix */ + const char *ep = classend(ms, p); /* points to optional suffix */ + /* does not match at least once? */ + if (!singlematch(ms, s, p, ep)) { + if (*ep == '*' || *ep == '?' || *ep == '-') { /* accept empty? */ + p = ep + 1; goto init; /* return match(ms, s, ep + 1); */ + } + else /* '+' or no suffix */ + s = NULL; /* fail */ + } + else { /* matched once */ + switch (*ep) { /* handle optional suffix */ + case '?': { /* optional */ + const char *res; + if ((res = match(ms, s + 1, ep + 1)) != NULL) + s = res; + else { + p = ep + 1; goto init; /* else return match(ms, s, ep + 1); */ + } + break; + } + case '+': /* 1 or more repetitions */ + s++; /* 1 match already done */ + /* FALLTHROUGH */ + case '*': /* 0 or more repetitions */ + s = max_expand(ms, s, p, ep); + break; + case '-': /* 0 or more repetitions (minimum) */ + s = min_expand(ms, s, p, ep); + break; + default: /* no suffix */ + s++; p = ep; goto init; /* return match(ms, s + 1, ep); */ + } + } + break; + } + } + } + ms->matchdepth++; + return s; +} + + + +static const char *lmemfind (const char *s1, size_t l1, + const char *s2, size_t l2) { + if (l2 == 0) return s1; /* empty strings are everywhere */ + else if (l2 > l1) return NULL; /* avoids a negative 'l1' */ + else { + const char *init; /* to search for a '*s2' inside 's1' */ + l2--; /* 1st char will be checked by 'memchr' */ + l1 = l1-l2; /* 's2' cannot be found after that */ + while (l1 > 0 && (init = (const char *)memchr(s1, *s2, l1)) != NULL) { + init++; /* 1st char is already checked */ + if (memcmp(init, s2+1, l2) == 0) + return init-1; + else { /* correct 'l1' and 's1' to try again */ + l1 -= init-s1; + s1 = init; + } + } + return NULL; /* not found */ + } +} + + +/* +** get information about the i-th capture. If there are no captures +** and 'i==0', return information about the whole match, which +** is the range 's'..'e'. If the capture is a string, return +** its length and put its address in '*cap'. If it is an integer +** (a position), push it on the stack and return CAP_POSITION. +*/ +static size_t get_onecapture (MatchState *ms, int i, const char *s, + const char *e, const char **cap) { + if (i >= ms->level) { + if (l_unlikely(i != 0)) + luaL_error(ms->L, "invalid capture index %%%d", i + 1); + *cap = s; + return e - s; + } + else { + ptrdiff_t capl = ms->capture[i].len; + *cap = ms->capture[i].init; + if (l_unlikely(capl == CAP_UNFINISHED)) + luaL_error(ms->L, "unfinished capture"); + else if (capl == CAP_POSITION) + lua_pushinteger(ms->L, (ms->capture[i].init - ms->src_init) + 1); + return capl; + } +} + + +/* +** Push the i-th capture on the stack. +*/ +static void push_onecapture (MatchState *ms, int i, const char *s, + const char *e) { + const char *cap; + ptrdiff_t l = get_onecapture(ms, i, s, e, &cap); + if (l != CAP_POSITION) + lua_pushlstring(ms->L, cap, l); + /* else position was already pushed */ +} + + +static int push_captures (MatchState *ms, const char *s, const char *e) { + int i; + int nlevels = (ms->level == 0 && s) ? 1 : ms->level; + luaL_checkstack(ms->L, nlevels, "too many captures"); + for (i = 0; i < nlevels; i++) + push_onecapture(ms, i, s, e); + return nlevels; /* number of strings pushed */ +} + + +/* check whether pattern has no special characters */ +static int nospecials (const char *p, size_t l) { + size_t upto = 0; + do { + if (strpbrk(p + upto, SPECIALS)) + return 0; /* pattern has a special character */ + upto += strlen(p + upto) + 1; /* may have more after \0 */ + } while (upto <= l); + return 1; /* no special chars found */ +} + + +static void prepstate (MatchState *ms, lua_State *L, + const char *s, size_t ls, const char *p, size_t lp) { + ms->L = L; + ms->matchdepth = MAXCCALLS; + ms->src_init = s; + ms->src_end = s + ls; + ms->p_end = p + lp; +} + + +static void reprepstate (MatchState *ms) { + ms->level = 0; + lua_assert(ms->matchdepth == MAXCCALLS); +} + + +static int str_find_aux (lua_State *L, int find) { + size_t ls, lp; + const char *s = luaL_checklstring(L, 1, &ls); + const char *p = luaL_checklstring(L, 2, &lp); + size_t init = posrelatI(luaL_optinteger(L, 3, 1), ls) - 1; + if (init > ls) { /* start after string's end? */ + luaL_pushfail(L); /* cannot find anything */ + return 1; + } + /* explicit request or no special characters? */ + if (find && (lua_toboolean(L, 4) || nospecials(p, lp))) { + /* do a plain search */ + const char *s2 = lmemfind(s + init, ls - init, p, lp); + if (s2) { + lua_pushinteger(L, (s2 - s) + 1); + lua_pushinteger(L, (s2 - s) + lp); + return 2; + } + } + else { + MatchState ms; + const char *s1 = s + init; + int anchor = (*p == '^'); + if (anchor) { + p++; lp--; /* skip anchor character */ + } + prepstate(&ms, L, s, ls, p, lp); + do { + const char *res; + reprepstate(&ms); + if ((res=match(&ms, s1, p)) != NULL) { + if (find) { + lua_pushinteger(L, (s1 - s) + 1); /* start */ + lua_pushinteger(L, res - s); /* end */ + return push_captures(&ms, NULL, 0) + 2; + } + else + return push_captures(&ms, s1, res); + } + } while (s1++ < ms.src_end && !anchor); + } + luaL_pushfail(L); /* not found */ + return 1; +} + + +static int str_find (lua_State *L) { + return str_find_aux(L, 1); +} + + +static int str_match (lua_State *L) { + return str_find_aux(L, 0); +} + + +/* state for 'gmatch' */ +typedef struct GMatchState { + const char *src; /* current position */ + const char *p; /* pattern */ + const char *lastmatch; /* end of last match */ + MatchState ms; /* match state */ +} GMatchState; + + +static int gmatch_aux (lua_State *L) { + GMatchState *gm = (GMatchState *)lua_touserdata(L, lua_upvalueindex(3)); + const char *src; + gm->ms.L = L; + for (src = gm->src; src <= gm->ms.src_end; src++) { + const char *e; + reprepstate(&gm->ms); + if ((e = match(&gm->ms, src, gm->p)) != NULL && e != gm->lastmatch) { + gm->src = gm->lastmatch = e; + return push_captures(&gm->ms, src, e); + } + } + return 0; /* not found */ +} + + +static int gmatch (lua_State *L) { + size_t ls, lp; + const char *s = luaL_checklstring(L, 1, &ls); + const char *p = luaL_checklstring(L, 2, &lp); + size_t init = posrelatI(luaL_optinteger(L, 3, 1), ls) - 1; + GMatchState *gm; + lua_settop(L, 2); /* keep strings on closure to avoid being collected */ + gm = (GMatchState *)lua_newuserdatauv(L, sizeof(GMatchState), 0); + if (init > ls) /* start after string's end? */ + init = ls + 1; /* avoid overflows in 's + init' */ + prepstate(&gm->ms, L, s, ls, p, lp); + gm->src = s + init; gm->p = p; gm->lastmatch = NULL; + lua_pushcclosure(L, gmatch_aux, 3); + return 1; +} + + +static void add_s (MatchState *ms, luaL_Buffer *b, const char *s, + const char *e) { + size_t l; + lua_State *L = ms->L; + const char *news = lua_tolstring(L, 3, &l); + const char *p; + while ((p = (char *)memchr(news, L_ESC, l)) != NULL) { + luaL_addlstring(b, news, p - news); + p++; /* skip ESC */ + if (*p == L_ESC) /* '%%' */ + luaL_addchar(b, *p); + else if (*p == '0') /* '%0' */ + luaL_addlstring(b, s, e - s); + else if (isdigit(uchar(*p))) { /* '%n' */ + const char *cap; + ptrdiff_t resl = get_onecapture(ms, *p - '1', s, e, &cap); + if (resl == CAP_POSITION) + luaL_addvalue(b); /* add position to accumulated result */ + else + luaL_addlstring(b, cap, resl); + } + else + luaL_error(L, "invalid use of '%c' in replacement string", L_ESC); + l -= p + 1 - news; + news = p + 1; + } + luaL_addlstring(b, news, l); +} + + +/* +** Add the replacement value to the string buffer 'b'. +** Return true if the original string was changed. (Function calls and +** table indexing resulting in nil or false do not change the subject.) +*/ +static int add_value (MatchState *ms, luaL_Buffer *b, const char *s, + const char *e, int tr) { + lua_State *L = ms->L; + switch (tr) { + case LUA_TFUNCTION: { /* call the function */ + int n; + lua_pushvalue(L, 3); /* push the function */ + n = push_captures(ms, s, e); /* all captures as arguments */ + lua_call(L, n, 1); /* call it */ + break; + } + case LUA_TTABLE: { /* index the table */ + push_onecapture(ms, 0, s, e); /* first capture is the index */ + lua_gettable(L, 3); + break; + } + default: { /* LUA_TNUMBER or LUA_TSTRING */ + add_s(ms, b, s, e); /* add value to the buffer */ + return 1; /* something changed */ + } + } + if (!lua_toboolean(L, -1)) { /* nil or false? */ + lua_pop(L, 1); /* remove value */ + luaL_addlstring(b, s, e - s); /* keep original text */ + return 0; /* no changes */ + } + else if (l_unlikely(!lua_isstring(L, -1))) + return luaL_error(L, "invalid replacement value (a %s)", + luaL_typename(L, -1)); + else { + luaL_addvalue(b); /* add result to accumulator */ + return 1; /* something changed */ + } +} + + +static int str_gsub (lua_State *L) { + size_t srcl, lp; + const char *src = luaL_checklstring(L, 1, &srcl); /* subject */ + const char *p = luaL_checklstring(L, 2, &lp); /* pattern */ + const char *lastmatch = NULL; /* end of last match */ + int tr = lua_type(L, 3); /* replacement type */ + lua_Integer max_s = luaL_optinteger(L, 4, srcl + 1); /* max replacements */ + int anchor = (*p == '^'); + lua_Integer n = 0; /* replacement count */ + int changed = 0; /* change flag */ + MatchState ms; + luaL_Buffer b; + luaL_argexpected(L, tr == LUA_TNUMBER || tr == LUA_TSTRING || + tr == LUA_TFUNCTION || tr == LUA_TTABLE, 3, + "string/function/table"); + luaL_buffinit(L, &b); + if (anchor) { + p++; lp--; /* skip anchor character */ + } + prepstate(&ms, L, src, srcl, p, lp); + while (n < max_s) { + const char *e; + reprepstate(&ms); /* (re)prepare state for new match */ + if ((e = match(&ms, src, p)) != NULL && e != lastmatch) { /* match? */ + n++; + changed = add_value(&ms, &b, src, e, tr) | changed; + src = lastmatch = e; + } + else if (src < ms.src_end) /* otherwise, skip one character */ + luaL_addchar(&b, *src++); + else break; /* end of subject */ + if (anchor) break; + } + if (!changed) /* no changes? */ + lua_pushvalue(L, 1); /* return original string */ + else { /* something changed */ + luaL_addlstring(&b, src, ms.src_end-src); + luaL_pushresult(&b); /* create and return new string */ + } + lua_pushinteger(L, n); /* number of substitutions */ + return 2; +} + +/* }====================================================== */ + + + +/* +** {====================================================== +** STRING FORMAT +** ======================================================= +*/ + +#if !defined(lua_number2strx) /* { */ + +/* +** Hexadecimal floating-point formatter +*/ + +#define SIZELENMOD (sizeof(LUA_NUMBER_FRMLEN)/sizeof(char)) + + +/* +** Number of bits that goes into the first digit. It can be any value +** between 1 and 4; the following definition tries to align the number +** to nibble boundaries by making what is left after that first digit a +** multiple of 4. +*/ +#define L_NBFD ((l_floatatt(MANT_DIG) - 1)%4 + 1) + + +/* +** Add integer part of 'x' to buffer and return new 'x' +*/ +static lua_Number adddigit (char *buff, int n, lua_Number x) { + lua_Number dd = l_mathop(floor)(x); /* get integer part from 'x' */ + int d = (int)dd; + buff[n] = (d < 10 ? d + '0' : d - 10 + 'a'); /* add to buffer */ + return x - dd; /* return what is left */ +} + + +static int num2straux (char *buff, int sz, lua_Number x) { + /* if 'inf' or 'NaN', format it like '%g' */ + if (x != x || x == (lua_Number)HUGE_VAL || x == -(lua_Number)HUGE_VAL) + return l_sprintf(buff, sz, LUA_NUMBER_FMT, (LUAI_UACNUMBER)x); + else if (x == 0) { /* can be -0... */ + /* create "0" or "-0" followed by exponent */ + return l_sprintf(buff, sz, LUA_NUMBER_FMT "x0p+0", (LUAI_UACNUMBER)x); + } + else { + int e; + lua_Number m = l_mathop(frexp)(x, &e); /* 'x' fraction and exponent */ + int n = 0; /* character count */ + if (m < 0) { /* is number negative? */ + buff[n++] = '-'; /* add sign */ + m = -m; /* make it positive */ + } + buff[n++] = '0'; buff[n++] = 'x'; /* add "0x" */ + m = adddigit(buff, n++, m * (1 << L_NBFD)); /* add first digit */ + e -= L_NBFD; /* this digit goes before the radix point */ + if (m > 0) { /* more digits? */ + buff[n++] = lua_getlocaledecpoint(); /* add radix point */ + do { /* add as many digits as needed */ + m = adddigit(buff, n++, m * 16); + } while (m > 0); + } + n += l_sprintf(buff + n, sz - n, "p%+d", e); /* add exponent */ + lua_assert(n < sz); + return n; + } +} + + +static int lua_number2strx (lua_State *L, char *buff, int sz, + const char *fmt, lua_Number x) { + int n = num2straux(buff, sz, x); + if (fmt[SIZELENMOD] == 'A') { + int i; + for (i = 0; i < n; i++) + buff[i] = toupper(uchar(buff[i])); + } + else if (l_unlikely(fmt[SIZELENMOD] != 'a')) + return luaL_error(L, "modifiers for format '%%a'/'%%A' not implemented"); + return n; +} + +#endif /* } */ + + +/* +** Maximum size for items formatted with '%f'. This size is produced +** by format('%.99f', -maxfloat), and is equal to 99 + 3 ('-', '.', +** and '\0') + number of decimal digits to represent maxfloat (which +** is maximum exponent + 1). (99+3+1, adding some extra, 110) +*/ +#define MAX_ITEMF (110 + l_floatatt(MAX_10_EXP)) + + +/* +** All formats except '%f' do not need that large limit. The other +** float formats use exponents, so that they fit in the 99 limit for +** significant digits; 's' for large strings and 'q' add items directly +** to the buffer; all integer formats also fit in the 99 limit. The +** worst case are floats: they may need 99 significant digits, plus +** '0x', '-', '.', 'e+XXXX', and '\0'. Adding some extra, 120. +*/ +#define MAX_ITEM 120 + + +/* valid flags in a format specification */ +#if !defined(L_FMTFLAGSF) + +/* valid flags for a, A, e, E, f, F, g, and G conversions */ +#define L_FMTFLAGSF "-+#0 " + +/* valid flags for o, x, and X conversions */ +#define L_FMTFLAGSX "-#0" + +/* valid flags for d and i conversions */ +#define L_FMTFLAGSI "-+0 " + +/* valid flags for u conversions */ +#define L_FMTFLAGSU "-0" + +/* valid flags for c, p, and s conversions */ +#define L_FMTFLAGSC "-" + +#endif + + +/* +** Maximum size of each format specification (such as "%-099.99d"): +** Initial '%', flags (up to 5), width (2), period, precision (2), +** length modifier (8), conversion specifier, and final '\0', plus some +** extra. +*/ +#define MAX_FORMAT 32 + + +static void addquoted (luaL_Buffer *b, const char *s, size_t len) { + luaL_addchar(b, '"'); + while (len--) { + if (*s == '"' || *s == '\\' || *s == '\n') { + luaL_addchar(b, '\\'); + luaL_addchar(b, *s); + } + else if (iscntrl(uchar(*s))) { + char buff[10]; + if (!isdigit(uchar(*(s+1)))) + l_sprintf(buff, sizeof(buff), "\\%d", (int)uchar(*s)); + else + l_sprintf(buff, sizeof(buff), "\\%03d", (int)uchar(*s)); + luaL_addstring(b, buff); + } + else + luaL_addchar(b, *s); + s++; + } + luaL_addchar(b, '"'); +} + + +/* +** Serialize a floating-point number in such a way that it can be +** scanned back by Lua. Use hexadecimal format for "common" numbers +** (to preserve precision); inf, -inf, and NaN are handled separately. +** (NaN cannot be expressed as a numeral, so we write '(0/0)' for it.) +*/ +static int quotefloat (lua_State *L, char *buff, lua_Number n) { + const char *s; /* for the fixed representations */ + if (n == (lua_Number)HUGE_VAL) /* inf? */ + s = "1e9999"; + else if (n == -(lua_Number)HUGE_VAL) /* -inf? */ + s = "-1e9999"; + else if (n != n) /* NaN? */ + s = "(0/0)"; + else { /* format number as hexadecimal */ + int nb = lua_number2strx(L, buff, MAX_ITEM, + "%" LUA_NUMBER_FRMLEN "a", n); + /* ensures that 'buff' string uses a dot as the radix character */ + if (memchr(buff, '.', nb) == NULL) { /* no dot? */ + char point = lua_getlocaledecpoint(); /* try locale point */ + char *ppoint = (char *)memchr(buff, point, nb); + if (ppoint) *ppoint = '.'; /* change it to a dot */ + } + return nb; + } + /* for the fixed representations */ + return l_sprintf(buff, MAX_ITEM, "%s", s); +} + + +static void addliteral (lua_State *L, luaL_Buffer *b, int arg) { + switch (lua_type(L, arg)) { + case LUA_TSTRING: { + size_t len; + const char *s = lua_tolstring(L, arg, &len); + addquoted(b, s, len); + break; + } + case LUA_TNUMBER: { + char *buff = luaL_prepbuffsize(b, MAX_ITEM); + int nb; + if (!lua_isinteger(L, arg)) /* float? */ + nb = quotefloat(L, buff, lua_tonumber(L, arg)); + else { /* integers */ + lua_Integer n = lua_tointeger(L, arg); + const char *format = (n == LUA_MININTEGER) /* corner case? */ + ? "0x%" LUA_INTEGER_FRMLEN "x" /* use hex */ + : LUA_INTEGER_FMT; /* else use default format */ + nb = l_sprintf(buff, MAX_ITEM, format, (LUAI_UACINT)n); + } + luaL_addsize(b, nb); + break; + } + case LUA_TNIL: case LUA_TBOOLEAN: { + luaL_tolstring(L, arg, NULL); + luaL_addvalue(b); + break; + } + default: { + luaL_argerror(L, arg, "value has no literal form"); + } + } +} + + +static const char *get2digits (const char *s) { + if (isdigit(uchar(*s))) { + s++; + if (isdigit(uchar(*s))) s++; /* (2 digits at most) */ + } + return s; +} + + +/* +** Check whether a conversion specification is valid. When called, +** first character in 'form' must be '%' and last character must +** be a valid conversion specifier. 'flags' are the accepted flags; +** 'precision' signals whether to accept a precision. +*/ +static void checkformat (lua_State *L, const char *form, const char *flags, + int precision) { + const char *spec = form + 1; /* skip '%' */ + spec += strspn(spec, flags); /* skip flags */ + if (*spec != '0') { /* a width cannot start with '0' */ + spec = get2digits(spec); /* skip width */ + if (*spec == '.' && precision) { + spec++; + spec = get2digits(spec); /* skip precision */ + } + } + if (!isalpha(uchar(*spec))) /* did not go to the end? */ + luaL_error(L, "invalid conversion specification: '%s'", form); +} + + +/* +** Get a conversion specification and copy it to 'form'. +** Return the address of its last character. +*/ +static const char *getformat (lua_State *L, const char *strfrmt, + char *form) { + /* spans flags, width, and precision ('0' is included as a flag) */ + size_t len = strspn(strfrmt, L_FMTFLAGSF "123456789."); + len++; /* adds following character (should be the specifier) */ + /* still needs space for '%', '\0', plus a length modifier */ + if (len >= MAX_FORMAT - 10) + luaL_error(L, "invalid format (too long)"); + *(form++) = '%'; + memcpy(form, strfrmt, len * sizeof(char)); + *(form + len) = '\0'; + return strfrmt + len - 1; +} + + +/* +** add length modifier into formats +*/ +static void addlenmod (char *form, const char *lenmod) { + size_t l = strlen(form); + size_t lm = strlen(lenmod); + char spec = form[l - 1]; + strcpy(form + l - 1, lenmod); + form[l + lm - 1] = spec; + form[l + lm] = '\0'; +} + + +static int str_format (lua_State *L) { + int top = lua_gettop(L); + int arg = 1; + size_t sfl; + const char *strfrmt = luaL_checklstring(L, arg, &sfl); + const char *strfrmt_end = strfrmt+sfl; + const char *flags; + luaL_Buffer b; + luaL_buffinit(L, &b); + while (strfrmt < strfrmt_end) { + if (*strfrmt != L_ESC) + luaL_addchar(&b, *strfrmt++); + else if (*++strfrmt == L_ESC) + luaL_addchar(&b, *strfrmt++); /* %% */ + else { /* format item */ + char form[MAX_FORMAT]; /* to store the format ('%...') */ + int maxitem = MAX_ITEM; /* maximum length for the result */ + char *buff = luaL_prepbuffsize(&b, maxitem); /* to put result */ + int nb = 0; /* number of bytes in result */ + if (++arg > top) + return luaL_argerror(L, arg, "no value"); + strfrmt = getformat(L, strfrmt, form); + switch (*strfrmt++) { + case 'c': { + checkformat(L, form, L_FMTFLAGSC, 0); + nb = l_sprintf(buff, maxitem, form, (int)luaL_checkinteger(L, arg)); + break; + } + case 'd': case 'i': + flags = L_FMTFLAGSI; + goto intcase; + case 'u': + flags = L_FMTFLAGSU; + goto intcase; + case 'o': case 'x': case 'X': + flags = L_FMTFLAGSX; + intcase: { + lua_Integer n = luaL_checkinteger(L, arg); + checkformat(L, form, flags, 1); + addlenmod(form, LUA_INTEGER_FRMLEN); + nb = l_sprintf(buff, maxitem, form, (LUAI_UACINT)n); + break; + } + case 'a': case 'A': + checkformat(L, form, L_FMTFLAGSF, 1); + addlenmod(form, LUA_NUMBER_FRMLEN); + nb = lua_number2strx(L, buff, maxitem, form, + luaL_checknumber(L, arg)); + break; + case 'f': + maxitem = MAX_ITEMF; /* extra space for '%f' */ + buff = luaL_prepbuffsize(&b, maxitem); + /* FALLTHROUGH */ + case 'e': case 'E': case 'g': case 'G': { + lua_Number n = luaL_checknumber(L, arg); + checkformat(L, form, L_FMTFLAGSF, 1); + addlenmod(form, LUA_NUMBER_FRMLEN); + nb = l_sprintf(buff, maxitem, form, (LUAI_UACNUMBER)n); + break; + } + case 'p': { + const void *p = lua_topointer(L, arg); + checkformat(L, form, L_FMTFLAGSC, 0); + if (p == NULL) { /* avoid calling 'printf' with argument NULL */ + p = "(null)"; /* result */ + form[strlen(form) - 1] = 's'; /* format it as a string */ + } + nb = l_sprintf(buff, maxitem, form, p); + break; + } + case 'q': { + if (form[2] != '\0') /* modifiers? */ + return luaL_error(L, "specifier '%%q' cannot have modifiers"); + addliteral(L, &b, arg); + break; + } + case 's': { + size_t l; + const char *s = luaL_tolstring(L, arg, &l); + if (form[2] == '\0') /* no modifiers? */ + luaL_addvalue(&b); /* keep entire string */ + else { + luaL_argcheck(L, l == strlen(s), arg, "string contains zeros"); + checkformat(L, form, L_FMTFLAGSC, 1); + if (strchr(form, '.') == NULL && l >= 100) { + /* no precision and string is too long to be formatted */ + luaL_addvalue(&b); /* keep entire string */ + } + else { /* format the string into 'buff' */ + nb = l_sprintf(buff, maxitem, form, s); + lua_pop(L, 1); /* remove result from 'luaL_tolstring' */ + } + } + break; + } + default: { /* also treat cases 'pnLlh' */ + return luaL_error(L, "invalid conversion '%s' to 'format'", form); + } + } + lua_assert(nb < maxitem); + luaL_addsize(&b, nb); + } + } + luaL_pushresult(&b); + return 1; +} + +/* }====================================================== */ + + +/* +** {====================================================== +** PACK/UNPACK +** ======================================================= +*/ + + +/* value used for padding */ +#if !defined(LUAL_PACKPADBYTE) +#define LUAL_PACKPADBYTE 0x00 +#endif + +/* maximum size for the binary representation of an integer */ +#define MAXINTSIZE 16 + +/* number of bits in a character */ +#define NB CHAR_BIT + +/* mask for one character (NB 1's) */ +#define MC ((1 << NB) - 1) + +/* size of a lua_Integer */ +#define SZINT ((int)sizeof(lua_Integer)) + + +/* dummy union to get native endianness */ +static const union { + int dummy; + char little; /* true iff machine is little endian */ +} nativeendian = {1}; + + +/* +** information to pack/unpack stuff +*/ +typedef struct Header { + lua_State *L; + int islittle; + int maxalign; +} Header; + + +/* +** options for pack/unpack +*/ +typedef enum KOption { + Kint, /* signed integers */ + Kuint, /* unsigned integers */ + Kfloat, /* single-precision floating-point numbers */ + Knumber, /* Lua "native" floating-point numbers */ + Kdouble, /* double-precision floating-point numbers */ + Kchar, /* fixed-length strings */ + Kstring, /* strings with prefixed length */ + Kzstr, /* zero-terminated strings */ + Kpadding, /* padding */ + Kpaddalign, /* padding for alignment */ + Knop /* no-op (configuration or spaces) */ +} KOption; + + +/* +** Read an integer numeral from string 'fmt' or return 'df' if +** there is no numeral +*/ +static int digit (int c) { return '0' <= c && c <= '9'; } + +static int getnum (const char **fmt, int df) { + if (!digit(**fmt)) /* no number? */ + return df; /* return default value */ + else { + int a = 0; + do { + a = a*10 + (*((*fmt)++) - '0'); + } while (digit(**fmt) && a <= ((int)MAXSIZE - 9)/10); + return a; + } +} + + +/* +** Read an integer numeral and raises an error if it is larger +** than the maximum size for integers. +*/ +static int getnumlimit (Header *h, const char **fmt, int df) { + int sz = getnum(fmt, df); + if (l_unlikely(sz > MAXINTSIZE || sz <= 0)) + return luaL_error(h->L, "integral size (%d) out of limits [1,%d]", + sz, MAXINTSIZE); + return sz; +} + + +/* +** Initialize Header +*/ +static void initheader (lua_State *L, Header *h) { + h->L = L; + h->islittle = nativeendian.little; + h->maxalign = 1; +} + + +/* +** Read and classify next option. 'size' is filled with option's size. +*/ +static KOption getoption (Header *h, const char **fmt, int *size) { + /* dummy structure to get native alignment requirements */ + struct cD { char c; union { LUAI_MAXALIGN; } u; }; + int opt = *((*fmt)++); + *size = 0; /* default */ + switch (opt) { + case 'b': *size = sizeof(char); return Kint; + case 'B': *size = sizeof(char); return Kuint; + case 'h': *size = sizeof(short); return Kint; + case 'H': *size = sizeof(short); return Kuint; + case 'l': *size = sizeof(long); return Kint; + case 'L': *size = sizeof(long); return Kuint; + case 'j': *size = sizeof(lua_Integer); return Kint; + case 'J': *size = sizeof(lua_Integer); return Kuint; + case 'T': *size = sizeof(size_t); return Kuint; + case 'f': *size = sizeof(float); return Kfloat; + case 'n': *size = sizeof(lua_Number); return Knumber; + case 'd': *size = sizeof(double); return Kdouble; + case 'i': *size = getnumlimit(h, fmt, sizeof(int)); return Kint; + case 'I': *size = getnumlimit(h, fmt, sizeof(int)); return Kuint; + case 's': *size = getnumlimit(h, fmt, sizeof(size_t)); return Kstring; + case 'c': + *size = getnum(fmt, -1); + if (l_unlikely(*size == -1)) + luaL_error(h->L, "missing size for format option 'c'"); + return Kchar; + case 'z': return Kzstr; + case 'x': *size = 1; return Kpadding; + case 'X': return Kpaddalign; + case ' ': break; + case '<': h->islittle = 1; break; + case '>': h->islittle = 0; break; + case '=': h->islittle = nativeendian.little; break; + case '!': { + const int maxalign = offsetof(struct cD, u); + h->maxalign = getnumlimit(h, fmt, maxalign); + break; + } + default: luaL_error(h->L, "invalid format option '%c'", opt); + } + return Knop; +} + + +/* +** Read, classify, and fill other details about the next option. +** 'psize' is filled with option's size, 'notoalign' with its +** alignment requirements. +** Local variable 'size' gets the size to be aligned. (Kpadal option +** always gets its full alignment, other options are limited by +** the maximum alignment ('maxalign'). Kchar option needs no alignment +** despite its size. +*/ +static KOption getdetails (Header *h, size_t totalsize, + const char **fmt, int *psize, int *ntoalign) { + KOption opt = getoption(h, fmt, psize); + int align = *psize; /* usually, alignment follows size */ + if (opt == Kpaddalign) { /* 'X' gets alignment from following option */ + if (**fmt == '\0' || getoption(h, fmt, &align) == Kchar || align == 0) + luaL_argerror(h->L, 1, "invalid next option for option 'X'"); + } + if (align <= 1 || opt == Kchar) /* need no alignment? */ + *ntoalign = 0; + else { + if (align > h->maxalign) /* enforce maximum alignment */ + align = h->maxalign; + if (l_unlikely((align & (align - 1)) != 0)) /* not a power of 2? */ + luaL_argerror(h->L, 1, "format asks for alignment not power of 2"); + *ntoalign = (align - (int)(totalsize & (align - 1))) & (align - 1); + } + return opt; +} + + +/* +** Pack integer 'n' with 'size' bytes and 'islittle' endianness. +** The final 'if' handles the case when 'size' is larger than +** the size of a Lua integer, correcting the extra sign-extension +** bytes if necessary (by default they would be zeros). +*/ +static void packint (luaL_Buffer *b, lua_Unsigned n, + int islittle, int size, int neg) { + char *buff = luaL_prepbuffsize(b, size); + int i; + buff[islittle ? 0 : size - 1] = (char)(n & MC); /* first byte */ + for (i = 1; i < size; i++) { + n >>= NB; + buff[islittle ? i : size - 1 - i] = (char)(n & MC); + } + if (neg && size > SZINT) { /* negative number need sign extension? */ + for (i = SZINT; i < size; i++) /* correct extra bytes */ + buff[islittle ? i : size - 1 - i] = (char)MC; + } + luaL_addsize(b, size); /* add result to buffer */ +} + + +/* +** Copy 'size' bytes from 'src' to 'dest', correcting endianness if +** given 'islittle' is different from native endianness. +*/ +static void copywithendian (char *dest, const char *src, + int size, int islittle) { + if (islittle == nativeendian.little) + memcpy(dest, src, size); + else { + dest += size - 1; + while (size-- != 0) + *(dest--) = *(src++); + } +} + + +static int str_pack (lua_State *L) { + luaL_Buffer b; + Header h; + const char *fmt = luaL_checkstring(L, 1); /* format string */ + int arg = 1; /* current argument to pack */ + size_t totalsize = 0; /* accumulate total size of result */ + initheader(L, &h); + lua_pushnil(L); /* mark to separate arguments from string buffer */ + luaL_buffinit(L, &b); + while (*fmt != '\0') { + int size, ntoalign; + KOption opt = getdetails(&h, totalsize, &fmt, &size, &ntoalign); + totalsize += ntoalign + size; + while (ntoalign-- > 0) + luaL_addchar(&b, LUAL_PACKPADBYTE); /* fill alignment */ + arg++; + switch (opt) { + case Kint: { /* signed integers */ + lua_Integer n = luaL_checkinteger(L, arg); + if (size < SZINT) { /* need overflow check? */ + lua_Integer lim = (lua_Integer)1 << ((size * NB) - 1); + luaL_argcheck(L, -lim <= n && n < lim, arg, "integer overflow"); + } + packint(&b, (lua_Unsigned)n, h.islittle, size, (n < 0)); + break; + } + case Kuint: { /* unsigned integers */ + lua_Integer n = luaL_checkinteger(L, arg); + if (size < SZINT) /* need overflow check? */ + luaL_argcheck(L, (lua_Unsigned)n < ((lua_Unsigned)1 << (size * NB)), + arg, "unsigned overflow"); + packint(&b, (lua_Unsigned)n, h.islittle, size, 0); + break; + } + case Kfloat: { /* C float */ + float f = (float)luaL_checknumber(L, arg); /* get argument */ + char *buff = luaL_prepbuffsize(&b, sizeof(f)); + /* move 'f' to final result, correcting endianness if needed */ + copywithendian(buff, (char *)&f, sizeof(f), h.islittle); + luaL_addsize(&b, size); + break; + } + case Knumber: { /* Lua float */ + lua_Number f = luaL_checknumber(L, arg); /* get argument */ + char *buff = luaL_prepbuffsize(&b, sizeof(f)); + /* move 'f' to final result, correcting endianness if needed */ + copywithendian(buff, (char *)&f, sizeof(f), h.islittle); + luaL_addsize(&b, size); + break; + } + case Kdouble: { /* C double */ + double f = (double)luaL_checknumber(L, arg); /* get argument */ + char *buff = luaL_prepbuffsize(&b, sizeof(f)); + /* move 'f' to final result, correcting endianness if needed */ + copywithendian(buff, (char *)&f, sizeof(f), h.islittle); + luaL_addsize(&b, size); + break; + } + case Kchar: { /* fixed-size string */ + size_t len; + const char *s = luaL_checklstring(L, arg, &len); + luaL_argcheck(L, len <= (size_t)size, arg, + "string longer than given size"); + luaL_addlstring(&b, s, len); /* add string */ + while (len++ < (size_t)size) /* pad extra space */ + luaL_addchar(&b, LUAL_PACKPADBYTE); + break; + } + case Kstring: { /* strings with length count */ + size_t len; + const char *s = luaL_checklstring(L, arg, &len); + luaL_argcheck(L, size >= (int)sizeof(size_t) || + len < ((size_t)1 << (size * NB)), + arg, "string length does not fit in given size"); + packint(&b, (lua_Unsigned)len, h.islittle, size, 0); /* pack length */ + luaL_addlstring(&b, s, len); + totalsize += len; + break; + } + case Kzstr: { /* zero-terminated string */ + size_t len; + const char *s = luaL_checklstring(L, arg, &len); + luaL_argcheck(L, strlen(s) == len, arg, "string contains zeros"); + luaL_addlstring(&b, s, len); + luaL_addchar(&b, '\0'); /* add zero at the end */ + totalsize += len + 1; + break; + } + case Kpadding: luaL_addchar(&b, LUAL_PACKPADBYTE); /* FALLTHROUGH */ + case Kpaddalign: case Knop: + arg--; /* undo increment */ + break; + } + } + luaL_pushresult(&b); + return 1; +} + + +static int str_packsize (lua_State *L) { + Header h; + const char *fmt = luaL_checkstring(L, 1); /* format string */ + size_t totalsize = 0; /* accumulate total size of result */ + initheader(L, &h); + while (*fmt != '\0') { + int size, ntoalign; + KOption opt = getdetails(&h, totalsize, &fmt, &size, &ntoalign); + luaL_argcheck(L, opt != Kstring && opt != Kzstr, 1, + "variable-length format"); + size += ntoalign; /* total space used by option */ + luaL_argcheck(L, totalsize <= MAXSIZE - size, 1, + "format result too large"); + totalsize += size; + } + lua_pushinteger(L, (lua_Integer)totalsize); + return 1; +} + + +/* +** Unpack an integer with 'size' bytes and 'islittle' endianness. +** If size is smaller than the size of a Lua integer and integer +** is signed, must do sign extension (propagating the sign to the +** higher bits); if size is larger than the size of a Lua integer, +** it must check the unread bytes to see whether they do not cause an +** overflow. +*/ +static lua_Integer unpackint (lua_State *L, const char *str, + int islittle, int size, int issigned) { + lua_Unsigned res = 0; + int i; + int limit = (size <= SZINT) ? size : SZINT; + for (i = limit - 1; i >= 0; i--) { + res <<= NB; + res |= (lua_Unsigned)(unsigned char)str[islittle ? i : size - 1 - i]; + } + if (size < SZINT) { /* real size smaller than lua_Integer? */ + if (issigned) { /* needs sign extension? */ + lua_Unsigned mask = (lua_Unsigned)1 << (size*NB - 1); + res = ((res ^ mask) - mask); /* do sign extension */ + } + } + else if (size > SZINT) { /* must check unread bytes */ + int mask = (!issigned || (lua_Integer)res >= 0) ? 0 : MC; + for (i = limit; i < size; i++) { + if (l_unlikely((unsigned char)str[islittle ? i : size - 1 - i] != mask)) + luaL_error(L, "%d-byte integer does not fit into Lua Integer", size); + } + } + return (lua_Integer)res; +} + + +static int str_unpack (lua_State *L) { + Header h; + const char *fmt = luaL_checkstring(L, 1); + size_t ld; + const char *data = luaL_checklstring(L, 2, &ld); + size_t pos = posrelatI(luaL_optinteger(L, 3, 1), ld) - 1; + int n = 0; /* number of results */ + luaL_argcheck(L, pos <= ld, 3, "initial position out of string"); + initheader(L, &h); + while (*fmt != '\0') { + int size, ntoalign; + KOption opt = getdetails(&h, pos, &fmt, &size, &ntoalign); + luaL_argcheck(L, (size_t)ntoalign + size <= ld - pos, 2, + "data string too short"); + pos += ntoalign; /* skip alignment */ + /* stack space for item + next position */ + luaL_checkstack(L, 2, "too many results"); + n++; + switch (opt) { + case Kint: + case Kuint: { + lua_Integer res = unpackint(L, data + pos, h.islittle, size, + (opt == Kint)); + lua_pushinteger(L, res); + break; + } + case Kfloat: { + float f; + copywithendian((char *)&f, data + pos, sizeof(f), h.islittle); + lua_pushnumber(L, (lua_Number)f); + break; + } + case Knumber: { + lua_Number f; + copywithendian((char *)&f, data + pos, sizeof(f), h.islittle); + lua_pushnumber(L, f); + break; + } + case Kdouble: { + double f; + copywithendian((char *)&f, data + pos, sizeof(f), h.islittle); + lua_pushnumber(L, (lua_Number)f); + break; + } + case Kchar: { + lua_pushlstring(L, data + pos, size); + break; + } + case Kstring: { + size_t len = (size_t)unpackint(L, data + pos, h.islittle, size, 0); + luaL_argcheck(L, len <= ld - pos - size, 2, "data string too short"); + lua_pushlstring(L, data + pos + size, len); + pos += len; /* skip string */ + break; + } + case Kzstr: { + size_t len = strlen(data + pos); + luaL_argcheck(L, pos + len < ld, 2, + "unfinished string for format 'z'"); + lua_pushlstring(L, data + pos, len); + pos += len + 1; /* skip string plus final '\0' */ + break; + } + case Kpaddalign: case Kpadding: case Knop: + n--; /* undo increment */ + break; + } + pos += size; + } + lua_pushinteger(L, pos + 1); /* next position */ + return n + 1; +} + +/* }====================================================== */ + + +static const luaL_Reg strlib[] = { + {"byte", str_byte}, + {"char", str_char}, + {"dump", str_dump}, + {"find", str_find}, + {"format", str_format}, + {"gmatch", gmatch}, + {"gsub", str_gsub}, + {"len", str_len}, + {"lower", str_lower}, + {"match", str_match}, + {"rep", str_rep}, + {"reverse", str_reverse}, + {"sub", str_sub}, + {"upper", str_upper}, + {"pack", str_pack}, + {"packsize", str_packsize}, + {"unpack", str_unpack}, + {NULL, NULL} +}; + + +static void createmetatable (lua_State *L) { + /* table to be metatable for strings */ + luaL_newlibtable(L, stringmetamethods); + luaL_setfuncs(L, stringmetamethods, 0); + lua_pushliteral(L, ""); /* dummy string */ + lua_pushvalue(L, -2); /* copy table */ + lua_setmetatable(L, -2); /* set table as metatable for strings */ + lua_pop(L, 1); /* pop dummy string */ + lua_pushvalue(L, -2); /* get string library */ + lua_setfield(L, -2, "__index"); /* metatable.__index = string */ + lua_pop(L, 1); /* pop metatable */ +} + + +/* +** Open string library +*/ +LUAMOD_API int luaopen_string (lua_State *L) { + luaL_newlib(L, strlib); + createmetatable(L); + return 1; +} + diff --git a/Dependencies/LuaRaw/src/ltable.c b/Dependencies/LuaRaw/src/ltable.c new file mode 100644 index 000000000..1b1cd2415 --- /dev/null +++ b/Dependencies/LuaRaw/src/ltable.c @@ -0,0 +1,980 @@ +/* +** $Id: ltable.c $ +** Lua tables (hash) +** See Copyright Notice in lua.h +*/ + +#define ltable_c +#define LUA_CORE + +#include "lprefix.h" + + +/* +** Implementation of tables (aka arrays, objects, or hash tables). +** Tables keep its elements in two parts: an array part and a hash part. +** Non-negative integer keys are all candidates to be kept in the array +** part. The actual size of the array is the largest 'n' such that +** more than half the slots between 1 and n are in use. +** Hash uses a mix of chained scatter table with Brent's variation. +** A main invariant of these tables is that, if an element is not +** in its main position (i.e. the 'original' position that its hash gives +** to it), then the colliding element is in its own main position. +** Hence even when the load factor reaches 100%, performance remains good. +*/ + +#include +#include + +#include "lua.h" + +#include "ldebug.h" +#include "ldo.h" +#include "lgc.h" +#include "lmem.h" +#include "lobject.h" +#include "lstate.h" +#include "lstring.h" +#include "ltable.h" +#include "lvm.h" + + +/* +** MAXABITS is the largest integer such that MAXASIZE fits in an +** unsigned int. +*/ +#define MAXABITS cast_int(sizeof(int) * CHAR_BIT - 1) + + +/* +** MAXASIZE is the maximum size of the array part. It is the minimum +** between 2^MAXABITS and the maximum size that, measured in bytes, +** fits in a 'size_t'. +*/ +#define MAXASIZE luaM_limitN(1u << MAXABITS, TValue) + +/* +** MAXHBITS is the largest integer such that 2^MAXHBITS fits in a +** signed int. +*/ +#define MAXHBITS (MAXABITS - 1) + + +/* +** MAXHSIZE is the maximum size of the hash part. It is the minimum +** between 2^MAXHBITS and the maximum size such that, measured in bytes, +** it fits in a 'size_t'. +*/ +#define MAXHSIZE luaM_limitN(1u << MAXHBITS, Node) + + +/* +** When the original hash value is good, hashing by a power of 2 +** avoids the cost of '%'. +*/ +#define hashpow2(t,n) (gnode(t, lmod((n), sizenode(t)))) + +/* +** for other types, it is better to avoid modulo by power of 2, as +** they can have many 2 factors. +*/ +#define hashmod(t,n) (gnode(t, ((n) % ((sizenode(t)-1)|1)))) + + +#define hashstr(t,str) hashpow2(t, (str)->hash) +#define hashboolean(t,p) hashpow2(t, p) + + +#define hashpointer(t,p) hashmod(t, point2uint(p)) + + +#define dummynode (&dummynode_) + +static const Node dummynode_ = { + {{NULL}, LUA_VEMPTY, /* value's value and type */ + LUA_VNIL, 0, {NULL}} /* key type, next, and key value */ +}; + + +static const TValue absentkey = {ABSTKEYCONSTANT}; + + +/* +** Hash for integers. To allow a good hash, use the remainder operator +** ('%'). If integer fits as a non-negative int, compute an int +** remainder, which is faster. Otherwise, use an unsigned-integer +** remainder, which uses all bits and ensures a non-negative result. +*/ +static Node *hashint (const Table *t, lua_Integer i) { + lua_Unsigned ui = l_castS2U(i); + if (ui <= (unsigned int)INT_MAX) + return hashmod(t, cast_int(ui)); + else + return hashmod(t, ui); +} + + +/* +** Hash for floating-point numbers. +** The main computation should be just +** n = frexp(n, &i); return (n * INT_MAX) + i +** but there are some numerical subtleties. +** In a two-complement representation, INT_MAX does not has an exact +** representation as a float, but INT_MIN does; because the absolute +** value of 'frexp' is smaller than 1 (unless 'n' is inf/NaN), the +** absolute value of the product 'frexp * -INT_MIN' is smaller or equal +** to INT_MAX. Next, the use of 'unsigned int' avoids overflows when +** adding 'i'; the use of '~u' (instead of '-u') avoids problems with +** INT_MIN. +*/ +#if !defined(l_hashfloat) +static int l_hashfloat (lua_Number n) { + int i; + lua_Integer ni; + n = l_mathop(frexp)(n, &i) * -cast_num(INT_MIN); + if (!lua_numbertointeger(n, &ni)) { /* is 'n' inf/-inf/NaN? */ + lua_assert(luai_numisnan(n) || l_mathop(fabs)(n) == cast_num(HUGE_VAL)); + return 0; + } + else { /* normal case */ + unsigned int u = cast_uint(i) + cast_uint(ni); + return cast_int(u <= cast_uint(INT_MAX) ? u : ~u); + } +} +#endif + + +/* +** returns the 'main' position of an element in a table (that is, +** the index of its hash value). +*/ +static Node *mainpositionTV (const Table *t, const TValue *key) { + switch (ttypetag(key)) { + case LUA_VNUMINT: { + lua_Integer i = ivalue(key); + return hashint(t, i); + } + case LUA_VNUMFLT: { + lua_Number n = fltvalue(key); + return hashmod(t, l_hashfloat(n)); + } + case LUA_VSHRSTR: { + TString *ts = tsvalue(key); + return hashstr(t, ts); + } + case LUA_VLNGSTR: { + TString *ts = tsvalue(key); + return hashpow2(t, luaS_hashlongstr(ts)); + } + case LUA_VFALSE: + return hashboolean(t, 0); + case LUA_VTRUE: + return hashboolean(t, 1); + case LUA_VLIGHTUSERDATA: { + void *p = pvalue(key); + return hashpointer(t, p); + } + case LUA_VLCF: { + lua_CFunction f = fvalue(key); + return hashpointer(t, f); + } + default: { + GCObject *o = gcvalue(key); + return hashpointer(t, o); + } + } +} + + +l_sinline Node *mainpositionfromnode (const Table *t, Node *nd) { + TValue key; + getnodekey(cast(lua_State *, NULL), &key, nd); + return mainpositionTV(t, &key); +} + + +/* +** Check whether key 'k1' is equal to the key in node 'n2'. This +** equality is raw, so there are no metamethods. Floats with integer +** values have been normalized, so integers cannot be equal to +** floats. It is assumed that 'eqshrstr' is simply pointer equality, so +** that short strings are handled in the default case. +** A true 'deadok' means to accept dead keys as equal to their original +** values. All dead keys are compared in the default case, by pointer +** identity. (Only collectable objects can produce dead keys.) Note that +** dead long strings are also compared by identity. +** Once a key is dead, its corresponding value may be collected, and +** then another value can be created with the same address. If this +** other value is given to 'next', 'equalkey' will signal a false +** positive. In a regular traversal, this situation should never happen, +** as all keys given to 'next' came from the table itself, and therefore +** could not have been collected. Outside a regular traversal, we +** have garbage in, garbage out. What is relevant is that this false +** positive does not break anything. (In particular, 'next' will return +** some other valid item on the table or nil.) +*/ +static int equalkey (const TValue *k1, const Node *n2, int deadok) { + if ((rawtt(k1) != keytt(n2)) && /* not the same variants? */ + !(deadok && keyisdead(n2) && iscollectable(k1))) + return 0; /* cannot be same key */ + switch (keytt(n2)) { + case LUA_VNIL: case LUA_VFALSE: case LUA_VTRUE: + return 1; + case LUA_VNUMINT: + return (ivalue(k1) == keyival(n2)); + case LUA_VNUMFLT: + return luai_numeq(fltvalue(k1), fltvalueraw(keyval(n2))); + case LUA_VLIGHTUSERDATA: + return pvalue(k1) == pvalueraw(keyval(n2)); + case LUA_VLCF: + return fvalue(k1) == fvalueraw(keyval(n2)); + case ctb(LUA_VLNGSTR): + return luaS_eqlngstr(tsvalue(k1), keystrval(n2)); + default: + return gcvalue(k1) == gcvalueraw(keyval(n2)); + } +} + + +/* +** True if value of 'alimit' is equal to the real size of the array +** part of table 't'. (Otherwise, the array part must be larger than +** 'alimit'.) +*/ +#define limitequalsasize(t) (isrealasize(t) || ispow2((t)->alimit)) + + +/* +** Returns the real size of the 'array' array +*/ +LUAI_FUNC unsigned int luaH_realasize (const Table *t) { + if (limitequalsasize(t)) + return t->alimit; /* this is the size */ + else { + unsigned int size = t->alimit; + /* compute the smallest power of 2 not smaller than 'n' */ + size |= (size >> 1); + size |= (size >> 2); + size |= (size >> 4); + size |= (size >> 8); + size |= (size >> 16); +#if (UINT_MAX >> 30) > 3 + size |= (size >> 32); /* unsigned int has more than 32 bits */ +#endif + size++; + lua_assert(ispow2(size) && size/2 < t->alimit && t->alimit < size); + return size; + } +} + + +/* +** Check whether real size of the array is a power of 2. +** (If it is not, 'alimit' cannot be changed to any other value +** without changing the real size.) +*/ +static int ispow2realasize (const Table *t) { + return (!isrealasize(t) || ispow2(t->alimit)); +} + + +static unsigned int setlimittosize (Table *t) { + t->alimit = luaH_realasize(t); + setrealasize(t); + return t->alimit; +} + + +#define limitasasize(t) check_exp(isrealasize(t), t->alimit) + + + +/* +** "Generic" get version. (Not that generic: not valid for integers, +** which may be in array part, nor for floats with integral values.) +** See explanation about 'deadok' in function 'equalkey'. +*/ +static const TValue *getgeneric (Table *t, const TValue *key, int deadok) { + Node *n = mainpositionTV(t, key); + for (;;) { /* check whether 'key' is somewhere in the chain */ + if (equalkey(key, n, deadok)) + return gval(n); /* that's it */ + else { + int nx = gnext(n); + if (nx == 0) + return &absentkey; /* not found */ + n += nx; + } + } +} + + +/* +** returns the index for 'k' if 'k' is an appropriate key to live in +** the array part of a table, 0 otherwise. +*/ +static unsigned int arrayindex (lua_Integer k) { + if (l_castS2U(k) - 1u < MAXASIZE) /* 'k' in [1, MAXASIZE]? */ + return cast_uint(k); /* 'key' is an appropriate array index */ + else + return 0; +} + + +/* +** returns the index of a 'key' for table traversals. First goes all +** elements in the array part, then elements in the hash part. The +** beginning of a traversal is signaled by 0. +*/ +static unsigned int findindex (lua_State *L, Table *t, TValue *key, + unsigned int asize) { + unsigned int i; + if (ttisnil(key)) return 0; /* first iteration */ + i = ttisinteger(key) ? arrayindex(ivalue(key)) : 0; + if (i - 1u < asize) /* is 'key' inside array part? */ + return i; /* yes; that's the index */ + else { + const TValue *n = getgeneric(t, key, 1); + if (l_unlikely(isabstkey(n))) + luaG_runerror(L, "invalid key to 'next'"); /* key not found */ + i = cast_int(nodefromval(n) - gnode(t, 0)); /* key index in hash table */ + /* hash elements are numbered after array ones */ + return (i + 1) + asize; + } +} + + +int luaH_next (lua_State *L, Table *t, StkId key) { + unsigned int asize = luaH_realasize(t); + unsigned int i = findindex(L, t, s2v(key), asize); /* find original key */ + for (; i < asize; i++) { /* try first array part */ + if (!isempty(&t->array[i])) { /* a non-empty entry? */ + setivalue(s2v(key), i + 1); + setobj2s(L, key + 1, &t->array[i]); + return 1; + } + } + for (i -= asize; cast_int(i) < sizenode(t); i++) { /* hash part */ + if (!isempty(gval(gnode(t, i)))) { /* a non-empty entry? */ + Node *n = gnode(t, i); + getnodekey(L, s2v(key), n); + setobj2s(L, key + 1, gval(n)); + return 1; + } + } + return 0; /* no more elements */ +} + + +static void freehash (lua_State *L, Table *t) { + if (!isdummy(t)) + luaM_freearray(L, t->node, cast_sizet(sizenode(t))); +} + + +/* +** {============================================================= +** Rehash +** ============================================================== +*/ + +/* +** Compute the optimal size for the array part of table 't'. 'nums' is a +** "count array" where 'nums[i]' is the number of integers in the table +** between 2^(i - 1) + 1 and 2^i. 'pna' enters with the total number of +** integer keys in the table and leaves with the number of keys that +** will go to the array part; return the optimal size. (The condition +** 'twotoi > 0' in the for loop stops the loop if 'twotoi' overflows.) +*/ +static unsigned int computesizes (unsigned int nums[], unsigned int *pna) { + int i; + unsigned int twotoi; /* 2^i (candidate for optimal size) */ + unsigned int a = 0; /* number of elements smaller than 2^i */ + unsigned int na = 0; /* number of elements to go to array part */ + unsigned int optimal = 0; /* optimal size for array part */ + /* loop while keys can fill more than half of total size */ + for (i = 0, twotoi = 1; + twotoi > 0 && *pna > twotoi / 2; + i++, twotoi *= 2) { + a += nums[i]; + if (a > twotoi/2) { /* more than half elements present? */ + optimal = twotoi; /* optimal size (till now) */ + na = a; /* all elements up to 'optimal' will go to array part */ + } + } + lua_assert((optimal == 0 || optimal / 2 < na) && na <= optimal); + *pna = na; + return optimal; +} + + +static int countint (lua_Integer key, unsigned int *nums) { + unsigned int k = arrayindex(key); + if (k != 0) { /* is 'key' an appropriate array index? */ + nums[luaO_ceillog2(k)]++; /* count as such */ + return 1; + } + else + return 0; +} + + +/* +** Count keys in array part of table 't': Fill 'nums[i]' with +** number of keys that will go into corresponding slice and return +** total number of non-nil keys. +*/ +static unsigned int numusearray (const Table *t, unsigned int *nums) { + int lg; + unsigned int ttlg; /* 2^lg */ + unsigned int ause = 0; /* summation of 'nums' */ + unsigned int i = 1; /* count to traverse all array keys */ + unsigned int asize = limitasasize(t); /* real array size */ + /* traverse each slice */ + for (lg = 0, ttlg = 1; lg <= MAXABITS; lg++, ttlg *= 2) { + unsigned int lc = 0; /* counter */ + unsigned int lim = ttlg; + if (lim > asize) { + lim = asize; /* adjust upper limit */ + if (i > lim) + break; /* no more elements to count */ + } + /* count elements in range (2^(lg - 1), 2^lg] */ + for (; i <= lim; i++) { + if (!isempty(&t->array[i-1])) + lc++; + } + nums[lg] += lc; + ause += lc; + } + return ause; +} + + +static int numusehash (const Table *t, unsigned int *nums, unsigned int *pna) { + int totaluse = 0; /* total number of elements */ + int ause = 0; /* elements added to 'nums' (can go to array part) */ + int i = sizenode(t); + while (i--) { + Node *n = &t->node[i]; + if (!isempty(gval(n))) { + if (keyisinteger(n)) + ause += countint(keyival(n), nums); + totaluse++; + } + } + *pna += ause; + return totaluse; +} + + +/* +** Creates an array for the hash part of a table with the given +** size, or reuses the dummy node if size is zero. +** The computation for size overflow is in two steps: the first +** comparison ensures that the shift in the second one does not +** overflow. +*/ +static void setnodevector (lua_State *L, Table *t, unsigned int size) { + if (size == 0) { /* no elements to hash part? */ + t->node = cast(Node *, dummynode); /* use common 'dummynode' */ + t->lsizenode = 0; + t->lastfree = NULL; /* signal that it is using dummy node */ + } + else { + int i; + int lsize = luaO_ceillog2(size); + if (lsize > MAXHBITS || (1u << lsize) > MAXHSIZE) + luaG_runerror(L, "table overflow"); + size = twoto(lsize); + t->node = luaM_newvector(L, size, Node); + for (i = 0; i < (int)size; i++) { + Node *n = gnode(t, i); + gnext(n) = 0; + setnilkey(n); + setempty(gval(n)); + } + t->lsizenode = cast_byte(lsize); + t->lastfree = gnode(t, size); /* all positions are free */ + } +} + + +/* +** (Re)insert all elements from the hash part of 'ot' into table 't'. +*/ +static void reinsert (lua_State *L, Table *ot, Table *t) { + int j; + int size = sizenode(ot); + for (j = 0; j < size; j++) { + Node *old = gnode(ot, j); + if (!isempty(gval(old))) { + /* doesn't need barrier/invalidate cache, as entry was + already present in the table */ + TValue k; + getnodekey(L, &k, old); + luaH_set(L, t, &k, gval(old)); + } + } +} + + +/* +** Exchange the hash part of 't1' and 't2'. +*/ +static void exchangehashpart (Table *t1, Table *t2) { + lu_byte lsizenode = t1->lsizenode; + Node *node = t1->node; + Node *lastfree = t1->lastfree; + t1->lsizenode = t2->lsizenode; + t1->node = t2->node; + t1->lastfree = t2->lastfree; + t2->lsizenode = lsizenode; + t2->node = node; + t2->lastfree = lastfree; +} + + +/* +** Resize table 't' for the new given sizes. Both allocations (for +** the hash part and for the array part) can fail, which creates some +** subtleties. If the first allocation, for the hash part, fails, an +** error is raised and that is it. Otherwise, it copies the elements from +** the shrinking part of the array (if it is shrinking) into the new +** hash. Then it reallocates the array part. If that fails, the table +** is in its original state; the function frees the new hash part and then +** raises the allocation error. Otherwise, it sets the new hash part +** into the table, initializes the new part of the array (if any) with +** nils and reinserts the elements of the old hash back into the new +** parts of the table. +*/ +void luaH_resize (lua_State *L, Table *t, unsigned int newasize, + unsigned int nhsize) { + unsigned int i; + Table newt; /* to keep the new hash part */ + unsigned int oldasize = setlimittosize(t); + TValue *newarray; + /* create new hash part with appropriate size into 'newt' */ + setnodevector(L, &newt, nhsize); + if (newasize < oldasize) { /* will array shrink? */ + t->alimit = newasize; /* pretend array has new size... */ + exchangehashpart(t, &newt); /* and new hash */ + /* re-insert into the new hash the elements from vanishing slice */ + for (i = newasize; i < oldasize; i++) { + if (!isempty(&t->array[i])) + luaH_setint(L, t, i + 1, &t->array[i]); + } + t->alimit = oldasize; /* restore current size... */ + exchangehashpart(t, &newt); /* and hash (in case of errors) */ + } + /* allocate new array */ + newarray = luaM_reallocvector(L, t->array, oldasize, newasize, TValue); + if (l_unlikely(newarray == NULL && newasize > 0)) { /* allocation failed? */ + freehash(L, &newt); /* release new hash part */ + luaM_error(L); /* raise error (with array unchanged) */ + } + /* allocation ok; initialize new part of the array */ + exchangehashpart(t, &newt); /* 't' has the new hash ('newt' has the old) */ + t->array = newarray; /* set new array part */ + t->alimit = newasize; + for (i = oldasize; i < newasize; i++) /* clear new slice of the array */ + setempty(&t->array[i]); + /* re-insert elements from old hash part into new parts */ + reinsert(L, &newt, t); /* 'newt' now has the old hash */ + freehash(L, &newt); /* free old hash part */ +} + + +void luaH_resizearray (lua_State *L, Table *t, unsigned int nasize) { + int nsize = allocsizenode(t); + luaH_resize(L, t, nasize, nsize); +} + +/* +** nums[i] = number of keys 'k' where 2^(i - 1) < k <= 2^i +*/ +static void rehash (lua_State *L, Table *t, const TValue *ek) { + unsigned int asize; /* optimal size for array part */ + unsigned int na; /* number of keys in the array part */ + unsigned int nums[MAXABITS + 1]; + int i; + int totaluse; + for (i = 0; i <= MAXABITS; i++) nums[i] = 0; /* reset counts */ + setlimittosize(t); + na = numusearray(t, nums); /* count keys in array part */ + totaluse = na; /* all those keys are integer keys */ + totaluse += numusehash(t, nums, &na); /* count keys in hash part */ + /* count extra key */ + if (ttisinteger(ek)) + na += countint(ivalue(ek), nums); + totaluse++; + /* compute new size for array part */ + asize = computesizes(nums, &na); + /* resize the table to new computed sizes */ + luaH_resize(L, t, asize, totaluse - na); +} + + + +/* +** }============================================================= +*/ + + +Table *luaH_new (lua_State *L) { + GCObject *o = luaC_newobj(L, LUA_VTABLE, sizeof(Table)); + Table *t = gco2t(o); + t->metatable = NULL; + t->flags = cast_byte(maskflags); /* table has no metamethod fields */ + t->array = NULL; + t->alimit = 0; + setnodevector(L, t, 0); + return t; +} + + +void luaH_free (lua_State *L, Table *t) { + freehash(L, t); + luaM_freearray(L, t->array, luaH_realasize(t)); + luaM_free(L, t); +} + + +static Node *getfreepos (Table *t) { + if (!isdummy(t)) { + while (t->lastfree > t->node) { + t->lastfree--; + if (keyisnil(t->lastfree)) + return t->lastfree; + } + } + return NULL; /* could not find a free place */ +} + + + +/* +** inserts a new key into a hash table; first, check whether key's main +** position is free. If not, check whether colliding node is in its main +** position or not: if it is not, move colliding node to an empty place and +** put new key in its main position; otherwise (colliding node is in its main +** position), new key goes to an empty position. +*/ +void luaH_newkey (lua_State *L, Table *t, const TValue *key, TValue *value) { + Node *mp; + TValue aux; + if (l_unlikely(ttisnil(key))) + luaG_runerror(L, "table index is nil"); + else if (ttisfloat(key)) { + lua_Number f = fltvalue(key); + lua_Integer k; + if (luaV_flttointeger(f, &k, F2Ieq)) { /* does key fit in an integer? */ + setivalue(&aux, k); + key = &aux; /* insert it as an integer */ + } + else if (l_unlikely(luai_numisnan(f))) + luaG_runerror(L, "table index is NaN"); + } + if (ttisnil(value)) + return; /* do not insert nil values */ + mp = mainpositionTV(t, key); + if (!isempty(gval(mp)) || isdummy(t)) { /* main position is taken? */ + Node *othern; + Node *f = getfreepos(t); /* get a free place */ + if (f == NULL) { /* cannot find a free place? */ + rehash(L, t, key); /* grow table */ + /* whatever called 'newkey' takes care of TM cache */ + luaH_set(L, t, key, value); /* insert key into grown table */ + return; + } + lua_assert(!isdummy(t)); + othern = mainpositionfromnode(t, mp); + if (othern != mp) { /* is colliding node out of its main position? */ + /* yes; move colliding node into free position */ + while (othern + gnext(othern) != mp) /* find previous */ + othern += gnext(othern); + gnext(othern) = cast_int(f - othern); /* rechain to point to 'f' */ + *f = *mp; /* copy colliding node into free pos. (mp->next also goes) */ + if (gnext(mp) != 0) { + gnext(f) += cast_int(mp - f); /* correct 'next' */ + gnext(mp) = 0; /* now 'mp' is free */ + } + setempty(gval(mp)); + } + else { /* colliding node is in its own main position */ + /* new node will go into free position */ + if (gnext(mp) != 0) + gnext(f) = cast_int((mp + gnext(mp)) - f); /* chain new position */ + else lua_assert(gnext(f) == 0); + gnext(mp) = cast_int(f - mp); + mp = f; + } + } + setnodekey(L, mp, key); + luaC_barrierback(L, obj2gco(t), key); + lua_assert(isempty(gval(mp))); + setobj2t(L, gval(mp), value); +} + + +/* +** Search function for integers. If integer is inside 'alimit', get it +** directly from the array part. Otherwise, if 'alimit' is not equal to +** the real size of the array, key still can be in the array part. In +** this case, try to avoid a call to 'luaH_realasize' when key is just +** one more than the limit (so that it can be incremented without +** changing the real size of the array). +*/ +const TValue *luaH_getint (Table *t, lua_Integer key) { + if (l_castS2U(key) - 1u < t->alimit) /* 'key' in [1, t->alimit]? */ + return &t->array[key - 1]; + else if (!limitequalsasize(t) && /* key still may be in the array part? */ + (l_castS2U(key) == t->alimit + 1 || + l_castS2U(key) - 1u < luaH_realasize(t))) { + t->alimit = cast_uint(key); /* probably '#t' is here now */ + return &t->array[key - 1]; + } + else { + Node *n = hashint(t, key); + for (;;) { /* check whether 'key' is somewhere in the chain */ + if (keyisinteger(n) && keyival(n) == key) + return gval(n); /* that's it */ + else { + int nx = gnext(n); + if (nx == 0) break; + n += nx; + } + } + return &absentkey; + } +} + + +/* +** search function for short strings +*/ +const TValue *luaH_getshortstr (Table *t, TString *key) { + Node *n = hashstr(t, key); + lua_assert(key->tt == LUA_VSHRSTR); + for (;;) { /* check whether 'key' is somewhere in the chain */ + if (keyisshrstr(n) && eqshrstr(keystrval(n), key)) + return gval(n); /* that's it */ + else { + int nx = gnext(n); + if (nx == 0) + return &absentkey; /* not found */ + n += nx; + } + } +} + + +const TValue *luaH_getstr (Table *t, TString *key) { + if (key->tt == LUA_VSHRSTR) + return luaH_getshortstr(t, key); + else { /* for long strings, use generic case */ + TValue ko; + setsvalue(cast(lua_State *, NULL), &ko, key); + return getgeneric(t, &ko, 0); + } +} + + +/* +** main search function +*/ +const TValue *luaH_get (Table *t, const TValue *key) { + switch (ttypetag(key)) { + case LUA_VSHRSTR: return luaH_getshortstr(t, tsvalue(key)); + case LUA_VNUMINT: return luaH_getint(t, ivalue(key)); + case LUA_VNIL: return &absentkey; + case LUA_VNUMFLT: { + lua_Integer k; + if (luaV_flttointeger(fltvalue(key), &k, F2Ieq)) /* integral index? */ + return luaH_getint(t, k); /* use specialized version */ + /* else... */ + } /* FALLTHROUGH */ + default: + return getgeneric(t, key, 0); + } +} + + +/* +** Finish a raw "set table" operation, where 'slot' is where the value +** should have been (the result of a previous "get table"). +** Beware: when using this function you probably need to check a GC +** barrier and invalidate the TM cache. +*/ +void luaH_finishset (lua_State *L, Table *t, const TValue *key, + const TValue *slot, TValue *value) { + if (isabstkey(slot)) + luaH_newkey(L, t, key, value); + else + setobj2t(L, cast(TValue *, slot), value); +} + + +/* +** beware: when using this function you probably need to check a GC +** barrier and invalidate the TM cache. +*/ +void luaH_set (lua_State *L, Table *t, const TValue *key, TValue *value) { + const TValue *slot = luaH_get(t, key); + luaH_finishset(L, t, key, slot, value); +} + + +void luaH_setint (lua_State *L, Table *t, lua_Integer key, TValue *value) { + const TValue *p = luaH_getint(t, key); + if (isabstkey(p)) { + TValue k; + setivalue(&k, key); + luaH_newkey(L, t, &k, value); + } + else + setobj2t(L, cast(TValue *, p), value); +} + + +/* +** Try to find a boundary in the hash part of table 't'. From the +** caller, we know that 'j' is zero or present and that 'j + 1' is +** present. We want to find a larger key that is absent from the +** table, so that we can do a binary search between the two keys to +** find a boundary. We keep doubling 'j' until we get an absent index. +** If the doubling would overflow, we try LUA_MAXINTEGER. If it is +** absent, we are ready for the binary search. ('j', being max integer, +** is larger or equal to 'i', but it cannot be equal because it is +** absent while 'i' is present; so 'j > i'.) Otherwise, 'j' is a +** boundary. ('j + 1' cannot be a present integer key because it is +** not a valid integer in Lua.) +*/ +static lua_Unsigned hash_search (Table *t, lua_Unsigned j) { + lua_Unsigned i; + if (j == 0) j++; /* the caller ensures 'j + 1' is present */ + do { + i = j; /* 'i' is a present index */ + if (j <= l_castS2U(LUA_MAXINTEGER) / 2) + j *= 2; + else { + j = LUA_MAXINTEGER; + if (isempty(luaH_getint(t, j))) /* t[j] not present? */ + break; /* 'j' now is an absent index */ + else /* weird case */ + return j; /* well, max integer is a boundary... */ + } + } while (!isempty(luaH_getint(t, j))); /* repeat until an absent t[j] */ + /* i < j && t[i] present && t[j] absent */ + while (j - i > 1u) { /* do a binary search between them */ + lua_Unsigned m = (i + j) / 2; + if (isempty(luaH_getint(t, m))) j = m; + else i = m; + } + return i; +} + + +static unsigned int binsearch (const TValue *array, unsigned int i, + unsigned int j) { + while (j - i > 1u) { /* binary search */ + unsigned int m = (i + j) / 2; + if (isempty(&array[m - 1])) j = m; + else i = m; + } + return i; +} + + +/* +** Try to find a boundary in table 't'. (A 'boundary' is an integer index +** such that t[i] is present and t[i+1] is absent, or 0 if t[1] is absent +** and 'maxinteger' if t[maxinteger] is present.) +** (In the next explanation, we use Lua indices, that is, with base 1. +** The code itself uses base 0 when indexing the array part of the table.) +** The code starts with 'limit = t->alimit', a position in the array +** part that may be a boundary. +** +** (1) If 't[limit]' is empty, there must be a boundary before it. +** As a common case (e.g., after 't[#t]=nil'), check whether 'limit-1' +** is present. If so, it is a boundary. Otherwise, do a binary search +** between 0 and limit to find a boundary. In both cases, try to +** use this boundary as the new 'alimit', as a hint for the next call. +** +** (2) If 't[limit]' is not empty and the array has more elements +** after 'limit', try to find a boundary there. Again, try first +** the special case (which should be quite frequent) where 'limit+1' +** is empty, so that 'limit' is a boundary. Otherwise, check the +** last element of the array part. If it is empty, there must be a +** boundary between the old limit (present) and the last element +** (absent), which is found with a binary search. (This boundary always +** can be a new limit.) +** +** (3) The last case is when there are no elements in the array part +** (limit == 0) or its last element (the new limit) is present. +** In this case, must check the hash part. If there is no hash part +** or 'limit+1' is absent, 'limit' is a boundary. Otherwise, call +** 'hash_search' to find a boundary in the hash part of the table. +** (In those cases, the boundary is not inside the array part, and +** therefore cannot be used as a new limit.) +*/ +lua_Unsigned luaH_getn (Table *t) { + unsigned int limit = t->alimit; + if (limit > 0 && isempty(&t->array[limit - 1])) { /* (1)? */ + /* there must be a boundary before 'limit' */ + if (limit >= 2 && !isempty(&t->array[limit - 2])) { + /* 'limit - 1' is a boundary; can it be a new limit? */ + if (ispow2realasize(t) && !ispow2(limit - 1)) { + t->alimit = limit - 1; + setnorealasize(t); /* now 'alimit' is not the real size */ + } + return limit - 1; + } + else { /* must search for a boundary in [0, limit] */ + unsigned int boundary = binsearch(t->array, 0, limit); + /* can this boundary represent the real size of the array? */ + if (ispow2realasize(t) && boundary > luaH_realasize(t) / 2) { + t->alimit = boundary; /* use it as the new limit */ + setnorealasize(t); + } + return boundary; + } + } + /* 'limit' is zero or present in table */ + if (!limitequalsasize(t)) { /* (2)? */ + /* 'limit' > 0 and array has more elements after 'limit' */ + if (isempty(&t->array[limit])) /* 'limit + 1' is empty? */ + return limit; /* this is the boundary */ + /* else, try last element in the array */ + limit = luaH_realasize(t); + if (isempty(&t->array[limit - 1])) { /* empty? */ + /* there must be a boundary in the array after old limit, + and it must be a valid new limit */ + unsigned int boundary = binsearch(t->array, t->alimit, limit); + t->alimit = boundary; + return boundary; + } + /* else, new limit is present in the table; check the hash part */ + } + /* (3) 'limit' is the last element and either is zero or present in table */ + lua_assert(limit == luaH_realasize(t) && + (limit == 0 || !isempty(&t->array[limit - 1]))); + if (isdummy(t) || isempty(luaH_getint(t, cast(lua_Integer, limit + 1)))) + return limit; /* 'limit + 1' is absent */ + else /* 'limit + 1' is also present */ + return hash_search(t, limit); +} + + + +#if defined(LUA_DEBUG) + +/* export these functions for the test library */ + +Node *luaH_mainposition (const Table *t, const TValue *key) { + return mainpositionTV(t, key); +} + +int luaH_isdummy (const Table *t) { return isdummy(t); } + +#endif diff --git a/Dependencies/LuaRaw/src/ltablib.c b/Dependencies/LuaRaw/src/ltablib.c new file mode 100644 index 000000000..868d78fd8 --- /dev/null +++ b/Dependencies/LuaRaw/src/ltablib.c @@ -0,0 +1,430 @@ +/* +** $Id: ltablib.c $ +** Library for Table Manipulation +** See Copyright Notice in lua.h +*/ + +#define ltablib_c +#define LUA_LIB + +#include "lprefix.h" + + +#include +#include +#include + +#include "lua.h" + +#include "lauxlib.h" +#include "lualib.h" + + +/* +** Operations that an object must define to mimic a table +** (some functions only need some of them) +*/ +#define TAB_R 1 /* read */ +#define TAB_W 2 /* write */ +#define TAB_L 4 /* length */ +#define TAB_RW (TAB_R | TAB_W) /* read/write */ + + +#define aux_getn(L,n,w) (checktab(L, n, (w) | TAB_L), luaL_len(L, n)) + + +static int checkfield (lua_State *L, const char *key, int n) { + lua_pushstring(L, key); + return (lua_rawget(L, -n) != LUA_TNIL); +} + + +/* +** Check that 'arg' either is a table or can behave like one (that is, +** has a metatable with the required metamethods) +*/ +static void checktab (lua_State *L, int arg, int what) { + if (lua_type(L, arg) != LUA_TTABLE) { /* is it not a table? */ + int n = 1; /* number of elements to pop */ + if (lua_getmetatable(L, arg) && /* must have metatable */ + (!(what & TAB_R) || checkfield(L, "__index", ++n)) && + (!(what & TAB_W) || checkfield(L, "__newindex", ++n)) && + (!(what & TAB_L) || checkfield(L, "__len", ++n))) { + lua_pop(L, n); /* pop metatable and tested metamethods */ + } + else + luaL_checktype(L, arg, LUA_TTABLE); /* force an error */ + } +} + + +static int tinsert (lua_State *L) { + lua_Integer pos; /* where to insert new element */ + lua_Integer e = aux_getn(L, 1, TAB_RW); + e = luaL_intop(+, e, 1); /* first empty element */ + switch (lua_gettop(L)) { + case 2: { /* called with only 2 arguments */ + pos = e; /* insert new element at the end */ + break; + } + case 3: { + lua_Integer i; + pos = luaL_checkinteger(L, 2); /* 2nd argument is the position */ + /* check whether 'pos' is in [1, e] */ + luaL_argcheck(L, (lua_Unsigned)pos - 1u < (lua_Unsigned)e, 2, + "position out of bounds"); + for (i = e; i > pos; i--) { /* move up elements */ + lua_geti(L, 1, i - 1); + lua_seti(L, 1, i); /* t[i] = t[i - 1] */ + } + break; + } + default: { + return luaL_error(L, "wrong number of arguments to 'insert'"); + } + } + lua_seti(L, 1, pos); /* t[pos] = v */ + return 0; +} + + +static int tremove (lua_State *L) { + lua_Integer size = aux_getn(L, 1, TAB_RW); + lua_Integer pos = luaL_optinteger(L, 2, size); + if (pos != size) /* validate 'pos' if given */ + /* check whether 'pos' is in [1, size + 1] */ + luaL_argcheck(L, (lua_Unsigned)pos - 1u <= (lua_Unsigned)size, 1, + "position out of bounds"); + lua_geti(L, 1, pos); /* result = t[pos] */ + for ( ; pos < size; pos++) { + lua_geti(L, 1, pos + 1); + lua_seti(L, 1, pos); /* t[pos] = t[pos + 1] */ + } + lua_pushnil(L); + lua_seti(L, 1, pos); /* remove entry t[pos] */ + return 1; +} + + +/* +** Copy elements (1[f], ..., 1[e]) into (tt[t], tt[t+1], ...). Whenever +** possible, copy in increasing order, which is better for rehashing. +** "possible" means destination after original range, or smaller +** than origin, or copying to another table. +*/ +static int tmove (lua_State *L) { + lua_Integer f = luaL_checkinteger(L, 2); + lua_Integer e = luaL_checkinteger(L, 3); + lua_Integer t = luaL_checkinteger(L, 4); + int tt = !lua_isnoneornil(L, 5) ? 5 : 1; /* destination table */ + checktab(L, 1, TAB_R); + checktab(L, tt, TAB_W); + if (e >= f) { /* otherwise, nothing to move */ + lua_Integer n, i; + luaL_argcheck(L, f > 0 || e < LUA_MAXINTEGER + f, 3, + "too many elements to move"); + n = e - f + 1; /* number of elements to move */ + luaL_argcheck(L, t <= LUA_MAXINTEGER - n + 1, 4, + "destination wrap around"); + if (t > e || t <= f || (tt != 1 && !lua_compare(L, 1, tt, LUA_OPEQ))) { + for (i = 0; i < n; i++) { + lua_geti(L, 1, f + i); + lua_seti(L, tt, t + i); + } + } + else { + for (i = n - 1; i >= 0; i--) { + lua_geti(L, 1, f + i); + lua_seti(L, tt, t + i); + } + } + } + lua_pushvalue(L, tt); /* return destination table */ + return 1; +} + + +static void addfield (lua_State *L, luaL_Buffer *b, lua_Integer i) { + lua_geti(L, 1, i); + if (l_unlikely(!lua_isstring(L, -1))) + luaL_error(L, "invalid value (%s) at index %I in table for 'concat'", + luaL_typename(L, -1), (LUAI_UACINT)i); + luaL_addvalue(b); +} + + +static int tconcat (lua_State *L) { + luaL_Buffer b; + lua_Integer last = aux_getn(L, 1, TAB_R); + size_t lsep; + const char *sep = luaL_optlstring(L, 2, "", &lsep); + lua_Integer i = luaL_optinteger(L, 3, 1); + last = luaL_optinteger(L, 4, last); + luaL_buffinit(L, &b); + for (; i < last; i++) { + addfield(L, &b, i); + luaL_addlstring(&b, sep, lsep); + } + if (i == last) /* add last value (if interval was not empty) */ + addfield(L, &b, i); + luaL_pushresult(&b); + return 1; +} + + +/* +** {====================================================== +** Pack/unpack +** ======================================================= +*/ + +static int tpack (lua_State *L) { + int i; + int n = lua_gettop(L); /* number of elements to pack */ + lua_createtable(L, n, 1); /* create result table */ + lua_insert(L, 1); /* put it at index 1 */ + for (i = n; i >= 1; i--) /* assign elements */ + lua_seti(L, 1, i); + lua_pushinteger(L, n); + lua_setfield(L, 1, "n"); /* t.n = number of elements */ + return 1; /* return table */ +} + + +static int tunpack (lua_State *L) { + lua_Unsigned n; + lua_Integer i = luaL_optinteger(L, 2, 1); + lua_Integer e = luaL_opt(L, luaL_checkinteger, 3, luaL_len(L, 1)); + if (i > e) return 0; /* empty range */ + n = (lua_Unsigned)e - i; /* number of elements minus 1 (avoid overflows) */ + if (l_unlikely(n >= (unsigned int)INT_MAX || + !lua_checkstack(L, (int)(++n)))) + return luaL_error(L, "too many results to unpack"); + for (; i < e; i++) { /* push arg[i..e - 1] (to avoid overflows) */ + lua_geti(L, 1, i); + } + lua_geti(L, 1, e); /* push last element */ + return (int)n; +} + +/* }====================================================== */ + + + +/* +** {====================================================== +** Quicksort +** (based on 'Algorithms in MODULA-3', Robert Sedgewick; +** Addison-Wesley, 1993.) +** ======================================================= +*/ + + +/* type for array indices */ +typedef unsigned int IdxT; + + +/* +** Produce a "random" 'unsigned int' to randomize pivot choice. This +** macro is used only when 'sort' detects a big imbalance in the result +** of a partition. (If you don't want/need this "randomness", ~0 is a +** good choice.) +*/ +#if !defined(l_randomizePivot) /* { */ + +#include + +/* size of 'e' measured in number of 'unsigned int's */ +#define sof(e) (sizeof(e) / sizeof(unsigned int)) + +/* +** Use 'time' and 'clock' as sources of "randomness". Because we don't +** know the types 'clock_t' and 'time_t', we cannot cast them to +** anything without risking overflows. A safe way to use their values +** is to copy them to an array of a known type and use the array values. +*/ +static unsigned int l_randomizePivot (void) { + clock_t c = clock(); + time_t t = time(NULL); + unsigned int buff[sof(c) + sof(t)]; + unsigned int i, rnd = 0; + memcpy(buff, &c, sof(c) * sizeof(unsigned int)); + memcpy(buff + sof(c), &t, sof(t) * sizeof(unsigned int)); + for (i = 0; i < sof(buff); i++) + rnd += buff[i]; + return rnd; +} + +#endif /* } */ + + +/* arrays larger than 'RANLIMIT' may use randomized pivots */ +#define RANLIMIT 100u + + +static void set2 (lua_State *L, IdxT i, IdxT j) { + lua_seti(L, 1, i); + lua_seti(L, 1, j); +} + + +/* +** Return true iff value at stack index 'a' is less than the value at +** index 'b' (according to the order of the sort). +*/ +static int sort_comp (lua_State *L, int a, int b) { + if (lua_isnil(L, 2)) /* no function? */ + return lua_compare(L, a, b, LUA_OPLT); /* a < b */ + else { /* function */ + int res; + lua_pushvalue(L, 2); /* push function */ + lua_pushvalue(L, a-1); /* -1 to compensate function */ + lua_pushvalue(L, b-2); /* -2 to compensate function and 'a' */ + lua_call(L, 2, 1); /* call function */ + res = lua_toboolean(L, -1); /* get result */ + lua_pop(L, 1); /* pop result */ + return res; + } +} + + +/* +** Does the partition: Pivot P is at the top of the stack. +** precondition: a[lo] <= P == a[up-1] <= a[up], +** so it only needs to do the partition from lo + 1 to up - 2. +** Pos-condition: a[lo .. i - 1] <= a[i] == P <= a[i + 1 .. up] +** returns 'i'. +*/ +static IdxT partition (lua_State *L, IdxT lo, IdxT up) { + IdxT i = lo; /* will be incremented before first use */ + IdxT j = up - 1; /* will be decremented before first use */ + /* loop invariant: a[lo .. i] <= P <= a[j .. up] */ + for (;;) { + /* next loop: repeat ++i while a[i] < P */ + while ((void)lua_geti(L, 1, ++i), sort_comp(L, -1, -2)) { + if (l_unlikely(i == up - 1)) /* a[i] < P but a[up - 1] == P ?? */ + luaL_error(L, "invalid order function for sorting"); + lua_pop(L, 1); /* remove a[i] */ + } + /* after the loop, a[i] >= P and a[lo .. i - 1] < P */ + /* next loop: repeat --j while P < a[j] */ + while ((void)lua_geti(L, 1, --j), sort_comp(L, -3, -1)) { + if (l_unlikely(j < i)) /* j < i but a[j] > P ?? */ + luaL_error(L, "invalid order function for sorting"); + lua_pop(L, 1); /* remove a[j] */ + } + /* after the loop, a[j] <= P and a[j + 1 .. up] >= P */ + if (j < i) { /* no elements out of place? */ + /* a[lo .. i - 1] <= P <= a[j + 1 .. i .. up] */ + lua_pop(L, 1); /* pop a[j] */ + /* swap pivot (a[up - 1]) with a[i] to satisfy pos-condition */ + set2(L, up - 1, i); + return i; + } + /* otherwise, swap a[i] - a[j] to restore invariant and repeat */ + set2(L, i, j); + } +} + + +/* +** Choose an element in the middle (2nd-3th quarters) of [lo,up] +** "randomized" by 'rnd' +*/ +static IdxT choosePivot (IdxT lo, IdxT up, unsigned int rnd) { + IdxT r4 = (up - lo) / 4; /* range/4 */ + IdxT p = rnd % (r4 * 2) + (lo + r4); + lua_assert(lo + r4 <= p && p <= up - r4); + return p; +} + + +/* +** Quicksort algorithm (recursive function) +*/ +static void auxsort (lua_State *L, IdxT lo, IdxT up, + unsigned int rnd) { + while (lo < up) { /* loop for tail recursion */ + IdxT p; /* Pivot index */ + IdxT n; /* to be used later */ + /* sort elements 'lo', 'p', and 'up' */ + lua_geti(L, 1, lo); + lua_geti(L, 1, up); + if (sort_comp(L, -1, -2)) /* a[up] < a[lo]? */ + set2(L, lo, up); /* swap a[lo] - a[up] */ + else + lua_pop(L, 2); /* remove both values */ + if (up - lo == 1) /* only 2 elements? */ + return; /* already sorted */ + if (up - lo < RANLIMIT || rnd == 0) /* small interval or no randomize? */ + p = (lo + up)/2; /* middle element is a good pivot */ + else /* for larger intervals, it is worth a random pivot */ + p = choosePivot(lo, up, rnd); + lua_geti(L, 1, p); + lua_geti(L, 1, lo); + if (sort_comp(L, -2, -1)) /* a[p] < a[lo]? */ + set2(L, p, lo); /* swap a[p] - a[lo] */ + else { + lua_pop(L, 1); /* remove a[lo] */ + lua_geti(L, 1, up); + if (sort_comp(L, -1, -2)) /* a[up] < a[p]? */ + set2(L, p, up); /* swap a[up] - a[p] */ + else + lua_pop(L, 2); + } + if (up - lo == 2) /* only 3 elements? */ + return; /* already sorted */ + lua_geti(L, 1, p); /* get middle element (Pivot) */ + lua_pushvalue(L, -1); /* push Pivot */ + lua_geti(L, 1, up - 1); /* push a[up - 1] */ + set2(L, p, up - 1); /* swap Pivot (a[p]) with a[up - 1] */ + p = partition(L, lo, up); + /* a[lo .. p - 1] <= a[p] == P <= a[p + 1 .. up] */ + if (p - lo < up - p) { /* lower interval is smaller? */ + auxsort(L, lo, p - 1, rnd); /* call recursively for lower interval */ + n = p - lo; /* size of smaller interval */ + lo = p + 1; /* tail call for [p + 1 .. up] (upper interval) */ + } + else { + auxsort(L, p + 1, up, rnd); /* call recursively for upper interval */ + n = up - p; /* size of smaller interval */ + up = p - 1; /* tail call for [lo .. p - 1] (lower interval) */ + } + if ((up - lo) / 128 > n) /* partition too imbalanced? */ + rnd = l_randomizePivot(); /* try a new randomization */ + } /* tail call auxsort(L, lo, up, rnd) */ +} + + +static int sort (lua_State *L) { + lua_Integer n = aux_getn(L, 1, TAB_RW); + if (n > 1) { /* non-trivial interval? */ + luaL_argcheck(L, n < INT_MAX, 1, "array too big"); + if (!lua_isnoneornil(L, 2)) /* is there a 2nd argument? */ + luaL_checktype(L, 2, LUA_TFUNCTION); /* must be a function */ + lua_settop(L, 2); /* make sure there are two arguments */ + auxsort(L, 1, (IdxT)n, 0); + } + return 0; +} + +/* }====================================================== */ + + +static const luaL_Reg tab_funcs[] = { + {"concat", tconcat}, + {"insert", tinsert}, + {"pack", tpack}, + {"unpack", tunpack}, + {"remove", tremove}, + {"move", tmove}, + {"sort", sort}, + {NULL, NULL} +}; + + +LUAMOD_API int luaopen_table (lua_State *L) { + luaL_newlib(L, tab_funcs); + return 1; +} + diff --git a/Dependencies/LuaRaw/src/ltm.c b/Dependencies/LuaRaw/src/ltm.c new file mode 100644 index 000000000..b657b783a --- /dev/null +++ b/Dependencies/LuaRaw/src/ltm.c @@ -0,0 +1,271 @@ +/* +** $Id: ltm.c $ +** Tag methods +** See Copyright Notice in lua.h +*/ + +#define ltm_c +#define LUA_CORE + +#include "lprefix.h" + + +#include + +#include "lua.h" + +#include "ldebug.h" +#include "ldo.h" +#include "lgc.h" +#include "lobject.h" +#include "lstate.h" +#include "lstring.h" +#include "ltable.h" +#include "ltm.h" +#include "lvm.h" + + +static const char udatatypename[] = "userdata"; + +LUAI_DDEF const char *const luaT_typenames_[LUA_TOTALTYPES] = { + "no value", + "nil", "boolean", udatatypename, "number", + "string", "table", "function", udatatypename, "thread", + "upvalue", "proto" /* these last cases are used for tests only */ +}; + + +void luaT_init (lua_State *L) { + static const char *const luaT_eventname[] = { /* ORDER TM */ + "__index", "__newindex", + "__gc", "__mode", "__len", "__eq", + "__add", "__sub", "__mul", "__mod", "__pow", + "__div", "__idiv", + "__band", "__bor", "__bxor", "__shl", "__shr", + "__unm", "__bnot", "__lt", "__le", + "__concat", "__call", "__close" + }; + int i; + for (i=0; itmname[i] = luaS_new(L, luaT_eventname[i]); + luaC_fix(L, obj2gco(G(L)->tmname[i])); /* never collect these names */ + } +} + + +/* +** function to be used with macro "fasttm": optimized for absence of +** tag methods +*/ +const TValue *luaT_gettm (Table *events, TMS event, TString *ename) { + const TValue *tm = luaH_getshortstr(events, ename); + lua_assert(event <= TM_EQ); + if (notm(tm)) { /* no tag method? */ + events->flags |= cast_byte(1u<metatable; + break; + case LUA_TUSERDATA: + mt = uvalue(o)->metatable; + break; + default: + mt = G(L)->mt[ttype(o)]; + } + return (mt ? luaH_getshortstr(mt, G(L)->tmname[event]) : &G(L)->nilvalue); +} + + +/* +** Return the name of the type of an object. For tables and userdata +** with metatable, use their '__name' metafield, if present. +*/ +const char *luaT_objtypename (lua_State *L, const TValue *o) { + Table *mt; + if ((ttistable(o) && (mt = hvalue(o)->metatable) != NULL) || + (ttisfulluserdata(o) && (mt = uvalue(o)->metatable) != NULL)) { + const TValue *name = luaH_getshortstr(mt, luaS_new(L, "__name")); + if (ttisstring(name)) /* is '__name' a string? */ + return getstr(tsvalue(name)); /* use it as type name */ + } + return ttypename(ttype(o)); /* else use standard type name */ +} + + +void luaT_callTM (lua_State *L, const TValue *f, const TValue *p1, + const TValue *p2, const TValue *p3) { + StkId func = L->top; + setobj2s(L, func, f); /* push function (assume EXTRA_STACK) */ + setobj2s(L, func + 1, p1); /* 1st argument */ + setobj2s(L, func + 2, p2); /* 2nd argument */ + setobj2s(L, func + 3, p3); /* 3rd argument */ + L->top = func + 4; + /* metamethod may yield only when called from Lua code */ + if (isLuacode(L->ci)) + luaD_call(L, func, 0); + else + luaD_callnoyield(L, func, 0); +} + + +void luaT_callTMres (lua_State *L, const TValue *f, const TValue *p1, + const TValue *p2, StkId res) { + ptrdiff_t result = savestack(L, res); + StkId func = L->top; + setobj2s(L, func, f); /* push function (assume EXTRA_STACK) */ + setobj2s(L, func + 1, p1); /* 1st argument */ + setobj2s(L, func + 2, p2); /* 2nd argument */ + L->top += 3; + /* metamethod may yield only when called from Lua code */ + if (isLuacode(L->ci)) + luaD_call(L, func, 1); + else + luaD_callnoyield(L, func, 1); + res = restorestack(L, result); + setobjs2s(L, res, --L->top); /* move result to its place */ +} + + +static int callbinTM (lua_State *L, const TValue *p1, const TValue *p2, + StkId res, TMS event) { + const TValue *tm = luaT_gettmbyobj(L, p1, event); /* try first operand */ + if (notm(tm)) + tm = luaT_gettmbyobj(L, p2, event); /* try second operand */ + if (notm(tm)) return 0; + luaT_callTMres(L, tm, p1, p2, res); + return 1; +} + + +void luaT_trybinTM (lua_State *L, const TValue *p1, const TValue *p2, + StkId res, TMS event) { + if (l_unlikely(!callbinTM(L, p1, p2, res, event))) { + switch (event) { + case TM_BAND: case TM_BOR: case TM_BXOR: + case TM_SHL: case TM_SHR: case TM_BNOT: { + if (ttisnumber(p1) && ttisnumber(p2)) + luaG_tointerror(L, p1, p2); + else + luaG_opinterror(L, p1, p2, "perform bitwise operation on"); + } + /* calls never return, but to avoid warnings: *//* FALLTHROUGH */ + default: + luaG_opinterror(L, p1, p2, "perform arithmetic on"); + } + } +} + + +void luaT_tryconcatTM (lua_State *L) { + StkId top = L->top; + if (l_unlikely(!callbinTM(L, s2v(top - 2), s2v(top - 1), top - 2, + TM_CONCAT))) + luaG_concaterror(L, s2v(top - 2), s2v(top - 1)); +} + + +void luaT_trybinassocTM (lua_State *L, const TValue *p1, const TValue *p2, + int flip, StkId res, TMS event) { + if (flip) + luaT_trybinTM(L, p2, p1, res, event); + else + luaT_trybinTM(L, p1, p2, res, event); +} + + +void luaT_trybiniTM (lua_State *L, const TValue *p1, lua_Integer i2, + int flip, StkId res, TMS event) { + TValue aux; + setivalue(&aux, i2); + luaT_trybinassocTM(L, p1, &aux, flip, res, event); +} + + +/* +** Calls an order tag method. +** For lessequal, LUA_COMPAT_LT_LE keeps compatibility with old +** behavior: if there is no '__le', try '__lt', based on l <= r iff +** !(r < l) (assuming a total order). If the metamethod yields during +** this substitution, the continuation has to know about it (to negate +** the result of rtop, event)) /* try original event */ + return !l_isfalse(s2v(L->top)); +#if defined(LUA_COMPAT_LT_LE) + else if (event == TM_LE) { + /* try '!(p2 < p1)' for '(p1 <= p2)' */ + L->ci->callstatus |= CIST_LEQ; /* mark it is doing 'lt' for 'le' */ + if (callbinTM(L, p2, p1, L->top, TM_LT)) { + L->ci->callstatus ^= CIST_LEQ; /* clear mark */ + return l_isfalse(s2v(L->top)); + } + /* else error will remove this 'ci'; no need to clear mark */ + } +#endif + luaG_ordererror(L, p1, p2); /* no metamethod found */ + return 0; /* to avoid warnings */ +} + + +int luaT_callorderiTM (lua_State *L, const TValue *p1, int v2, + int flip, int isfloat, TMS event) { + TValue aux; const TValue *p2; + if (isfloat) { + setfltvalue(&aux, cast_num(v2)); + } + else + setivalue(&aux, v2); + if (flip) { /* arguments were exchanged? */ + p2 = p1; p1 = &aux; /* correct them */ + } + else + p2 = &aux; + return luaT_callorderTM(L, p1, p2, event); +} + + +void luaT_adjustvarargs (lua_State *L, int nfixparams, CallInfo *ci, + const Proto *p) { + int i; + int actual = cast_int(L->top - ci->func) - 1; /* number of arguments */ + int nextra = actual - nfixparams; /* number of extra arguments */ + ci->u.l.nextraargs = nextra; + luaD_checkstack(L, p->maxstacksize + 1); + /* copy function to the top of the stack */ + setobjs2s(L, L->top++, ci->func); + /* move fixed parameters to the top of the stack */ + for (i = 1; i <= nfixparams; i++) { + setobjs2s(L, L->top++, ci->func + i); + setnilvalue(s2v(ci->func + i)); /* erase original parameter (for GC) */ + } + ci->func += actual + 1; + ci->top += actual + 1; + lua_assert(L->top <= ci->top && ci->top <= L->stack_last); +} + + +void luaT_getvarargs (lua_State *L, CallInfo *ci, StkId where, int wanted) { + int i; + int nextra = ci->u.l.nextraargs; + if (wanted < 0) { + wanted = nextra; /* get all extra arguments available */ + checkstackGCp(L, nextra, where); /* ensure stack space */ + L->top = where + nextra; /* next instruction will need top */ + } + for (i = 0; i < wanted && i < nextra; i++) + setobjs2s(L, where + i, ci->func - nextra + i); + for (; i < wanted; i++) /* complete required results with nil */ + setnilvalue(s2v(where + i)); +} + diff --git a/Dependencies/LuaRaw/src/lua.c b/Dependencies/LuaRaw/src/lua.c new file mode 100644 index 000000000..0f1900444 --- /dev/null +++ b/Dependencies/LuaRaw/src/lua.c @@ -0,0 +1,666 @@ +/* +** $Id: lua.c $ +** Lua stand-alone interpreter +** See Copyright Notice in lua.h +*/ + +#define lua_c + +#include "lprefix.h" + + +#include +#include +#include + +#include + +#include "lua.h" + +#include "lauxlib.h" +#include "lualib.h" + + +#if !defined(LUA_PROGNAME) +#define LUA_PROGNAME "lua" +#endif + +#if !defined(LUA_INIT_VAR) +#define LUA_INIT_VAR "LUA_INIT" +#endif + +#define LUA_INITVARVERSION LUA_INIT_VAR LUA_VERSUFFIX + + +static lua_State *globalL = NULL; + +static const char *progname = LUA_PROGNAME; + + +#if defined(LUA_USE_POSIX) /* { */ + +/* +** Use 'sigaction' when available. +*/ +static void setsignal (int sig, void (*handler)(int)) { + struct sigaction sa; + sa.sa_handler = handler; + sa.sa_flags = 0; + sigemptyset(&sa.sa_mask); /* do not mask any signal */ + sigaction(sig, &sa, NULL); +} + +#else /* }{ */ + +#define setsignal signal + +#endif /* } */ + + +/* +** Hook set by signal function to stop the interpreter. +*/ +static void lstop (lua_State *L, lua_Debug *ar) { + (void)ar; /* unused arg. */ + lua_sethook(L, NULL, 0, 0); /* reset hook */ + luaL_error(L, "interrupted!"); +} + + +/* +** Function to be called at a C signal. Because a C signal cannot +** just change a Lua state (as there is no proper synchronization), +** this function only sets a hook that, when called, will stop the +** interpreter. +*/ +static void laction (int i) { + int flag = LUA_MASKCALL | LUA_MASKRET | LUA_MASKLINE | LUA_MASKCOUNT; + setsignal(i, SIG_DFL); /* if another SIGINT happens, terminate process */ + lua_sethook(globalL, lstop, flag, 1); +} + + +static void print_usage (const char *badoption) { + lua_writestringerror("%s: ", progname); + if (badoption[1] == 'e' || badoption[1] == 'l') + lua_writestringerror("'%s' needs argument\n", badoption); + else + lua_writestringerror("unrecognized option '%s'\n", badoption); + lua_writestringerror( + "usage: %s [options] [script [args]]\n" + "Available options are:\n" + " -e stat execute string 'stat'\n" + " -i enter interactive mode after executing 'script'\n" + " -l mod require library 'mod' into global 'mod'\n" + " -l g=mod require library 'mod' into global 'g'\n" + " -v show version information\n" + " -E ignore environment variables\n" + " -W turn warnings on\n" + " -- stop handling options\n" + " - stop handling options and execute stdin\n" + , + progname); +} + + +/* +** Prints an error message, adding the program name in front of it +** (if present) +*/ +static void l_message (const char *pname, const char *msg) { + if (pname) lua_writestringerror("%s: ", pname); + lua_writestringerror("%s\n", msg); +} + + +/* +** Check whether 'status' is not OK and, if so, prints the error +** message on the top of the stack. It assumes that the error object +** is a string, as it was either generated by Lua or by 'msghandler'. +*/ +static int report (lua_State *L, int status) { + if (status != LUA_OK) { + const char *msg = lua_tostring(L, -1); + l_message(progname, msg); + lua_pop(L, 1); /* remove message */ + } + return status; +} + + +/* +** Message handler used to run all chunks +*/ +static int msghandler (lua_State *L) { + const char *msg = lua_tostring(L, 1); + if (msg == NULL) { /* is error object not a string? */ + if (luaL_callmeta(L, 1, "__tostring") && /* does it have a metamethod */ + lua_type(L, -1) == LUA_TSTRING) /* that produces a string? */ + return 1; /* that is the message */ + else + msg = lua_pushfstring(L, "(error object is a %s value)", + luaL_typename(L, 1)); + } + luaL_traceback(L, L, msg, 1); /* append a standard traceback */ + return 1; /* return the traceback */ +} + + +/* +** Interface to 'lua_pcall', which sets appropriate message function +** and C-signal handler. Used to run all chunks. +*/ +static int docall (lua_State *L, int narg, int nres) { + int status; + int base = lua_gettop(L) - narg; /* function index */ + lua_pushcfunction(L, msghandler); /* push message handler */ + lua_insert(L, base); /* put it under function and args */ + globalL = L; /* to be available to 'laction' */ + setsignal(SIGINT, laction); /* set C-signal handler */ + status = lua_pcall(L, narg, nres, base); + setsignal(SIGINT, SIG_DFL); /* reset C-signal handler */ + lua_remove(L, base); /* remove message handler from the stack */ + return status; +} + + +static void print_version (void) { + lua_writestring(LUA_COPYRIGHT, strlen(LUA_COPYRIGHT)); + lua_writeline(); +} + + +/* +** Create the 'arg' table, which stores all arguments from the +** command line ('argv'). It should be aligned so that, at index 0, +** it has 'argv[script]', which is the script name. The arguments +** to the script (everything after 'script') go to positive indices; +** other arguments (before the script name) go to negative indices. +** If there is no script name, assume interpreter's name as base. +*/ +static void createargtable (lua_State *L, char **argv, int argc, int script) { + int i, narg; + if (script == argc) script = 0; /* no script name? */ + narg = argc - (script + 1); /* number of positive indices */ + lua_createtable(L, narg, script + 1); + for (i = 0; i < argc; i++) { + lua_pushstring(L, argv[i]); + lua_rawseti(L, -2, i - script); + } + lua_setglobal(L, "arg"); +} + + +static int dochunk (lua_State *L, int status) { + if (status == LUA_OK) status = docall(L, 0, 0); + return report(L, status); +} + + +static int dofile (lua_State *L, const char *name) { + return dochunk(L, luaL_loadfile(L, name)); +} + + +static int dostring (lua_State *L, const char *s, const char *name) { + return dochunk(L, luaL_loadbuffer(L, s, strlen(s), name)); +} + + +/* +** Receives 'globname[=modname]' and runs 'globname = require(modname)'. +*/ +static int dolibrary (lua_State *L, char *globname) { + int status; + char *modname = strchr(globname, '='); + if (modname == NULL) /* no explicit name? */ + modname = globname; /* module name is equal to global name */ + else { + *modname = '\0'; /* global name ends here */ + modname++; /* module name starts after the '=' */ + } + lua_getglobal(L, "require"); + lua_pushstring(L, modname); + status = docall(L, 1, 1); /* call 'require(modname)' */ + if (status == LUA_OK) + lua_setglobal(L, globname); /* globname = require(modname) */ + return report(L, status); +} + + +/* +** Push on the stack the contents of table 'arg' from 1 to #arg +*/ +static int pushargs (lua_State *L) { + int i, n; + if (lua_getglobal(L, "arg") != LUA_TTABLE) + luaL_error(L, "'arg' is not a table"); + n = (int)luaL_len(L, -1); + luaL_checkstack(L, n + 3, "too many arguments to script"); + for (i = 1; i <= n; i++) + lua_rawgeti(L, -i, i); + lua_remove(L, -i); /* remove table from the stack */ + return n; +} + + +static int handle_script (lua_State *L, char **argv) { + int status; + const char *fname = argv[0]; + if (strcmp(fname, "-") == 0 && strcmp(argv[-1], "--") != 0) + fname = NULL; /* stdin */ + status = luaL_loadfile(L, fname); + if (status == LUA_OK) { + int n = pushargs(L); /* push arguments to script */ + status = docall(L, n, LUA_MULTRET); + } + return report(L, status); +} + + +/* bits of various argument indicators in 'args' */ +#define has_error 1 /* bad option */ +#define has_i 2 /* -i */ +#define has_v 4 /* -v */ +#define has_e 8 /* -e */ +#define has_E 16 /* -E */ + + +/* +** Traverses all arguments from 'argv', returning a mask with those +** needed before running any Lua code (or an error code if it finds +** any invalid argument). 'first' returns the first not-handled argument +** (either the script name or a bad argument in case of error). +*/ +static int collectargs (char **argv, int *first) { + int args = 0; + int i; + for (i = 1; argv[i] != NULL; i++) { + *first = i; + if (argv[i][0] != '-') /* not an option? */ + return args; /* stop handling options */ + switch (argv[i][1]) { /* else check option */ + case '-': /* '--' */ + if (argv[i][2] != '\0') /* extra characters after '--'? */ + return has_error; /* invalid option */ + *first = i + 1; + return args; + case '\0': /* '-' */ + return args; /* script "name" is '-' */ + case 'E': + if (argv[i][2] != '\0') /* extra characters? */ + return has_error; /* invalid option */ + args |= has_E; + break; + case 'W': + if (argv[i][2] != '\0') /* extra characters? */ + return has_error; /* invalid option */ + break; + case 'i': + args |= has_i; /* (-i implies -v) *//* FALLTHROUGH */ + case 'v': + if (argv[i][2] != '\0') /* extra characters? */ + return has_error; /* invalid option */ + args |= has_v; + break; + case 'e': + args |= has_e; /* FALLTHROUGH */ + case 'l': /* both options need an argument */ + if (argv[i][2] == '\0') { /* no concatenated argument? */ + i++; /* try next 'argv' */ + if (argv[i] == NULL || argv[i][0] == '-') + return has_error; /* no next argument or it is another option */ + } + break; + default: /* invalid option */ + return has_error; + } + } + *first = i; /* no script name */ + return args; +} + + +/* +** Processes options 'e' and 'l', which involve running Lua code, and +** 'W', which also affects the state. +** Returns 0 if some code raises an error. +*/ +static int runargs (lua_State *L, char **argv, int n) { + int i; + for (i = 1; i < n; i++) { + int option = argv[i][1]; + lua_assert(argv[i][0] == '-'); /* already checked */ + switch (option) { + case 'e': case 'l': { + int status; + char *extra = argv[i] + 2; /* both options need an argument */ + if (*extra == '\0') extra = argv[++i]; + lua_assert(extra != NULL); + status = (option == 'e') + ? dostring(L, extra, "=(command line)") + : dolibrary(L, extra); + if (status != LUA_OK) return 0; + break; + } + case 'W': + lua_warning(L, "@on", 0); /* warnings on */ + break; + } + } + return 1; +} + + +static int handle_luainit (lua_State *L) { + const char *name = "=" LUA_INITVARVERSION; + const char *init = getenv(name + 1); + if (init == NULL) { + name = "=" LUA_INIT_VAR; + init = getenv(name + 1); /* try alternative name */ + } + if (init == NULL) return LUA_OK; + else if (init[0] == '@') + return dofile(L, init+1); + else + return dostring(L, init, name); +} + + +/* +** {================================================================== +** Read-Eval-Print Loop (REPL) +** =================================================================== +*/ + +#if !defined(LUA_PROMPT) +#define LUA_PROMPT "> " +#define LUA_PROMPT2 ">> " +#endif + +#if !defined(LUA_MAXINPUT) +#define LUA_MAXINPUT 512 +#endif + + +/* +** lua_stdin_is_tty detects whether the standard input is a 'tty' (that +** is, whether we're running lua interactively). +*/ +#if !defined(lua_stdin_is_tty) /* { */ + +#if defined(LUA_USE_POSIX) /* { */ + +#include +#define lua_stdin_is_tty() isatty(0) + +#elif defined(LUA_USE_WINDOWS) /* }{ */ + +#include +#include + +#define lua_stdin_is_tty() _isatty(_fileno(stdin)) + +#else /* }{ */ + +/* ISO C definition */ +#define lua_stdin_is_tty() 1 /* assume stdin is a tty */ + +#endif /* } */ + +#endif /* } */ + + +/* +** lua_readline defines how to show a prompt and then read a line from +** the standard input. +** lua_saveline defines how to "save" a read line in a "history". +** lua_freeline defines how to free a line read by lua_readline. +*/ +#if !defined(lua_readline) /* { */ + +#if defined(LUA_USE_READLINE) /* { */ + +#include +#include +#define lua_initreadline(L) ((void)L, rl_readline_name="lua") +#define lua_readline(L,b,p) ((void)L, ((b)=readline(p)) != NULL) +#define lua_saveline(L,line) ((void)L, add_history(line)) +#define lua_freeline(L,b) ((void)L, free(b)) + +#else /* }{ */ + +#define lua_initreadline(L) ((void)L) +#define lua_readline(L,b,p) \ + ((void)L, fputs(p, stdout), fflush(stdout), /* show prompt */ \ + fgets(b, LUA_MAXINPUT, stdin) != NULL) /* get line */ +#define lua_saveline(L,line) { (void)L; (void)line; } +#define lua_freeline(L,b) { (void)L; (void)b; } + +#endif /* } */ + +#endif /* } */ + + +/* +** Return the string to be used as a prompt by the interpreter. Leave +** the string (or nil, if using the default value) on the stack, to keep +** it anchored. +*/ +static const char *get_prompt (lua_State *L, int firstline) { + if (lua_getglobal(L, firstline ? "_PROMPT" : "_PROMPT2") == LUA_TNIL) + return (firstline ? LUA_PROMPT : LUA_PROMPT2); /* use the default */ + else { /* apply 'tostring' over the value */ + const char *p = luaL_tolstring(L, -1, NULL); + lua_remove(L, -2); /* remove original value */ + return p; + } +} + +/* mark in error messages for incomplete statements */ +#define EOFMARK "" +#define marklen (sizeof(EOFMARK)/sizeof(char) - 1) + + +/* +** Check whether 'status' signals a syntax error and the error +** message at the top of the stack ends with the above mark for +** incomplete statements. +*/ +static int incomplete (lua_State *L, int status) { + if (status == LUA_ERRSYNTAX) { + size_t lmsg; + const char *msg = lua_tolstring(L, -1, &lmsg); + if (lmsg >= marklen && strcmp(msg + lmsg - marklen, EOFMARK) == 0) { + lua_pop(L, 1); + return 1; + } + } + return 0; /* else... */ +} + + +/* +** Prompt the user, read a line, and push it into the Lua stack. +*/ +static int pushline (lua_State *L, int firstline) { + char buffer[LUA_MAXINPUT]; + char *b = buffer; + size_t l; + const char *prmt = get_prompt(L, firstline); + int readstatus = lua_readline(L, b, prmt); + if (readstatus == 0) + return 0; /* no input (prompt will be popped by caller) */ + lua_pop(L, 1); /* remove prompt */ + l = strlen(b); + if (l > 0 && b[l-1] == '\n') /* line ends with newline? */ + b[--l] = '\0'; /* remove it */ + if (firstline && b[0] == '=') /* for compatibility with 5.2, ... */ + lua_pushfstring(L, "return %s", b + 1); /* change '=' to 'return' */ + else + lua_pushlstring(L, b, l); + lua_freeline(L, b); + return 1; +} + + +/* +** Try to compile line on the stack as 'return ;'; on return, stack +** has either compiled chunk or original line (if compilation failed). +*/ +static int addreturn (lua_State *L) { + const char *line = lua_tostring(L, -1); /* original line */ + const char *retline = lua_pushfstring(L, "return %s;", line); + int status = luaL_loadbuffer(L, retline, strlen(retline), "=stdin"); + if (status == LUA_OK) { + lua_remove(L, -2); /* remove modified line */ + if (line[0] != '\0') /* non empty? */ + lua_saveline(L, line); /* keep history */ + } + else + lua_pop(L, 2); /* pop result from 'luaL_loadbuffer' and modified line */ + return status; +} + + +/* +** Read multiple lines until a complete Lua statement +*/ +static int multiline (lua_State *L) { + for (;;) { /* repeat until gets a complete statement */ + size_t len; + const char *line = lua_tolstring(L, 1, &len); /* get what it has */ + int status = luaL_loadbuffer(L, line, len, "=stdin"); /* try it */ + if (!incomplete(L, status) || !pushline(L, 0)) { + lua_saveline(L, line); /* keep history */ + return status; /* cannot or should not try to add continuation line */ + } + lua_pushliteral(L, "\n"); /* add newline... */ + lua_insert(L, -2); /* ...between the two lines */ + lua_concat(L, 3); /* join them */ + } +} + + +/* +** Read a line and try to load (compile) it first as an expression (by +** adding "return " in front of it) and second as a statement. Return +** the final status of load/call with the resulting function (if any) +** in the top of the stack. +*/ +static int loadline (lua_State *L) { + int status; + lua_settop(L, 0); + if (!pushline(L, 1)) + return -1; /* no input */ + if ((status = addreturn(L)) != LUA_OK) /* 'return ...' did not work? */ + status = multiline(L); /* try as command, maybe with continuation lines */ + lua_remove(L, 1); /* remove line from the stack */ + lua_assert(lua_gettop(L) == 1); + return status; +} + + +/* +** Prints (calling the Lua 'print' function) any values on the stack +*/ +static void l_print (lua_State *L) { + int n = lua_gettop(L); + if (n > 0) { /* any result to be printed? */ + luaL_checkstack(L, LUA_MINSTACK, "too many results to print"); + lua_getglobal(L, "print"); + lua_insert(L, 1); + if (lua_pcall(L, n, 0, 0) != LUA_OK) + l_message(progname, lua_pushfstring(L, "error calling 'print' (%s)", + lua_tostring(L, -1))); + } +} + + +/* +** Do the REPL: repeatedly read (load) a line, evaluate (call) it, and +** print any results. +*/ +static void doREPL (lua_State *L) { + int status; + const char *oldprogname = progname; + progname = NULL; /* no 'progname' on errors in interactive mode */ + lua_initreadline(L); + while ((status = loadline(L)) != -1) { + if (status == LUA_OK) + status = docall(L, 0, LUA_MULTRET); + if (status == LUA_OK) l_print(L); + else report(L, status); + } + lua_settop(L, 0); /* clear stack */ + lua_writeline(); + progname = oldprogname; +} + +/* }================================================================== */ + + +/* +** Main body of stand-alone interpreter (to be called in protected mode). +** Reads the options and handles them all. +*/ +static int pmain (lua_State *L) { + int argc = (int)lua_tointeger(L, 1); + char **argv = (char **)lua_touserdata(L, 2); + int script; + int args = collectargs(argv, &script); + luaL_checkversion(L); /* check that interpreter has correct version */ + if (argv[0] && argv[0][0]) progname = argv[0]; + if (args == has_error) { /* bad arg? */ + print_usage(argv[script]); /* 'script' has index of bad arg. */ + return 0; + } + if (args & has_v) /* option '-v'? */ + print_version(); + if (args & has_E) { /* option '-E'? */ + lua_pushboolean(L, 1); /* signal for libraries to ignore env. vars. */ + lua_setfield(L, LUA_REGISTRYINDEX, "LUA_NOENV"); + } + luaL_openlibs(L); /* open standard libraries */ + createargtable(L, argv, argc, script); /* create table 'arg' */ + lua_gc(L, LUA_GCGEN, 0, 0); /* GC in generational mode */ + if (!(args & has_E)) { /* no option '-E'? */ + if (handle_luainit(L) != LUA_OK) /* run LUA_INIT */ + return 0; /* error running LUA_INIT */ + } + if (!runargs(L, argv, script)) /* execute arguments -e and -l */ + return 0; /* something failed */ + if (script < argc && /* execute main script (if there is one) */ + handle_script(L, argv + script) != LUA_OK) + return 0; + if (args & has_i) /* -i option? */ + doREPL(L); /* do read-eval-print loop */ + else if (script == argc && !(args & (has_e | has_v))) { /* no arguments? */ + if (lua_stdin_is_tty()) { /* running in interactive mode? */ + print_version(); + doREPL(L); /* do read-eval-print loop */ + } + else dofile(L, NULL); /* executes stdin as a file */ + } + lua_pushboolean(L, 1); /* signal no errors */ + return 1; +} + + +int main (int argc, char **argv) { + int status, result; + lua_State *L = luaL_newstate(); /* create state */ + if (L == NULL) { + l_message(argv[0], "cannot create state: not enough memory"); + return EXIT_FAILURE; + } + lua_pushcfunction(L, &pmain); /* to call 'pmain' in protected mode */ + lua_pushinteger(L, argc); /* 1st argument */ + lua_pushlightuserdata(L, argv); /* 2nd argument */ + status = lua_pcall(L, 2, 1, 0); /* do the call */ + result = lua_toboolean(L, -1); /* get result */ + report(L, status); + lua_close(L); + return (result && status == LUA_OK) ? EXIT_SUCCESS : EXIT_FAILURE; +} + diff --git a/Dependencies/LuaRaw/src/luac.c b/Dependencies/LuaRaw/src/luac.c new file mode 100644 index 000000000..f6db9cf65 --- /dev/null +++ b/Dependencies/LuaRaw/src/luac.c @@ -0,0 +1,725 @@ +/* +** $Id: luac.c $ +** Lua compiler (saves bytecodes to files; also lists bytecodes) +** See Copyright Notice in lua.h +*/ + +#define luac_c +#define LUA_CORE + +#include "lprefix.h" + +#include +#include +#include +#include +#include + +#include "lua.h" +#include "lauxlib.h" + +#include "ldebug.h" +#include "lobject.h" +#include "lopcodes.h" +#include "lopnames.h" +#include "lstate.h" +#include "lundump.h" + +static void PrintFunction(const Proto* f, int full); +#define luaU_print PrintFunction + +#define PROGNAME "luac" /* default program name */ +#define OUTPUT PROGNAME ".out" /* default output file */ + +static int listing=0; /* list bytecodes? */ +static int dumping=1; /* dump bytecodes? */ +static int stripping=0; /* strip debug information? */ +static char Output[]={ OUTPUT }; /* default output file name */ +static const char* output=Output; /* actual output file name */ +static const char* progname=PROGNAME; /* actual program name */ +static TString **tmname; + +static void fatal(const char* message) +{ + fprintf(stderr,"%s: %s\n",progname,message); + exit(EXIT_FAILURE); +} + +static void cannot(const char* what) +{ + fprintf(stderr,"%s: cannot %s %s: %s\n",progname,what,output,strerror(errno)); + exit(EXIT_FAILURE); +} + +static void usage(const char* message) +{ + if (*message=='-') + fprintf(stderr,"%s: unrecognized option '%s'\n",progname,message); + else + fprintf(stderr,"%s: %s\n",progname,message); + fprintf(stderr, + "usage: %s [options] [filenames]\n" + "Available options are:\n" + " -l list (use -l -l for full listing)\n" + " -o name output to file 'name' (default is \"%s\")\n" + " -p parse only\n" + " -s strip debug information\n" + " -v show version information\n" + " -- stop handling options\n" + " - stop handling options and process stdin\n" + ,progname,Output); + exit(EXIT_FAILURE); +} + +#define IS(s) (strcmp(argv[i],s)==0) + +static int doargs(int argc, char* argv[]) +{ + int i; + int version=0; + if (argv[0]!=NULL && *argv[0]!=0) progname=argv[0]; + for (i=1; itop+(i))) + +static const Proto* combine(lua_State* L, int n) +{ + if (n==1) + return toproto(L,-1); + else + { + Proto* f; + int i=n; + if (lua_load(L,reader,&i,"=(" PROGNAME ")",NULL)!=LUA_OK) fatal(lua_tostring(L,-1)); + f=toproto(L,-1); + for (i=0; ip[i]=toproto(L,i-n-1); + if (f->p[i]->sizeupvalues>0) f->p[i]->upvalues[0].instack=0; + } + luaM_freearray(L,f->lineinfo,f->sizelineinfo); + f->sizelineinfo=0; + return f; + } +} + +static int writer(lua_State* L, const void* p, size_t size, void* u) +{ + UNUSED(L); + return (fwrite(p,size,1,(FILE*)u)!=1) && (size!=0); +} + +static int pmain(lua_State* L) +{ + int argc=(int)lua_tointeger(L,1); + char** argv=(char**)lua_touserdata(L,2); + const Proto* f; + int i; + tmname=G(L)->tmname; + if (!lua_checkstack(L,argc)) fatal("too many input files"); + for (i=0; i1); + if (dumping) + { + FILE* D= (output==NULL) ? stdout : fopen(output,"wb"); + if (D==NULL) cannot("open"); + lua_lock(L); + luaU_dump(L,f,writer,D,stripping); + lua_unlock(L); + if (ferror(D)) cannot("write"); + if (fclose(D)) cannot("close"); + } + return 0; +} + +int main(int argc, char* argv[]) +{ + lua_State* L; + int i=doargs(argc,argv); + argc-=i; argv+=i; + if (argc<=0) usage("no input files given"); + L=luaL_newstate(); + if (L==NULL) fatal("cannot create state: not enough memory"); + lua_pushcfunction(L,&pmain); + lua_pushinteger(L,argc); + lua_pushlightuserdata(L,argv); + if (lua_pcall(L,2,0,0)!=LUA_OK) fatal(lua_tostring(L,-1)); + lua_close(L); + return EXIT_SUCCESS; +} + +/* +** print bytecodes +*/ + +#define UPVALNAME(x) ((f->upvalues[x].name) ? getstr(f->upvalues[x].name) : "-") +#define VOID(p) ((const void*)(p)) +#define eventname(i) (getstr(tmname[i])) + +static void PrintString(const TString* ts) +{ + const char* s=getstr(ts); + size_t i,n=tsslen(ts); + printf("\""); + for (i=0; ik[i]; + switch (ttypetag(o)) + { + case LUA_VNIL: + printf("N"); + break; + case LUA_VFALSE: + case LUA_VTRUE: + printf("B"); + break; + case LUA_VNUMFLT: + printf("F"); + break; + case LUA_VNUMINT: + printf("I"); + break; + case LUA_VSHRSTR: + case LUA_VLNGSTR: + printf("S"); + break; + default: /* cannot happen */ + printf("?%d",ttypetag(o)); + break; + } + printf("\t"); +} + +static void PrintConstant(const Proto* f, int i) +{ + const TValue* o=&f->k[i]; + switch (ttypetag(o)) + { + case LUA_VNIL: + printf("nil"); + break; + case LUA_VFALSE: + printf("false"); + break; + case LUA_VTRUE: + printf("true"); + break; + case LUA_VNUMFLT: + { + char buff[100]; + sprintf(buff,LUA_NUMBER_FMT,fltvalue(o)); + printf("%s",buff); + if (buff[strspn(buff,"-0123456789")]=='\0') printf(".0"); + break; + } + case LUA_VNUMINT: + printf(LUA_INTEGER_FMT,ivalue(o)); + break; + case LUA_VSHRSTR: + case LUA_VLNGSTR: + PrintString(tsvalue(o)); + break; + default: /* cannot happen */ + printf("?%d",ttypetag(o)); + break; + } +} + +#define COMMENT "\t; " +#define EXTRAARG GETARG_Ax(code[pc+1]) +#define EXTRAARGC (EXTRAARG*(MAXARG_C+1)) +#define ISK (isk ? "k" : "") + +static void PrintCode(const Proto* f) +{ + const Instruction* code=f->code; + int pc,n=f->sizecode; + for (pc=0; pc0) printf("[%d]\t",line); else printf("[-]\t"); + printf("%-9s\t",opnames[o]); + switch (o) + { + case OP_MOVE: + printf("%d %d",a,b); + break; + case OP_LOADI: + printf("%d %d",a,sbx); + break; + case OP_LOADF: + printf("%d %d",a,sbx); + break; + case OP_LOADK: + printf("%d %d",a,bx); + printf(COMMENT); PrintConstant(f,bx); + break; + case OP_LOADKX: + printf("%d",a); + printf(COMMENT); PrintConstant(f,EXTRAARG); + break; + case OP_LOADFALSE: + printf("%d",a); + break; + case OP_LFALSESKIP: + printf("%d",a); + break; + case OP_LOADTRUE: + printf("%d",a); + break; + case OP_LOADNIL: + printf("%d %d",a,b); + printf(COMMENT "%d out",b+1); + break; + case OP_GETUPVAL: + printf("%d %d",a,b); + printf(COMMENT "%s",UPVALNAME(b)); + break; + case OP_SETUPVAL: + printf("%d %d",a,b); + printf(COMMENT "%s",UPVALNAME(b)); + break; + case OP_GETTABUP: + printf("%d %d %d",a,b,c); + printf(COMMENT "%s",UPVALNAME(b)); + printf(" "); PrintConstant(f,c); + break; + case OP_GETTABLE: + printf("%d %d %d",a,b,c); + break; + case OP_GETI: + printf("%d %d %d",a,b,c); + break; + case OP_GETFIELD: + printf("%d %d %d",a,b,c); + printf(COMMENT); PrintConstant(f,c); + break; + case OP_SETTABUP: + printf("%d %d %d%s",a,b,c,ISK); + printf(COMMENT "%s",UPVALNAME(a)); + printf(" "); PrintConstant(f,b); + if (isk) { printf(" "); PrintConstant(f,c); } + break; + case OP_SETTABLE: + printf("%d %d %d%s",a,b,c,ISK); + if (isk) { printf(COMMENT); PrintConstant(f,c); } + break; + case OP_SETI: + printf("%d %d %d%s",a,b,c,ISK); + if (isk) { printf(COMMENT); PrintConstant(f,c); } + break; + case OP_SETFIELD: + printf("%d %d %d%s",a,b,c,ISK); + printf(COMMENT); PrintConstant(f,b); + if (isk) { printf(" "); PrintConstant(f,c); } + break; + case OP_NEWTABLE: + printf("%d %d %d",a,b,c); + printf(COMMENT "%d",c+EXTRAARGC); + break; + case OP_SELF: + printf("%d %d %d%s",a,b,c,ISK); + if (isk) { printf(COMMENT); PrintConstant(f,c); } + break; + case OP_ADDI: + printf("%d %d %d",a,b,sc); + break; + case OP_ADDK: + printf("%d %d %d",a,b,c); + printf(COMMENT); PrintConstant(f,c); + break; + case OP_SUBK: + printf("%d %d %d",a,b,c); + printf(COMMENT); PrintConstant(f,c); + break; + case OP_MULK: + printf("%d %d %d",a,b,c); + printf(COMMENT); PrintConstant(f,c); + break; + case OP_MODK: + printf("%d %d %d",a,b,c); + printf(COMMENT); PrintConstant(f,c); + break; + case OP_POWK: + printf("%d %d %d",a,b,c); + printf(COMMENT); PrintConstant(f,c); + break; + case OP_DIVK: + printf("%d %d %d",a,b,c); + printf(COMMENT); PrintConstant(f,c); + break; + case OP_IDIVK: + printf("%d %d %d",a,b,c); + printf(COMMENT); PrintConstant(f,c); + break; + case OP_BANDK: + printf("%d %d %d",a,b,c); + printf(COMMENT); PrintConstant(f,c); + break; + case OP_BORK: + printf("%d %d %d",a,b,c); + printf(COMMENT); PrintConstant(f,c); + break; + case OP_BXORK: + printf("%d %d %d",a,b,c); + printf(COMMENT); PrintConstant(f,c); + break; + case OP_SHRI: + printf("%d %d %d",a,b,sc); + break; + case OP_SHLI: + printf("%d %d %d",a,b,sc); + break; + case OP_ADD: + printf("%d %d %d",a,b,c); + break; + case OP_SUB: + printf("%d %d %d",a,b,c); + break; + case OP_MUL: + printf("%d %d %d",a,b,c); + break; + case OP_MOD: + printf("%d %d %d",a,b,c); + break; + case OP_POW: + printf("%d %d %d",a,b,c); + break; + case OP_DIV: + printf("%d %d %d",a,b,c); + break; + case OP_IDIV: + printf("%d %d %d",a,b,c); + break; + case OP_BAND: + printf("%d %d %d",a,b,c); + break; + case OP_BOR: + printf("%d %d %d",a,b,c); + break; + case OP_BXOR: + printf("%d %d %d",a,b,c); + break; + case OP_SHL: + printf("%d %d %d",a,b,c); + break; + case OP_SHR: + printf("%d %d %d",a,b,c); + break; + case OP_MMBIN: + printf("%d %d %d",a,b,c); + printf(COMMENT "%s",eventname(c)); + break; + case OP_MMBINI: + printf("%d %d %d %d",a,sb,c,isk); + printf(COMMENT "%s",eventname(c)); + if (isk) printf(" flip"); + break; + case OP_MMBINK: + printf("%d %d %d %d",a,b,c,isk); + printf(COMMENT "%s ",eventname(c)); PrintConstant(f,b); + if (isk) printf(" flip"); + break; + case OP_UNM: + printf("%d %d",a,b); + break; + case OP_BNOT: + printf("%d %d",a,b); + break; + case OP_NOT: + printf("%d %d",a,b); + break; + case OP_LEN: + printf("%d %d",a,b); + break; + case OP_CONCAT: + printf("%d %d",a,b); + break; + case OP_CLOSE: + printf("%d",a); + break; + case OP_TBC: + printf("%d",a); + break; + case OP_JMP: + printf("%d",GETARG_sJ(i)); + printf(COMMENT "to %d",GETARG_sJ(i)+pc+2); + break; + case OP_EQ: + printf("%d %d %d",a,b,isk); + break; + case OP_LT: + printf("%d %d %d",a,b,isk); + break; + case OP_LE: + printf("%d %d %d",a,b,isk); + break; + case OP_EQK: + printf("%d %d %d",a,b,isk); + printf(COMMENT); PrintConstant(f,b); + break; + case OP_EQI: + printf("%d %d %d",a,sb,isk); + break; + case OP_LTI: + printf("%d %d %d",a,sb,isk); + break; + case OP_LEI: + printf("%d %d %d",a,sb,isk); + break; + case OP_GTI: + printf("%d %d %d",a,sb,isk); + break; + case OP_GEI: + printf("%d %d %d",a,sb,isk); + break; + case OP_TEST: + printf("%d %d",a,isk); + break; + case OP_TESTSET: + printf("%d %d %d",a,b,isk); + break; + case OP_CALL: + printf("%d %d %d",a,b,c); + printf(COMMENT); + if (b==0) printf("all in "); else printf("%d in ",b-1); + if (c==0) printf("all out"); else printf("%d out",c-1); + break; + case OP_TAILCALL: + printf("%d %d %d%s",a,b,c,ISK); + printf(COMMENT "%d in",b-1); + break; + case OP_RETURN: + printf("%d %d %d%s",a,b,c,ISK); + printf(COMMENT); + if (b==0) printf("all out"); else printf("%d out",b-1); + break; + case OP_RETURN0: + break; + case OP_RETURN1: + printf("%d",a); + break; + case OP_FORLOOP: + printf("%d %d",a,bx); + printf(COMMENT "to %d",pc-bx+2); + break; + case OP_FORPREP: + printf("%d %d",a,bx); + printf(COMMENT "exit to %d",pc+bx+3); + break; + case OP_TFORPREP: + printf("%d %d",a,bx); + printf(COMMENT "to %d",pc+bx+2); + break; + case OP_TFORCALL: + printf("%d %d",a,c); + break; + case OP_TFORLOOP: + printf("%d %d",a,bx); + printf(COMMENT "to %d",pc-bx+2); + break; + case OP_SETLIST: + printf("%d %d %d",a,b,c); + if (isk) printf(COMMENT "%d",c+EXTRAARGC); + break; + case OP_CLOSURE: + printf("%d %d",a,bx); + printf(COMMENT "%p",VOID(f->p[bx])); + break; + case OP_VARARG: + printf("%d %d",a,c); + printf(COMMENT); + if (c==0) printf("all out"); else printf("%d out",c-1); + break; + case OP_VARARGPREP: + printf("%d",a); + break; + case OP_EXTRAARG: + printf("%d",ax); + break; +#if 0 + default: + printf("%d %d %d",a,b,c); + printf(COMMENT "not handled"); + break; +#endif + } + printf("\n"); + } +} + + +#define SS(x) ((x==1)?"":"s") +#define S(x) (int)(x),SS(x) + +static void PrintHeader(const Proto* f) +{ + const char* s=f->source ? getstr(f->source) : "=?"; + if (*s=='@' || *s=='=') + s++; + else if (*s==LUA_SIGNATURE[0]) + s="(bstring)"; + else + s="(string)"; + printf("\n%s <%s:%d,%d> (%d instruction%s at %p)\n", + (f->linedefined==0)?"main":"function",s, + f->linedefined,f->lastlinedefined, + S(f->sizecode),VOID(f)); + printf("%d%s param%s, %d slot%s, %d upvalue%s, ", + (int)(f->numparams),f->is_vararg?"+":"",SS(f->numparams), + S(f->maxstacksize),S(f->sizeupvalues)); + printf("%d local%s, %d constant%s, %d function%s\n", + S(f->sizelocvars),S(f->sizek),S(f->sizep)); +} + +static void PrintDebug(const Proto* f) +{ + int i,n; + n=f->sizek; + printf("constants (%d) for %p:\n",n,VOID(f)); + for (i=0; isizelocvars; + printf("locals (%d) for %p:\n",n,VOID(f)); + for (i=0; ilocvars[i].varname),f->locvars[i].startpc+1,f->locvars[i].endpc+1); + } + n=f->sizeupvalues; + printf("upvalues (%d) for %p:\n",n,VOID(f)); + for (i=0; iupvalues[i].instack,f->upvalues[i].idx); + } +} + +static void PrintFunction(const Proto* f, int full) +{ + int i,n=f->sizep; + PrintHeader(f); + PrintCode(f); + if (full) PrintDebug(f); + for (i=0; ip[i],full); +} diff --git a/Dependencies/LuaRaw/src/luauser.c b/Dependencies/LuaRaw/src/luauser.c new file mode 100644 index 000000000..889de0178 --- /dev/null +++ b/Dependencies/LuaRaw/src/luauser.c @@ -0,0 +1,40 @@ +#include +#include "lua.h" + +static struct { + CRITICAL_SECTION LockSct; + BOOL Init; +} Gl; + +void LuaLockInitial(lua_State* L) +{ + if (!Gl.Init) + { + /* Create a mutex */ + InitializeCriticalSection(&Gl.LockSct); + Gl.Init = TRUE; + } +} + +void LuaLockFinal(lua_State* L) +{ + /* Destroy a mutex. */ + if (Gl.Init) + { + DeleteCriticalSection(&Gl.LockSct); + Gl.Init = FALSE; + } +} + +void LuaLock(lua_State* L) +{ + LuaLockInitial(L); + /* Wait for control of mutex */ + EnterCriticalSection(&Gl.LockSct); +} + +void LuaUnlock(lua_State* L) +{ + /* Release control of mutex */ + LeaveCriticalSection(&Gl.LockSct); +} \ No newline at end of file diff --git a/Dependencies/LuaRaw/src/lundump.c b/Dependencies/LuaRaw/src/lundump.c new file mode 100644 index 000000000..5aa55c445 --- /dev/null +++ b/Dependencies/LuaRaw/src/lundump.c @@ -0,0 +1,333 @@ +/* +** $Id: lundump.c $ +** load precompiled Lua chunks +** See Copyright Notice in lua.h +*/ + +#define lundump_c +#define LUA_CORE + +#include "lprefix.h" + + +#include +#include + +#include "lua.h" + +#include "ldebug.h" +#include "ldo.h" +#include "lfunc.h" +#include "lmem.h" +#include "lobject.h" +#include "lstring.h" +#include "lundump.h" +#include "lzio.h" + + +#if !defined(luai_verifycode) +#define luai_verifycode(L,f) /* empty */ +#endif + + +typedef struct { + lua_State *L; + ZIO *Z; + const char *name; +} LoadState; + + +static l_noret error (LoadState *S, const char *why) { + luaO_pushfstring(S->L, "%s: bad binary format (%s)", S->name, why); + luaD_throw(S->L, LUA_ERRSYNTAX); +} + + +/* +** All high-level loads go through loadVector; you can change it to +** adapt to the endianness of the input +*/ +#define loadVector(S,b,n) loadBlock(S,b,(n)*sizeof((b)[0])) + +static void loadBlock (LoadState *S, void *b, size_t size) { + if (luaZ_read(S->Z, b, size) != 0) + error(S, "truncated chunk"); +} + + +#define loadVar(S,x) loadVector(S,&x,1) + + +static lu_byte loadByte (LoadState *S) { + int b = zgetc(S->Z); + if (b == EOZ) + error(S, "truncated chunk"); + return cast_byte(b); +} + + +static size_t loadUnsigned (LoadState *S, size_t limit) { + size_t x = 0; + int b; + limit >>= 7; + do { + b = loadByte(S); + if (x >= limit) + error(S, "integer overflow"); + x = (x << 7) | (b & 0x7f); + } while ((b & 0x80) == 0); + return x; +} + + +static size_t loadSize (LoadState *S) { + return loadUnsigned(S, ~(size_t)0); +} + + +static int loadInt (LoadState *S) { + return cast_int(loadUnsigned(S, INT_MAX)); +} + + +static lua_Number loadNumber (LoadState *S) { + lua_Number x; + loadVar(S, x); + return x; +} + + +static lua_Integer loadInteger (LoadState *S) { + lua_Integer x; + loadVar(S, x); + return x; +} + + +/* +** Load a nullable string into prototype 'p'. +*/ +static TString *loadStringN (LoadState *S, Proto *p) { + lua_State *L = S->L; + TString *ts; + size_t size = loadSize(S); + if (size == 0) /* no string? */ + return NULL; + else if (--size <= LUAI_MAXSHORTLEN) { /* short string? */ + char buff[LUAI_MAXSHORTLEN]; + loadVector(S, buff, size); /* load string into buffer */ + ts = luaS_newlstr(L, buff, size); /* create string */ + } + else { /* long string */ + ts = luaS_createlngstrobj(L, size); /* create string */ + setsvalue2s(L, L->top, ts); /* anchor it ('loadVector' can GC) */ + luaD_inctop(L); + loadVector(S, getstr(ts), size); /* load directly in final place */ + L->top--; /* pop string */ + } + luaC_objbarrier(L, p, ts); + return ts; +} + + +/* +** Load a non-nullable string into prototype 'p'. +*/ +static TString *loadString (LoadState *S, Proto *p) { + TString *st = loadStringN(S, p); + if (st == NULL) + error(S, "bad format for constant string"); + return st; +} + + +static void loadCode (LoadState *S, Proto *f) { + int n = loadInt(S); + f->code = luaM_newvectorchecked(S->L, n, Instruction); + f->sizecode = n; + loadVector(S, f->code, n); +} + + +static void loadFunction(LoadState *S, Proto *f, TString *psource); + + +static void loadConstants (LoadState *S, Proto *f) { + int i; + int n = loadInt(S); + f->k = luaM_newvectorchecked(S->L, n, TValue); + f->sizek = n; + for (i = 0; i < n; i++) + setnilvalue(&f->k[i]); + for (i = 0; i < n; i++) { + TValue *o = &f->k[i]; + int t = loadByte(S); + switch (t) { + case LUA_VNIL: + setnilvalue(o); + break; + case LUA_VFALSE: + setbfvalue(o); + break; + case LUA_VTRUE: + setbtvalue(o); + break; + case LUA_VNUMFLT: + setfltvalue(o, loadNumber(S)); + break; + case LUA_VNUMINT: + setivalue(o, loadInteger(S)); + break; + case LUA_VSHRSTR: + case LUA_VLNGSTR: + setsvalue2n(S->L, o, loadString(S, f)); + break; + default: lua_assert(0); + } + } +} + + +static void loadProtos (LoadState *S, Proto *f) { + int i; + int n = loadInt(S); + f->p = luaM_newvectorchecked(S->L, n, Proto *); + f->sizep = n; + for (i = 0; i < n; i++) + f->p[i] = NULL; + for (i = 0; i < n; i++) { + f->p[i] = luaF_newproto(S->L); + luaC_objbarrier(S->L, f, f->p[i]); + loadFunction(S, f->p[i], f->source); + } +} + + +/* +** Load the upvalues for a function. The names must be filled first, +** because the filling of the other fields can raise read errors and +** the creation of the error message can call an emergency collection; +** in that case all prototypes must be consistent for the GC. +*/ +static void loadUpvalues (LoadState *S, Proto *f) { + int i, n; + n = loadInt(S); + f->upvalues = luaM_newvectorchecked(S->L, n, Upvaldesc); + f->sizeupvalues = n; + for (i = 0; i < n; i++) /* make array valid for GC */ + f->upvalues[i].name = NULL; + for (i = 0; i < n; i++) { /* following calls can raise errors */ + f->upvalues[i].instack = loadByte(S); + f->upvalues[i].idx = loadByte(S); + f->upvalues[i].kind = loadByte(S); + } +} + + +static void loadDebug (LoadState *S, Proto *f) { + int i, n; + n = loadInt(S); + f->lineinfo = luaM_newvectorchecked(S->L, n, ls_byte); + f->sizelineinfo = n; + loadVector(S, f->lineinfo, n); + n = loadInt(S); + f->abslineinfo = luaM_newvectorchecked(S->L, n, AbsLineInfo); + f->sizeabslineinfo = n; + for (i = 0; i < n; i++) { + f->abslineinfo[i].pc = loadInt(S); + f->abslineinfo[i].line = loadInt(S); + } + n = loadInt(S); + f->locvars = luaM_newvectorchecked(S->L, n, LocVar); + f->sizelocvars = n; + for (i = 0; i < n; i++) + f->locvars[i].varname = NULL; + for (i = 0; i < n; i++) { + f->locvars[i].varname = loadStringN(S, f); + f->locvars[i].startpc = loadInt(S); + f->locvars[i].endpc = loadInt(S); + } + n = loadInt(S); + for (i = 0; i < n; i++) + f->upvalues[i].name = loadStringN(S, f); +} + + +static void loadFunction (LoadState *S, Proto *f, TString *psource) { + f->source = loadStringN(S, f); + if (f->source == NULL) /* no source in dump? */ + f->source = psource; /* reuse parent's source */ + f->linedefined = loadInt(S); + f->lastlinedefined = loadInt(S); + f->numparams = loadByte(S); + f->is_vararg = loadByte(S); + f->maxstacksize = loadByte(S); + loadCode(S, f); + loadConstants(S, f); + loadUpvalues(S, f); + loadProtos(S, f); + loadDebug(S, f); +} + + +static void checkliteral (LoadState *S, const char *s, const char *msg) { + char buff[sizeof(LUA_SIGNATURE) + sizeof(LUAC_DATA)]; /* larger than both */ + size_t len = strlen(s); + loadVector(S, buff, len); + if (memcmp(s, buff, len) != 0) + error(S, msg); +} + + +static void fchecksize (LoadState *S, size_t size, const char *tname) { + if (loadByte(S) != size) + error(S, luaO_pushfstring(S->L, "%s size mismatch", tname)); +} + + +#define checksize(S,t) fchecksize(S,sizeof(t),#t) + +static void checkHeader (LoadState *S) { + /* skip 1st char (already read and checked) */ + checkliteral(S, &LUA_SIGNATURE[1], "not a binary chunk"); + if (loadByte(S) != LUAC_VERSION) + error(S, "version mismatch"); + if (loadByte(S) != LUAC_FORMAT) + error(S, "format mismatch"); + checkliteral(S, LUAC_DATA, "corrupted chunk"); + checksize(S, Instruction); + checksize(S, lua_Integer); + checksize(S, lua_Number); + if (loadInteger(S) != LUAC_INT) + error(S, "integer format mismatch"); + if (loadNumber(S) != LUAC_NUM) + error(S, "float format mismatch"); +} + + +/* +** Load precompiled chunk. +*/ +LClosure *luaU_undump(lua_State *L, ZIO *Z, const char *name) { + LoadState S; + LClosure *cl; + if (*name == '@' || *name == '=') + S.name = name + 1; + else if (*name == LUA_SIGNATURE[0]) + S.name = "binary string"; + else + S.name = name; + S.L = L; + S.Z = Z; + checkHeader(&S); + cl = luaF_newLclosure(L, loadByte(&S)); + setclLvalue2s(L, L->top, cl); + luaD_inctop(L); + cl->p = luaF_newproto(L); + luaC_objbarrier(L, cl, cl->p); + loadFunction(&S, cl->p, NULL); + lua_assert(cl->nupvalues == cl->p->sizeupvalues); + luai_verifycode(L, cl->p); + return cl; +} + diff --git a/Dependencies/LuaRaw/src/lutf8lib.c b/Dependencies/LuaRaw/src/lutf8lib.c new file mode 100644 index 000000000..e7bf098f6 --- /dev/null +++ b/Dependencies/LuaRaw/src/lutf8lib.c @@ -0,0 +1,286 @@ +/* +** $Id: lutf8lib.c $ +** Standard library for UTF-8 manipulation +** See Copyright Notice in lua.h +*/ + +#define lutf8lib_c +#define LUA_LIB + +#include "lprefix.h" + + +#include +#include +#include +#include + +#include "lua.h" + +#include "lauxlib.h" +#include "lualib.h" + + +#define MAXUNICODE 0x10FFFFu + +#define MAXUTF 0x7FFFFFFFu + +/* +** Integer type for decoded UTF-8 values; MAXUTF needs 31 bits. +*/ +#if (UINT_MAX >> 30) >= 1 +typedef unsigned int utfint; +#else +typedef unsigned long utfint; +#endif + + +#define iscont(p) ((*(p) & 0xC0) == 0x80) + + +/* from strlib */ +/* translate a relative string position: negative means back from end */ +static lua_Integer u_posrelat (lua_Integer pos, size_t len) { + if (pos >= 0) return pos; + else if (0u - (size_t)pos > len) return 0; + else return (lua_Integer)len + pos + 1; +} + + +/* +** Decode one UTF-8 sequence, returning NULL if byte sequence is +** invalid. The array 'limits' stores the minimum value for each +** sequence length, to check for overlong representations. Its first +** entry forces an error for non-ascii bytes with no continuation +** bytes (count == 0). +*/ +static const char *utf8_decode (const char *s, utfint *val, int strict) { + static const utfint limits[] = + {~(utfint)0, 0x80, 0x800, 0x10000u, 0x200000u, 0x4000000u}; + unsigned int c = (unsigned char)s[0]; + utfint res = 0; /* final result */ + if (c < 0x80) /* ascii? */ + res = c; + else { + int count = 0; /* to count number of continuation bytes */ + for (; c & 0x40; c <<= 1) { /* while it needs continuation bytes... */ + unsigned int cc = (unsigned char)s[++count]; /* read next byte */ + if ((cc & 0xC0) != 0x80) /* not a continuation byte? */ + return NULL; /* invalid byte sequence */ + res = (res << 6) | (cc & 0x3F); /* add lower 6 bits from cont. byte */ + } + res |= ((utfint)(c & 0x7F) << (count * 5)); /* add first byte */ + if (count > 5 || res > MAXUTF || res < limits[count]) + return NULL; /* invalid byte sequence */ + s += count; /* skip continuation bytes read */ + } + if (strict) { + /* check for invalid code points; too large or surrogates */ + if (res > MAXUNICODE || (0xD800u <= res && res <= 0xDFFFu)) + return NULL; + } + if (val) *val = res; + return s + 1; /* +1 to include first byte */ +} + + +/* +** utf8len(s [, i [, j [, lax]]]) --> number of characters that +** start in the range [i,j], or nil + current position if 's' is not +** well formed in that interval +*/ +static int utflen (lua_State *L) { + lua_Integer n = 0; /* counter for the number of characters */ + size_t len; /* string length in bytes */ + const char *s = luaL_checklstring(L, 1, &len); + lua_Integer posi = u_posrelat(luaL_optinteger(L, 2, 1), len); + lua_Integer posj = u_posrelat(luaL_optinteger(L, 3, -1), len); + int lax = lua_toboolean(L, 4); + luaL_argcheck(L, 1 <= posi && --posi <= (lua_Integer)len, 2, + "initial position out of bounds"); + luaL_argcheck(L, --posj < (lua_Integer)len, 3, + "final position out of bounds"); + while (posi <= posj) { + const char *s1 = utf8_decode(s + posi, NULL, !lax); + if (s1 == NULL) { /* conversion error? */ + luaL_pushfail(L); /* return fail ... */ + lua_pushinteger(L, posi + 1); /* ... and current position */ + return 2; + } + posi = s1 - s; + n++; + } + lua_pushinteger(L, n); + return 1; +} + + +/* +** codepoint(s, [i, [j [, lax]]]) -> returns codepoints for all +** characters that start in the range [i,j] +*/ +static int codepoint (lua_State *L) { + size_t len; + const char *s = luaL_checklstring(L, 1, &len); + lua_Integer posi = u_posrelat(luaL_optinteger(L, 2, 1), len); + lua_Integer pose = u_posrelat(luaL_optinteger(L, 3, posi), len); + int lax = lua_toboolean(L, 4); + int n; + const char *se; + luaL_argcheck(L, posi >= 1, 2, "out of bounds"); + luaL_argcheck(L, pose <= (lua_Integer)len, 3, "out of bounds"); + if (posi > pose) return 0; /* empty interval; return no values */ + if (pose - posi >= INT_MAX) /* (lua_Integer -> int) overflow? */ + return luaL_error(L, "string slice too long"); + n = (int)(pose - posi) + 1; /* upper bound for number of returns */ + luaL_checkstack(L, n, "string slice too long"); + n = 0; /* count the number of returns */ + se = s + pose; /* string end */ + for (s += posi - 1; s < se;) { + utfint code; + s = utf8_decode(s, &code, !lax); + if (s == NULL) + return luaL_error(L, "invalid UTF-8 code"); + lua_pushinteger(L, code); + n++; + } + return n; +} + + +static void pushutfchar (lua_State *L, int arg) { + lua_Unsigned code = (lua_Unsigned)luaL_checkinteger(L, arg); + luaL_argcheck(L, code <= MAXUTF, arg, "value out of range"); + lua_pushfstring(L, "%U", (long)code); +} + + +/* +** utfchar(n1, n2, ...) -> char(n1)..char(n2)... +*/ +static int utfchar (lua_State *L) { + int n = lua_gettop(L); /* number of arguments */ + if (n == 1) /* optimize common case of single char */ + pushutfchar(L, 1); + else { + int i; + luaL_Buffer b; + luaL_buffinit(L, &b); + for (i = 1; i <= n; i++) { + pushutfchar(L, i); + luaL_addvalue(&b); + } + luaL_pushresult(&b); + } + return 1; +} + + +/* +** offset(s, n, [i]) -> index where n-th character counting from +** position 'i' starts; 0 means character at 'i'. +*/ +static int byteoffset (lua_State *L) { + size_t len; + const char *s = luaL_checklstring(L, 1, &len); + lua_Integer n = luaL_checkinteger(L, 2); + lua_Integer posi = (n >= 0) ? 1 : len + 1; + posi = u_posrelat(luaL_optinteger(L, 3, posi), len); + luaL_argcheck(L, 1 <= posi && --posi <= (lua_Integer)len, 3, + "position out of bounds"); + if (n == 0) { + /* find beginning of current byte sequence */ + while (posi > 0 && iscont(s + posi)) posi--; + } + else { + if (iscont(s + posi)) + return luaL_error(L, "initial position is a continuation byte"); + if (n < 0) { + while (n < 0 && posi > 0) { /* move back */ + do { /* find beginning of previous character */ + posi--; + } while (posi > 0 && iscont(s + posi)); + n++; + } + } + else { + n--; /* do not move for 1st character */ + while (n > 0 && posi < (lua_Integer)len) { + do { /* find beginning of next character */ + posi++; + } while (iscont(s + posi)); /* (cannot pass final '\0') */ + n--; + } + } + } + if (n == 0) /* did it find given character? */ + lua_pushinteger(L, posi + 1); + else /* no such character */ + luaL_pushfail(L); + return 1; +} + + +static int iter_aux (lua_State *L, int strict) { + size_t len; + const char *s = luaL_checklstring(L, 1, &len); + lua_Unsigned n = (lua_Unsigned)lua_tointeger(L, 2); + if (n < len) { + while (iscont(s + n)) n++; /* skip continuation bytes */ + } + if (n >= len) /* (also handles original 'n' being negative) */ + return 0; /* no more codepoints */ + else { + utfint code; + const char *next = utf8_decode(s + n, &code, strict); + if (next == NULL) + return luaL_error(L, "invalid UTF-8 code"); + lua_pushinteger(L, n + 1); + lua_pushinteger(L, code); + return 2; + } +} + + +static int iter_auxstrict (lua_State *L) { + return iter_aux(L, 1); +} + +static int iter_auxlax (lua_State *L) { + return iter_aux(L, 0); +} + + +static int iter_codes (lua_State *L) { + int lax = lua_toboolean(L, 2); + luaL_checkstring(L, 1); + lua_pushcfunction(L, lax ? iter_auxlax : iter_auxstrict); + lua_pushvalue(L, 1); + lua_pushinteger(L, 0); + return 3; +} + + +/* pattern to match a single UTF-8 character */ +#define UTF8PATT "[\0-\x7F\xC2-\xFD][\x80-\xBF]*" + + +static const luaL_Reg funcs[] = { + {"offset", byteoffset}, + {"codepoint", codepoint}, + {"char", utfchar}, + {"len", utflen}, + {"codes", iter_codes}, + /* placeholders */ + {"charpattern", NULL}, + {NULL, NULL} +}; + + +LUAMOD_API int luaopen_utf8 (lua_State *L) { + luaL_newlib(L, funcs); + lua_pushlstring(L, UTF8PATT, sizeof(UTF8PATT)/sizeof(char) - 1); + lua_setfield(L, -2, "charpattern"); + return 1; +} + diff --git a/Dependencies/LuaRaw/src/lvm.c b/Dependencies/LuaRaw/src/lvm.c new file mode 100644 index 000000000..2ec344003 --- /dev/null +++ b/Dependencies/LuaRaw/src/lvm.c @@ -0,0 +1,1840 @@ +/* +** $Id: lvm.c $ +** Lua virtual machine +** See Copyright Notice in lua.h +*/ + +#define lvm_c +#define LUA_CORE + +#include "lprefix.h" + +#include +#include +#include +#include +#include +#include + +#include "lua.h" + +#include "ldebug.h" +#include "ldo.h" +#include "lfunc.h" +#include "lgc.h" +#include "lobject.h" +#include "lopcodes.h" +#include "lstate.h" +#include "lstring.h" +#include "ltable.h" +#include "ltm.h" +#include "lvm.h" + + +/* +** By default, use jump tables in the main interpreter loop on gcc +** and compatible compilers. +*/ +#if !defined(LUA_USE_JUMPTABLE) +#if defined(__GNUC__) +#define LUA_USE_JUMPTABLE 1 +#else +#define LUA_USE_JUMPTABLE 0 +#endif +#endif + + + +/* limit for table tag-method chains (to avoid infinite loops) */ +#define MAXTAGLOOP 2000 + + +/* +** 'l_intfitsf' checks whether a given integer is in the range that +** can be converted to a float without rounding. Used in comparisons. +*/ + +/* number of bits in the mantissa of a float */ +#define NBM (l_floatatt(MANT_DIG)) + +/* +** Check whether some integers may not fit in a float, testing whether +** (maxinteger >> NBM) > 0. (That implies (1 << NBM) <= maxinteger.) +** (The shifts are done in parts, to avoid shifting by more than the size +** of an integer. In a worst case, NBM == 113 for long double and +** sizeof(long) == 32.) +*/ +#if ((((LUA_MAXINTEGER >> (NBM / 4)) >> (NBM / 4)) >> (NBM / 4)) \ + >> (NBM - (3 * (NBM / 4)))) > 0 + +/* limit for integers that fit in a float */ +#define MAXINTFITSF ((lua_Unsigned)1 << NBM) + +/* check whether 'i' is in the interval [-MAXINTFITSF, MAXINTFITSF] */ +#define l_intfitsf(i) ((MAXINTFITSF + l_castS2U(i)) <= (2 * MAXINTFITSF)) + +#else /* all integers fit in a float precisely */ + +#define l_intfitsf(i) 1 + +#endif + + +/* +** Try to convert a value from string to a number value. +** If the value is not a string or is a string not representing +** a valid numeral (or if coercions from strings to numbers +** are disabled via macro 'cvt2num'), do not modify 'result' +** and return 0. +*/ +static int l_strton (const TValue *obj, TValue *result) { + lua_assert(obj != result); + if (!cvt2num(obj)) /* is object not a string? */ + return 0; + else + return (luaO_str2num(svalue(obj), result) == vslen(obj) + 1); +} + + +/* +** Try to convert a value to a float. The float case is already handled +** by the macro 'tonumber'. +*/ +int luaV_tonumber_ (const TValue *obj, lua_Number *n) { + TValue v; + if (ttisinteger(obj)) { + *n = cast_num(ivalue(obj)); + return 1; + } + else if (l_strton(obj, &v)) { /* string coercible to number? */ + *n = nvalue(&v); /* convert result of 'luaO_str2num' to a float */ + return 1; + } + else + return 0; /* conversion failed */ +} + + +/* +** try to convert a float to an integer, rounding according to 'mode'. +*/ +int luaV_flttointeger (lua_Number n, lua_Integer *p, F2Imod mode) { + lua_Number f = l_floor(n); + if (n != f) { /* not an integral value? */ + if (mode == F2Ieq) return 0; /* fails if mode demands integral value */ + else if (mode == F2Iceil) /* needs ceil? */ + f += 1; /* convert floor to ceil (remember: n != f) */ + } + return lua_numbertointeger(f, p); +} + + +/* +** try to convert a value to an integer, rounding according to 'mode', +** without string coercion. +** ("Fast track" handled by macro 'tointegerns'.) +*/ +int luaV_tointegerns (const TValue *obj, lua_Integer *p, F2Imod mode) { + if (ttisfloat(obj)) + return luaV_flttointeger(fltvalue(obj), p, mode); + else if (ttisinteger(obj)) { + *p = ivalue(obj); + return 1; + } + else + return 0; +} + + +/* +** try to convert a value to an integer. +*/ +int luaV_tointeger (const TValue *obj, lua_Integer *p, F2Imod mode) { + TValue v; + if (l_strton(obj, &v)) /* does 'obj' point to a numerical string? */ + obj = &v; /* change it to point to its corresponding number */ + return luaV_tointegerns(obj, p, mode); +} + + +/* +** Try to convert a 'for' limit to an integer, preserving the semantics +** of the loop. Return true if the loop must not run; otherwise, '*p' +** gets the integer limit. +** (The following explanation assumes a positive step; it is valid for +** negative steps mutatis mutandis.) +** If the limit is an integer or can be converted to an integer, +** rounding down, that is the limit. +** Otherwise, check whether the limit can be converted to a float. If +** the float is too large, clip it to LUA_MAXINTEGER. If the float +** is too negative, the loop should not run, because any initial +** integer value is greater than such limit; so, the function returns +** true to signal that. (For this latter case, no integer limit would be +** correct; even a limit of LUA_MININTEGER would run the loop once for +** an initial value equal to LUA_MININTEGER.) +*/ +static int forlimit (lua_State *L, lua_Integer init, const TValue *lim, + lua_Integer *p, lua_Integer step) { + if (!luaV_tointeger(lim, p, (step < 0 ? F2Iceil : F2Ifloor))) { + /* not coercible to in integer */ + lua_Number flim; /* try to convert to float */ + if (!tonumber(lim, &flim)) /* cannot convert to float? */ + luaG_forerror(L, lim, "limit"); + /* else 'flim' is a float out of integer bounds */ + if (luai_numlt(0, flim)) { /* if it is positive, it is too large */ + if (step < 0) return 1; /* initial value must be less than it */ + *p = LUA_MAXINTEGER; /* truncate */ + } + else { /* it is less than min integer */ + if (step > 0) return 1; /* initial value must be greater than it */ + *p = LUA_MININTEGER; /* truncate */ + } + } + return (step > 0 ? init > *p : init < *p); /* not to run? */ +} + + +/* +** Prepare a numerical for loop (opcode OP_FORPREP). +** Return true to skip the loop. Otherwise, +** after preparation, stack will be as follows: +** ra : internal index (safe copy of the control variable) +** ra + 1 : loop counter (integer loops) or limit (float loops) +** ra + 2 : step +** ra + 3 : control variable +*/ +static int forprep (lua_State *L, StkId ra) { + TValue *pinit = s2v(ra); + TValue *plimit = s2v(ra + 1); + TValue *pstep = s2v(ra + 2); + if (ttisinteger(pinit) && ttisinteger(pstep)) { /* integer loop? */ + lua_Integer init = ivalue(pinit); + lua_Integer step = ivalue(pstep); + lua_Integer limit; + if (step == 0) + luaG_runerror(L, "'for' step is zero"); + setivalue(s2v(ra + 3), init); /* control variable */ + if (forlimit(L, init, plimit, &limit, step)) + return 1; /* skip the loop */ + else { /* prepare loop counter */ + lua_Unsigned count; + if (step > 0) { /* ascending loop? */ + count = l_castS2U(limit) - l_castS2U(init); + if (step != 1) /* avoid division in the too common case */ + count /= l_castS2U(step); + } + else { /* step < 0; descending loop */ + count = l_castS2U(init) - l_castS2U(limit); + /* 'step+1' avoids negating 'mininteger' */ + count /= l_castS2U(-(step + 1)) + 1u; + } + /* store the counter in place of the limit (which won't be + needed anymore) */ + setivalue(plimit, l_castU2S(count)); + } + } + else { /* try making all values floats */ + lua_Number init; lua_Number limit; lua_Number step; + if (l_unlikely(!tonumber(plimit, &limit))) + luaG_forerror(L, plimit, "limit"); + if (l_unlikely(!tonumber(pstep, &step))) + luaG_forerror(L, pstep, "step"); + if (l_unlikely(!tonumber(pinit, &init))) + luaG_forerror(L, pinit, "initial value"); + if (step == 0) + luaG_runerror(L, "'for' step is zero"); + if (luai_numlt(0, step) ? luai_numlt(limit, init) + : luai_numlt(init, limit)) + return 1; /* skip the loop */ + else { + /* make sure internal values are all floats */ + setfltvalue(plimit, limit); + setfltvalue(pstep, step); + setfltvalue(s2v(ra), init); /* internal index */ + setfltvalue(s2v(ra + 3), init); /* control variable */ + } + } + return 0; +} + + +/* +** Execute a step of a float numerical for loop, returning +** true iff the loop must continue. (The integer case is +** written online with opcode OP_FORLOOP, for performance.) +*/ +static int floatforloop (StkId ra) { + lua_Number step = fltvalue(s2v(ra + 2)); + lua_Number limit = fltvalue(s2v(ra + 1)); + lua_Number idx = fltvalue(s2v(ra)); /* internal index */ + idx = luai_numadd(L, idx, step); /* increment index */ + if (luai_numlt(0, step) ? luai_numle(idx, limit) + : luai_numle(limit, idx)) { + chgfltvalue(s2v(ra), idx); /* update internal index */ + setfltvalue(s2v(ra + 3), idx); /* and control variable */ + return 1; /* jump back */ + } + else + return 0; /* finish the loop */ +} + + +/* +** Finish the table access 'val = t[key]'. +** if 'slot' is NULL, 't' is not a table; otherwise, 'slot' points to +** t[k] entry (which must be empty). +*/ +void luaV_finishget (lua_State *L, const TValue *t, TValue *key, StkId val, + const TValue *slot) { + int loop; /* counter to avoid infinite loops */ + const TValue *tm; /* metamethod */ + for (loop = 0; loop < MAXTAGLOOP; loop++) { + if (slot == NULL) { /* 't' is not a table? */ + lua_assert(!ttistable(t)); + tm = luaT_gettmbyobj(L, t, TM_INDEX); + if (l_unlikely(notm(tm))) + luaG_typeerror(L, t, "index"); /* no metamethod */ + /* else will try the metamethod */ + } + else { /* 't' is a table */ + lua_assert(isempty(slot)); + tm = fasttm(L, hvalue(t)->metatable, TM_INDEX); /* table's metamethod */ + if (tm == NULL) { /* no metamethod? */ + setnilvalue(s2v(val)); /* result is nil */ + return; + } + /* else will try the metamethod */ + } + if (ttisfunction(tm)) { /* is metamethod a function? */ + luaT_callTMres(L, tm, t, key, val); /* call it */ + return; + } + t = tm; /* else try to access 'tm[key]' */ + if (luaV_fastget(L, t, key, slot, luaH_get)) { /* fast track? */ + setobj2s(L, val, slot); /* done */ + return; + } + /* else repeat (tail call 'luaV_finishget') */ + } + luaG_runerror(L, "'__index' chain too long; possible loop"); +} + + +/* +** Finish a table assignment 't[key] = val'. +** If 'slot' is NULL, 't' is not a table. Otherwise, 'slot' points +** to the entry 't[key]', or to a value with an absent key if there +** is no such entry. (The value at 'slot' must be empty, otherwise +** 'luaV_fastget' would have done the job.) +*/ +void luaV_finishset (lua_State *L, const TValue *t, TValue *key, + TValue *val, const TValue *slot) { + int loop; /* counter to avoid infinite loops */ + for (loop = 0; loop < MAXTAGLOOP; loop++) { + const TValue *tm; /* '__newindex' metamethod */ + if (slot != NULL) { /* is 't' a table? */ + Table *h = hvalue(t); /* save 't' table */ + lua_assert(isempty(slot)); /* slot must be empty */ + tm = fasttm(L, h->metatable, TM_NEWINDEX); /* get metamethod */ + if (tm == NULL) { /* no metamethod? */ + luaH_finishset(L, h, key, slot, val); /* set new value */ + invalidateTMcache(h); + luaC_barrierback(L, obj2gco(h), val); + return; + } + /* else will try the metamethod */ + } + else { /* not a table; check metamethod */ + tm = luaT_gettmbyobj(L, t, TM_NEWINDEX); + if (l_unlikely(notm(tm))) + luaG_typeerror(L, t, "index"); + } + /* try the metamethod */ + if (ttisfunction(tm)) { + luaT_callTM(L, tm, t, key, val); + return; + } + t = tm; /* else repeat assignment over 'tm' */ + if (luaV_fastget(L, t, key, slot, luaH_get)) { + luaV_finishfastset(L, t, slot, val); + return; /* done */ + } + /* else 'return luaV_finishset(L, t, key, val, slot)' (loop) */ + } + luaG_runerror(L, "'__newindex' chain too long; possible loop"); +} + + +/* +** Compare two strings 'ls' x 'rs', returning an integer less-equal- +** -greater than zero if 'ls' is less-equal-greater than 'rs'. +** The code is a little tricky because it allows '\0' in the strings +** and it uses 'strcoll' (to respect locales) for each segments +** of the strings. +*/ +static int l_strcmp (const TString *ls, const TString *rs) { + const char *l = getstr(ls); + size_t ll = tsslen(ls); + const char *r = getstr(rs); + size_t lr = tsslen(rs); + for (;;) { /* for each segment */ + int temp = strcoll(l, r); + if (temp != 0) /* not equal? */ + return temp; /* done */ + else { /* strings are equal up to a '\0' */ + size_t len = strlen(l); /* index of first '\0' in both strings */ + if (len == lr) /* 'rs' is finished? */ + return (len == ll) ? 0 : 1; /* check 'ls' */ + else if (len == ll) /* 'ls' is finished? */ + return -1; /* 'ls' is less than 'rs' ('rs' is not finished) */ + /* both strings longer than 'len'; go on comparing after the '\0' */ + len++; + l += len; ll -= len; r += len; lr -= len; + } + } +} + + +/* +** Check whether integer 'i' is less than float 'f'. If 'i' has an +** exact representation as a float ('l_intfitsf'), compare numbers as +** floats. Otherwise, use the equivalence 'i < f <=> i < ceil(f)'. +** If 'ceil(f)' is out of integer range, either 'f' is greater than +** all integers or less than all integers. +** (The test with 'l_intfitsf' is only for performance; the else +** case is correct for all values, but it is slow due to the conversion +** from float to int.) +** When 'f' is NaN, comparisons must result in false. +*/ +l_sinline int LTintfloat (lua_Integer i, lua_Number f) { + if (l_intfitsf(i)) + return luai_numlt(cast_num(i), f); /* compare them as floats */ + else { /* i < f <=> i < ceil(f) */ + lua_Integer fi; + if (luaV_flttointeger(f, &fi, F2Iceil)) /* fi = ceil(f) */ + return i < fi; /* compare them as integers */ + else /* 'f' is either greater or less than all integers */ + return f > 0; /* greater? */ + } +} + + +/* +** Check whether integer 'i' is less than or equal to float 'f'. +** See comments on previous function. +*/ +l_sinline int LEintfloat (lua_Integer i, lua_Number f) { + if (l_intfitsf(i)) + return luai_numle(cast_num(i), f); /* compare them as floats */ + else { /* i <= f <=> i <= floor(f) */ + lua_Integer fi; + if (luaV_flttointeger(f, &fi, F2Ifloor)) /* fi = floor(f) */ + return i <= fi; /* compare them as integers */ + else /* 'f' is either greater or less than all integers */ + return f > 0; /* greater? */ + } +} + + +/* +** Check whether float 'f' is less than integer 'i'. +** See comments on previous function. +*/ +l_sinline int LTfloatint (lua_Number f, lua_Integer i) { + if (l_intfitsf(i)) + return luai_numlt(f, cast_num(i)); /* compare them as floats */ + else { /* f < i <=> floor(f) < i */ + lua_Integer fi; + if (luaV_flttointeger(f, &fi, F2Ifloor)) /* fi = floor(f) */ + return fi < i; /* compare them as integers */ + else /* 'f' is either greater or less than all integers */ + return f < 0; /* less? */ + } +} + + +/* +** Check whether float 'f' is less than or equal to integer 'i'. +** See comments on previous function. +*/ +l_sinline int LEfloatint (lua_Number f, lua_Integer i) { + if (l_intfitsf(i)) + return luai_numle(f, cast_num(i)); /* compare them as floats */ + else { /* f <= i <=> ceil(f) <= i */ + lua_Integer fi; + if (luaV_flttointeger(f, &fi, F2Iceil)) /* fi = ceil(f) */ + return fi <= i; /* compare them as integers */ + else /* 'f' is either greater or less than all integers */ + return f < 0; /* less? */ + } +} + + +/* +** Return 'l < r', for numbers. +*/ +l_sinline int LTnum (const TValue *l, const TValue *r) { + lua_assert(ttisnumber(l) && ttisnumber(r)); + if (ttisinteger(l)) { + lua_Integer li = ivalue(l); + if (ttisinteger(r)) + return li < ivalue(r); /* both are integers */ + else /* 'l' is int and 'r' is float */ + return LTintfloat(li, fltvalue(r)); /* l < r ? */ + } + else { + lua_Number lf = fltvalue(l); /* 'l' must be float */ + if (ttisfloat(r)) + return luai_numlt(lf, fltvalue(r)); /* both are float */ + else /* 'l' is float and 'r' is int */ + return LTfloatint(lf, ivalue(r)); + } +} + + +/* +** Return 'l <= r', for numbers. +*/ +l_sinline int LEnum (const TValue *l, const TValue *r) { + lua_assert(ttisnumber(l) && ttisnumber(r)); + if (ttisinteger(l)) { + lua_Integer li = ivalue(l); + if (ttisinteger(r)) + return li <= ivalue(r); /* both are integers */ + else /* 'l' is int and 'r' is float */ + return LEintfloat(li, fltvalue(r)); /* l <= r ? */ + } + else { + lua_Number lf = fltvalue(l); /* 'l' must be float */ + if (ttisfloat(r)) + return luai_numle(lf, fltvalue(r)); /* both are float */ + else /* 'l' is float and 'r' is int */ + return LEfloatint(lf, ivalue(r)); + } +} + + +/* +** return 'l < r' for non-numbers. +*/ +static int lessthanothers (lua_State *L, const TValue *l, const TValue *r) { + lua_assert(!ttisnumber(l) || !ttisnumber(r)); + if (ttisstring(l) && ttisstring(r)) /* both are strings? */ + return l_strcmp(tsvalue(l), tsvalue(r)) < 0; + else + return luaT_callorderTM(L, l, r, TM_LT); +} + + +/* +** Main operation less than; return 'l < r'. +*/ +int luaV_lessthan (lua_State *L, const TValue *l, const TValue *r) { + if (ttisnumber(l) && ttisnumber(r)) /* both operands are numbers? */ + return LTnum(l, r); + else return lessthanothers(L, l, r); +} + + +/* +** return 'l <= r' for non-numbers. +*/ +static int lessequalothers (lua_State *L, const TValue *l, const TValue *r) { + lua_assert(!ttisnumber(l) || !ttisnumber(r)); + if (ttisstring(l) && ttisstring(r)) /* both are strings? */ + return l_strcmp(tsvalue(l), tsvalue(r)) <= 0; + else + return luaT_callorderTM(L, l, r, TM_LE); +} + + +/* +** Main operation less than or equal to; return 'l <= r'. +*/ +int luaV_lessequal (lua_State *L, const TValue *l, const TValue *r) { + if (ttisnumber(l) && ttisnumber(r)) /* both operands are numbers? */ + return LEnum(l, r); + else return lessequalothers(L, l, r); +} + + +/* +** Main operation for equality of Lua values; return 't1 == t2'. +** L == NULL means raw equality (no metamethods) +*/ +int luaV_equalobj (lua_State *L, const TValue *t1, const TValue *t2) { + const TValue *tm; + if (ttypetag(t1) != ttypetag(t2)) { /* not the same variant? */ + if (ttype(t1) != ttype(t2) || ttype(t1) != LUA_TNUMBER) + return 0; /* only numbers can be equal with different variants */ + else { /* two numbers with different variants */ + /* One of them is an integer. If the other does not have an + integer value, they cannot be equal; otherwise, compare their + integer values. */ + lua_Integer i1, i2; + return (luaV_tointegerns(t1, &i1, F2Ieq) && + luaV_tointegerns(t2, &i2, F2Ieq) && + i1 == i2); + } + } + /* values have same type and same variant */ + switch (ttypetag(t1)) { + case LUA_VNIL: case LUA_VFALSE: case LUA_VTRUE: return 1; + case LUA_VNUMINT: return (ivalue(t1) == ivalue(t2)); + case LUA_VNUMFLT: return luai_numeq(fltvalue(t1), fltvalue(t2)); + case LUA_VLIGHTUSERDATA: return pvalue(t1) == pvalue(t2); + case LUA_VLCF: return fvalue(t1) == fvalue(t2); + case LUA_VSHRSTR: return eqshrstr(tsvalue(t1), tsvalue(t2)); + case LUA_VLNGSTR: return luaS_eqlngstr(tsvalue(t1), tsvalue(t2)); + case LUA_VUSERDATA: { + if (uvalue(t1) == uvalue(t2)) return 1; + else if (L == NULL) return 0; + tm = fasttm(L, uvalue(t1)->metatable, TM_EQ); + if (tm == NULL) + tm = fasttm(L, uvalue(t2)->metatable, TM_EQ); + break; /* will try TM */ + } + case LUA_VTABLE: { + if (hvalue(t1) == hvalue(t2)) return 1; + else if (L == NULL) return 0; + tm = fasttm(L, hvalue(t1)->metatable, TM_EQ); + if (tm == NULL) + tm = fasttm(L, hvalue(t2)->metatable, TM_EQ); + break; /* will try TM */ + } + default: + return gcvalue(t1) == gcvalue(t2); + } + if (tm == NULL) /* no TM? */ + return 0; /* objects are different */ + else { + luaT_callTMres(L, tm, t1, t2, L->top); /* call TM */ + return !l_isfalse(s2v(L->top)); + } +} + + +/* macro used by 'luaV_concat' to ensure that element at 'o' is a string */ +#define tostring(L,o) \ + (ttisstring(o) || (cvt2str(o) && (luaO_tostring(L, o), 1))) + +#define isemptystr(o) (ttisshrstring(o) && tsvalue(o)->shrlen == 0) + +/* copy strings in stack from top - n up to top - 1 to buffer */ +static void copy2buff (StkId top, int n, char *buff) { + size_t tl = 0; /* size already copied */ + do { + size_t l = vslen(s2v(top - n)); /* length of string being copied */ + memcpy(buff + tl, svalue(s2v(top - n)), l * sizeof(char)); + tl += l; + } while (--n > 0); +} + + +/* +** Main operation for concatenation: concat 'total' values in the stack, +** from 'L->top - total' up to 'L->top - 1'. +*/ +void luaV_concat (lua_State *L, int total) { + if (total == 1) + return; /* "all" values already concatenated */ + do { + StkId top = L->top; + int n = 2; /* number of elements handled in this pass (at least 2) */ + if (!(ttisstring(s2v(top - 2)) || cvt2str(s2v(top - 2))) || + !tostring(L, s2v(top - 1))) + luaT_tryconcatTM(L); + else if (isemptystr(s2v(top - 1))) /* second operand is empty? */ + cast_void(tostring(L, s2v(top - 2))); /* result is first operand */ + else if (isemptystr(s2v(top - 2))) { /* first operand is empty string? */ + setobjs2s(L, top - 2, top - 1); /* result is second op. */ + } + else { + /* at least two non-empty string values; get as many as possible */ + size_t tl = vslen(s2v(top - 1)); + TString *ts; + /* collect total length and number of strings */ + for (n = 1; n < total && tostring(L, s2v(top - n - 1)); n++) { + size_t l = vslen(s2v(top - n - 1)); + if (l_unlikely(l >= (MAX_SIZE/sizeof(char)) - tl)) + luaG_runerror(L, "string length overflow"); + tl += l; + } + if (tl <= LUAI_MAXSHORTLEN) { /* is result a short string? */ + char buff[LUAI_MAXSHORTLEN]; + copy2buff(top, n, buff); /* copy strings to buffer */ + ts = luaS_newlstr(L, buff, tl); + } + else { /* long string; copy strings directly to final result */ + ts = luaS_createlngstrobj(L, tl); + copy2buff(top, n, getstr(ts)); + } + setsvalue2s(L, top - n, ts); /* create result */ + } + total -= n-1; /* got 'n' strings to create 1 new */ + L->top -= n-1; /* popped 'n' strings and pushed one */ + } while (total > 1); /* repeat until only 1 result left */ +} + + +/* +** Main operation 'ra = #rb'. +*/ +void luaV_objlen (lua_State *L, StkId ra, const TValue *rb) { + const TValue *tm; + switch (ttypetag(rb)) { + case LUA_VTABLE: { + Table *h = hvalue(rb); + tm = fasttm(L, h->metatable, TM_LEN); + if (tm) break; /* metamethod? break switch to call it */ + setivalue(s2v(ra), luaH_getn(h)); /* else primitive len */ + return; + } + case LUA_VSHRSTR: { + setivalue(s2v(ra), tsvalue(rb)->shrlen); + return; + } + case LUA_VLNGSTR: { + setivalue(s2v(ra), tsvalue(rb)->u.lnglen); + return; + } + default: { /* try metamethod */ + tm = luaT_gettmbyobj(L, rb, TM_LEN); + if (l_unlikely(notm(tm))) /* no metamethod? */ + luaG_typeerror(L, rb, "get length of"); + break; + } + } + luaT_callTMres(L, tm, rb, rb, ra); +} + + +/* +** Integer division; return 'm // n', that is, floor(m/n). +** C division truncates its result (rounds towards zero). +** 'floor(q) == trunc(q)' when 'q >= 0' or when 'q' is integer, +** otherwise 'floor(q) == trunc(q) - 1'. +*/ +lua_Integer luaV_idiv (lua_State *L, lua_Integer m, lua_Integer n) { + if (l_unlikely(l_castS2U(n) + 1u <= 1u)) { /* special cases: -1 or 0 */ + if (n == 0) + luaG_runerror(L, "attempt to divide by zero"); + return intop(-, 0, m); /* n==-1; avoid overflow with 0x80000...//-1 */ + } + else { + lua_Integer q = m / n; /* perform C division */ + if ((m ^ n) < 0 && m % n != 0) /* 'm/n' would be negative non-integer? */ + q -= 1; /* correct result for different rounding */ + return q; + } +} + + +/* +** Integer modulus; return 'm % n'. (Assume that C '%' with +** negative operands follows C99 behavior. See previous comment +** about luaV_idiv.) +*/ +lua_Integer luaV_mod (lua_State *L, lua_Integer m, lua_Integer n) { + if (l_unlikely(l_castS2U(n) + 1u <= 1u)) { /* special cases: -1 or 0 */ + if (n == 0) + luaG_runerror(L, "attempt to perform 'n%%0'"); + return 0; /* m % -1 == 0; avoid overflow with 0x80000...%-1 */ + } + else { + lua_Integer r = m % n; + if (r != 0 && (r ^ n) < 0) /* 'm/n' would be non-integer negative? */ + r += n; /* correct result for different rounding */ + return r; + } +} + + +/* +** Float modulus +*/ +lua_Number luaV_modf (lua_State *L, lua_Number m, lua_Number n) { + lua_Number r; + luai_nummod(L, m, n, r); + return r; +} + + +/* number of bits in an integer */ +#define NBITS cast_int(sizeof(lua_Integer) * CHAR_BIT) + +/* +** Shift left operation. (Shift right just negates 'y'.) +*/ +#define luaV_shiftr(x,y) luaV_shiftl(x,intop(-, 0, y)) + + +lua_Integer luaV_shiftl (lua_Integer x, lua_Integer y) { + if (y < 0) { /* shift right? */ + if (y <= -NBITS) return 0; + else return intop(>>, x, -y); + } + else { /* shift left */ + if (y >= NBITS) return 0; + else return intop(<<, x, y); + } +} + + +/* +** create a new Lua closure, push it in the stack, and initialize +** its upvalues. +*/ +static void pushclosure (lua_State *L, Proto *p, UpVal **encup, StkId base, + StkId ra) { + int nup = p->sizeupvalues; + Upvaldesc *uv = p->upvalues; + int i; + LClosure *ncl = luaF_newLclosure(L, nup); + ncl->p = p; + setclLvalue2s(L, ra, ncl); /* anchor new closure in stack */ + for (i = 0; i < nup; i++) { /* fill in its upvalues */ + if (uv[i].instack) /* upvalue refers to local variable? */ + ncl->upvals[i] = luaF_findupval(L, base + uv[i].idx); + else /* get upvalue from enclosing function */ + ncl->upvals[i] = encup[uv[i].idx]; + luaC_objbarrier(L, ncl, ncl->upvals[i]); + } +} + + +/* +** finish execution of an opcode interrupted by a yield +*/ +void luaV_finishOp (lua_State *L) { + CallInfo *ci = L->ci; + StkId base = ci->func + 1; + Instruction inst = *(ci->u.l.savedpc - 1); /* interrupted instruction */ + OpCode op = GET_OPCODE(inst); + switch (op) { /* finish its execution */ + case OP_MMBIN: case OP_MMBINI: case OP_MMBINK: { + setobjs2s(L, base + GETARG_A(*(ci->u.l.savedpc - 2)), --L->top); + break; + } + case OP_UNM: case OP_BNOT: case OP_LEN: + case OP_GETTABUP: case OP_GETTABLE: case OP_GETI: + case OP_GETFIELD: case OP_SELF: { + setobjs2s(L, base + GETARG_A(inst), --L->top); + break; + } + case OP_LT: case OP_LE: + case OP_LTI: case OP_LEI: + case OP_GTI: case OP_GEI: + case OP_EQ: { /* note that 'OP_EQI'/'OP_EQK' cannot yield */ + int res = !l_isfalse(s2v(L->top - 1)); + L->top--; +#if defined(LUA_COMPAT_LT_LE) + if (ci->callstatus & CIST_LEQ) { /* "<=" using "<" instead? */ + ci->callstatus ^= CIST_LEQ; /* clear mark */ + res = !res; /* negate result */ + } +#endif + lua_assert(GET_OPCODE(*ci->u.l.savedpc) == OP_JMP); + if (res != GETARG_k(inst)) /* condition failed? */ + ci->u.l.savedpc++; /* skip jump instruction */ + break; + } + case OP_CONCAT: { + StkId top = L->top - 1; /* top when 'luaT_tryconcatTM' was called */ + int a = GETARG_A(inst); /* first element to concatenate */ + int total = cast_int(top - 1 - (base + a)); /* yet to concatenate */ + setobjs2s(L, top - 2, top); /* put TM result in proper position */ + L->top = top - 1; /* top is one after last element (at top-2) */ + luaV_concat(L, total); /* concat them (may yield again) */ + break; + } + case OP_CLOSE: { /* yielded closing variables */ + ci->u.l.savedpc--; /* repeat instruction to close other vars. */ + break; + } + case OP_RETURN: { /* yielded closing variables */ + StkId ra = base + GETARG_A(inst); + /* adjust top to signal correct number of returns, in case the + return is "up to top" ('isIT') */ + L->top = ra + ci->u2.nres; + /* repeat instruction to close other vars. and complete the return */ + ci->u.l.savedpc--; + break; + } + default: { + /* only these other opcodes can yield */ + lua_assert(op == OP_TFORCALL || op == OP_CALL || + op == OP_TAILCALL || op == OP_SETTABUP || op == OP_SETTABLE || + op == OP_SETI || op == OP_SETFIELD); + break; + } + } +} + + + + +/* +** {================================================================== +** Macros for arithmetic/bitwise/comparison opcodes in 'luaV_execute' +** =================================================================== +*/ + +#define l_addi(L,a,b) intop(+, a, b) +#define l_subi(L,a,b) intop(-, a, b) +#define l_muli(L,a,b) intop(*, a, b) +#define l_band(a,b) intop(&, a, b) +#define l_bor(a,b) intop(|, a, b) +#define l_bxor(a,b) intop(^, a, b) + +#define l_lti(a,b) (a < b) +#define l_lei(a,b) (a <= b) +#define l_gti(a,b) (a > b) +#define l_gei(a,b) (a >= b) + + +/* +** Arithmetic operations with immediate operands. 'iop' is the integer +** operation, 'fop' is the float operation. +*/ +#define op_arithI(L,iop,fop) { \ + TValue *v1 = vRB(i); \ + int imm = GETARG_sC(i); \ + if (ttisinteger(v1)) { \ + lua_Integer iv1 = ivalue(v1); \ + pc++; setivalue(s2v(ra), iop(L, iv1, imm)); \ + } \ + else if (ttisfloat(v1)) { \ + lua_Number nb = fltvalue(v1); \ + lua_Number fimm = cast_num(imm); \ + pc++; setfltvalue(s2v(ra), fop(L, nb, fimm)); \ + }} + + +/* +** Auxiliary function for arithmetic operations over floats and others +** with two register operands. +*/ +#define op_arithf_aux(L,v1,v2,fop) { \ + lua_Number n1; lua_Number n2; \ + if (tonumberns(v1, n1) && tonumberns(v2, n2)) { \ + pc++; setfltvalue(s2v(ra), fop(L, n1, n2)); \ + }} + + +/* +** Arithmetic operations over floats and others with register operands. +*/ +#define op_arithf(L,fop) { \ + TValue *v1 = vRB(i); \ + TValue *v2 = vRC(i); \ + op_arithf_aux(L, v1, v2, fop); } + + +/* +** Arithmetic operations with K operands for floats. +*/ +#define op_arithfK(L,fop) { \ + TValue *v1 = vRB(i); \ + TValue *v2 = KC(i); lua_assert(ttisnumber(v2)); \ + op_arithf_aux(L, v1, v2, fop); } + + +/* +** Arithmetic operations over integers and floats. +*/ +#define op_arith_aux(L,v1,v2,iop,fop) { \ + if (ttisinteger(v1) && ttisinteger(v2)) { \ + lua_Integer i1 = ivalue(v1); lua_Integer i2 = ivalue(v2); \ + pc++; setivalue(s2v(ra), iop(L, i1, i2)); \ + } \ + else op_arithf_aux(L, v1, v2, fop); } + + +/* +** Arithmetic operations with register operands. +*/ +#define op_arith(L,iop,fop) { \ + TValue *v1 = vRB(i); \ + TValue *v2 = vRC(i); \ + op_arith_aux(L, v1, v2, iop, fop); } + + +/* +** Arithmetic operations with K operands. +*/ +#define op_arithK(L,iop,fop) { \ + TValue *v1 = vRB(i); \ + TValue *v2 = KC(i); lua_assert(ttisnumber(v2)); \ + op_arith_aux(L, v1, v2, iop, fop); } + + +/* +** Bitwise operations with constant operand. +*/ +#define op_bitwiseK(L,op) { \ + TValue *v1 = vRB(i); \ + TValue *v2 = KC(i); \ + lua_Integer i1; \ + lua_Integer i2 = ivalue(v2); \ + if (tointegerns(v1, &i1)) { \ + pc++; setivalue(s2v(ra), op(i1, i2)); \ + }} + + +/* +** Bitwise operations with register operands. +*/ +#define op_bitwise(L,op) { \ + TValue *v1 = vRB(i); \ + TValue *v2 = vRC(i); \ + lua_Integer i1; lua_Integer i2; \ + if (tointegerns(v1, &i1) && tointegerns(v2, &i2)) { \ + pc++; setivalue(s2v(ra), op(i1, i2)); \ + }} + + +/* +** Order operations with register operands. 'opn' actually works +** for all numbers, but the fast track improves performance for +** integers. +*/ +#define op_order(L,opi,opn,other) { \ + int cond; \ + TValue *rb = vRB(i); \ + if (ttisinteger(s2v(ra)) && ttisinteger(rb)) { \ + lua_Integer ia = ivalue(s2v(ra)); \ + lua_Integer ib = ivalue(rb); \ + cond = opi(ia, ib); \ + } \ + else if (ttisnumber(s2v(ra)) && ttisnumber(rb)) \ + cond = opn(s2v(ra), rb); \ + else \ + Protect(cond = other(L, s2v(ra), rb)); \ + docondjump(); } + + +/* +** Order operations with immediate operand. (Immediate operand is +** always small enough to have an exact representation as a float.) +*/ +#define op_orderI(L,opi,opf,inv,tm) { \ + int cond; \ + int im = GETARG_sB(i); \ + if (ttisinteger(s2v(ra))) \ + cond = opi(ivalue(s2v(ra)), im); \ + else if (ttisfloat(s2v(ra))) { \ + lua_Number fa = fltvalue(s2v(ra)); \ + lua_Number fim = cast_num(im); \ + cond = opf(fa, fim); \ + } \ + else { \ + int isf = GETARG_C(i); \ + Protect(cond = luaT_callorderiTM(L, s2v(ra), im, inv, isf, tm)); \ + } \ + docondjump(); } + +/* }================================================================== */ + + +/* +** {================================================================== +** Function 'luaV_execute': main interpreter loop +** =================================================================== +*/ + +/* +** some macros for common tasks in 'luaV_execute' +*/ + + +#define RA(i) (base+GETARG_A(i)) +#define RB(i) (base+GETARG_B(i)) +#define vRB(i) s2v(RB(i)) +#define KB(i) (k+GETARG_B(i)) +#define RC(i) (base+GETARG_C(i)) +#define vRC(i) s2v(RC(i)) +#define KC(i) (k+GETARG_C(i)) +#define RKC(i) ((TESTARG_k(i)) ? k + GETARG_C(i) : s2v(base + GETARG_C(i))) + + + +#define updatetrap(ci) (trap = ci->u.l.trap) + +#define updatebase(ci) (base = ci->func + 1) + + +#define updatestack(ci) \ + { if (l_unlikely(trap)) { updatebase(ci); ra = RA(i); } } + + +/* +** Execute a jump instruction. The 'updatetrap' allows signals to stop +** tight loops. (Without it, the local copy of 'trap' could never change.) +*/ +#define dojump(ci,i,e) { pc += GETARG_sJ(i) + e; updatetrap(ci); } + + +/* for test instructions, execute the jump instruction that follows it */ +#define donextjump(ci) { Instruction ni = *pc; dojump(ci, ni, 1); } + +/* +** do a conditional jump: skip next instruction if 'cond' is not what +** was expected (parameter 'k'), else do next instruction, which must +** be a jump. +*/ +#define docondjump() if (cond != GETARG_k(i)) pc++; else donextjump(ci); + + +/* +** Correct global 'pc'. +*/ +#define savepc(L) (ci->u.l.savedpc = pc) + + +/* +** Whenever code can raise errors, the global 'pc' and the global +** 'top' must be correct to report occasional errors. +*/ +#define savestate(L,ci) (savepc(L), L->top = ci->top) + + +/* +** Protect code that, in general, can raise errors, reallocate the +** stack, and change the hooks. +*/ +#define Protect(exp) (savestate(L,ci), (exp), updatetrap(ci)) + +/* special version that does not change the top */ +#define ProtectNT(exp) (savepc(L), (exp), updatetrap(ci)) + +/* +** Protect code that can only raise errors. (That is, it cannot change +** the stack or hooks.) +*/ +#define halfProtect(exp) (savestate(L,ci), (exp)) + +/* 'c' is the limit of live values in the stack */ +#define checkGC(L,c) \ + { luaC_condGC(L, (savepc(L), L->top = (c)), \ + updatetrap(ci)); \ + luai_threadyield(L); } + + +/* fetch an instruction and prepare its execution */ +#define vmfetch() { \ + if (l_unlikely(trap)) { /* stack reallocation or hooks? */ \ + trap = luaG_traceexec(L, pc); /* handle hooks */ \ + updatebase(ci); /* correct stack */ \ + } \ + i = *(pc++); \ + ra = RA(i); /* WARNING: any stack reallocation invalidates 'ra' */ \ +} + +#define vmdispatch(o) switch(o) +#define vmcase(l) case l: +#define vmbreak break + + +void luaV_execute (lua_State *L, CallInfo *ci) { + LClosure *cl; + TValue *k; + StkId base; + const Instruction *pc; + int trap; +#if LUA_USE_JUMPTABLE +#include "ljumptab.h" +#endif + startfunc: + trap = L->hookmask; + returning: /* trap already set */ + cl = clLvalue(s2v(ci->func)); + k = cl->p->k; + pc = ci->u.l.savedpc; + if (l_unlikely(trap)) { + if (pc == cl->p->code) { /* first instruction (not resuming)? */ + if (cl->p->is_vararg) + trap = 0; /* hooks will start after VARARGPREP instruction */ + else /* check 'call' hook */ + luaD_hookcall(L, ci); + } + ci->u.l.trap = 1; /* assume trap is on, for now */ + } + base = ci->func + 1; + /* main loop of interpreter */ + for (;;) { + Instruction i; /* instruction being executed */ + StkId ra; /* instruction's A register */ + vmfetch(); + #if 0 + /* low-level line tracing for debugging Lua */ + printf("line: %d\n", luaG_getfuncline(cl->p, pcRel(pc, cl->p))); + #endif + lua_assert(base == ci->func + 1); + lua_assert(base <= L->top && L->top < L->stack_last); + /* invalidate top for instructions not expecting it */ + lua_assert(isIT(i) || (cast_void(L->top = base), 1)); + vmdispatch (GET_OPCODE(i)) { + vmcase(OP_MOVE) { + setobjs2s(L, ra, RB(i)); + vmbreak; + } + vmcase(OP_LOADI) { + lua_Integer b = GETARG_sBx(i); + setivalue(s2v(ra), b); + vmbreak; + } + vmcase(OP_LOADF) { + int b = GETARG_sBx(i); + setfltvalue(s2v(ra), cast_num(b)); + vmbreak; + } + vmcase(OP_LOADK) { + TValue *rb = k + GETARG_Bx(i); + setobj2s(L, ra, rb); + vmbreak; + } + vmcase(OP_LOADKX) { + TValue *rb; + rb = k + GETARG_Ax(*pc); pc++; + setobj2s(L, ra, rb); + vmbreak; + } + vmcase(OP_LOADFALSE) { + setbfvalue(s2v(ra)); + vmbreak; + } + vmcase(OP_LFALSESKIP) { + setbfvalue(s2v(ra)); + pc++; /* skip next instruction */ + vmbreak; + } + vmcase(OP_LOADTRUE) { + setbtvalue(s2v(ra)); + vmbreak; + } + vmcase(OP_LOADNIL) { + int b = GETARG_B(i); + do { + setnilvalue(s2v(ra++)); + } while (b--); + vmbreak; + } + vmcase(OP_GETUPVAL) { + int b = GETARG_B(i); + setobj2s(L, ra, cl->upvals[b]->v); + vmbreak; + } + vmcase(OP_SETUPVAL) { + UpVal *uv = cl->upvals[GETARG_B(i)]; + setobj(L, uv->v, s2v(ra)); + luaC_barrier(L, uv, s2v(ra)); + vmbreak; + } + vmcase(OP_GETTABUP) { + const TValue *slot; + TValue *upval = cl->upvals[GETARG_B(i)]->v; + TValue *rc = KC(i); + TString *key = tsvalue(rc); /* key must be a string */ + if (luaV_fastget(L, upval, key, slot, luaH_getshortstr)) { + setobj2s(L, ra, slot); + } + else + Protect(luaV_finishget(L, upval, rc, ra, slot)); + vmbreak; + } + vmcase(OP_GETTABLE) { + const TValue *slot; + TValue *rb = vRB(i); + TValue *rc = vRC(i); + lua_Unsigned n; + if (ttisinteger(rc) /* fast track for integers? */ + ? (cast_void(n = ivalue(rc)), luaV_fastgeti(L, rb, n, slot)) + : luaV_fastget(L, rb, rc, slot, luaH_get)) { + setobj2s(L, ra, slot); + } + else + Protect(luaV_finishget(L, rb, rc, ra, slot)); + vmbreak; + } + vmcase(OP_GETI) { + const TValue *slot; + TValue *rb = vRB(i); + int c = GETARG_C(i); + if (luaV_fastgeti(L, rb, c, slot)) { + setobj2s(L, ra, slot); + } + else { + TValue key; + setivalue(&key, c); + Protect(luaV_finishget(L, rb, &key, ra, slot)); + } + vmbreak; + } + vmcase(OP_GETFIELD) { + const TValue *slot; + TValue *rb = vRB(i); + TValue *rc = KC(i); + TString *key = tsvalue(rc); /* key must be a string */ + if (luaV_fastget(L, rb, key, slot, luaH_getshortstr)) { + setobj2s(L, ra, slot); + } + else + Protect(luaV_finishget(L, rb, rc, ra, slot)); + vmbreak; + } + vmcase(OP_SETTABUP) { + const TValue *slot; + TValue *upval = cl->upvals[GETARG_A(i)]->v; + TValue *rb = KB(i); + TValue *rc = RKC(i); + TString *key = tsvalue(rb); /* key must be a string */ + if (luaV_fastget(L, upval, key, slot, luaH_getshortstr)) { + luaV_finishfastset(L, upval, slot, rc); + } + else + Protect(luaV_finishset(L, upval, rb, rc, slot)); + vmbreak; + } + vmcase(OP_SETTABLE) { + const TValue *slot; + TValue *rb = vRB(i); /* key (table is in 'ra') */ + TValue *rc = RKC(i); /* value */ + lua_Unsigned n; + if (ttisinteger(rb) /* fast track for integers? */ + ? (cast_void(n = ivalue(rb)), luaV_fastgeti(L, s2v(ra), n, slot)) + : luaV_fastget(L, s2v(ra), rb, slot, luaH_get)) { + luaV_finishfastset(L, s2v(ra), slot, rc); + } + else + Protect(luaV_finishset(L, s2v(ra), rb, rc, slot)); + vmbreak; + } + vmcase(OP_SETI) { + const TValue *slot; + int c = GETARG_B(i); + TValue *rc = RKC(i); + if (luaV_fastgeti(L, s2v(ra), c, slot)) { + luaV_finishfastset(L, s2v(ra), slot, rc); + } + else { + TValue key; + setivalue(&key, c); + Protect(luaV_finishset(L, s2v(ra), &key, rc, slot)); + } + vmbreak; + } + vmcase(OP_SETFIELD) { + const TValue *slot; + TValue *rb = KB(i); + TValue *rc = RKC(i); + TString *key = tsvalue(rb); /* key must be a string */ + if (luaV_fastget(L, s2v(ra), key, slot, luaH_getshortstr)) { + luaV_finishfastset(L, s2v(ra), slot, rc); + } + else + Protect(luaV_finishset(L, s2v(ra), rb, rc, slot)); + vmbreak; + } + vmcase(OP_NEWTABLE) { + int b = GETARG_B(i); /* log2(hash size) + 1 */ + int c = GETARG_C(i); /* array size */ + Table *t; + if (b > 0) + b = 1 << (b - 1); /* size is 2^(b - 1) */ + lua_assert((!TESTARG_k(i)) == (GETARG_Ax(*pc) == 0)); + if (TESTARG_k(i)) /* non-zero extra argument? */ + c += GETARG_Ax(*pc) * (MAXARG_C + 1); /* add it to size */ + pc++; /* skip extra argument */ + L->top = ra + 1; /* correct top in case of emergency GC */ + t = luaH_new(L); /* memory allocation */ + sethvalue2s(L, ra, t); + if (b != 0 || c != 0) + luaH_resize(L, t, c, b); /* idem */ + checkGC(L, ra + 1); + vmbreak; + } + vmcase(OP_SELF) { + const TValue *slot; + TValue *rb = vRB(i); + TValue *rc = RKC(i); + TString *key = tsvalue(rc); /* key must be a string */ + setobj2s(L, ra + 1, rb); + if (luaV_fastget(L, rb, key, slot, luaH_getstr)) { + setobj2s(L, ra, slot); + } + else + Protect(luaV_finishget(L, rb, rc, ra, slot)); + vmbreak; + } + vmcase(OP_ADDI) { + op_arithI(L, l_addi, luai_numadd); + vmbreak; + } + vmcase(OP_ADDK) { + op_arithK(L, l_addi, luai_numadd); + vmbreak; + } + vmcase(OP_SUBK) { + op_arithK(L, l_subi, luai_numsub); + vmbreak; + } + vmcase(OP_MULK) { + op_arithK(L, l_muli, luai_nummul); + vmbreak; + } + vmcase(OP_MODK) { + op_arithK(L, luaV_mod, luaV_modf); + vmbreak; + } + vmcase(OP_POWK) { + op_arithfK(L, luai_numpow); + vmbreak; + } + vmcase(OP_DIVK) { + op_arithfK(L, luai_numdiv); + vmbreak; + } + vmcase(OP_IDIVK) { + op_arithK(L, luaV_idiv, luai_numidiv); + vmbreak; + } + vmcase(OP_BANDK) { + op_bitwiseK(L, l_band); + vmbreak; + } + vmcase(OP_BORK) { + op_bitwiseK(L, l_bor); + vmbreak; + } + vmcase(OP_BXORK) { + op_bitwiseK(L, l_bxor); + vmbreak; + } + vmcase(OP_SHRI) { + TValue *rb = vRB(i); + int ic = GETARG_sC(i); + lua_Integer ib; + if (tointegerns(rb, &ib)) { + pc++; setivalue(s2v(ra), luaV_shiftl(ib, -ic)); + } + vmbreak; + } + vmcase(OP_SHLI) { + TValue *rb = vRB(i); + int ic = GETARG_sC(i); + lua_Integer ib; + if (tointegerns(rb, &ib)) { + pc++; setivalue(s2v(ra), luaV_shiftl(ic, ib)); + } + vmbreak; + } + vmcase(OP_ADD) { + op_arith(L, l_addi, luai_numadd); + vmbreak; + } + vmcase(OP_SUB) { + op_arith(L, l_subi, luai_numsub); + vmbreak; + } + vmcase(OP_MUL) { + op_arith(L, l_muli, luai_nummul); + vmbreak; + } + vmcase(OP_MOD) { + op_arith(L, luaV_mod, luaV_modf); + vmbreak; + } + vmcase(OP_POW) { + op_arithf(L, luai_numpow); + vmbreak; + } + vmcase(OP_DIV) { /* float division (always with floats) */ + op_arithf(L, luai_numdiv); + vmbreak; + } + vmcase(OP_IDIV) { /* floor division */ + op_arith(L, luaV_idiv, luai_numidiv); + vmbreak; + } + vmcase(OP_BAND) { + op_bitwise(L, l_band); + vmbreak; + } + vmcase(OP_BOR) { + op_bitwise(L, l_bor); + vmbreak; + } + vmcase(OP_BXOR) { + op_bitwise(L, l_bxor); + vmbreak; + } + vmcase(OP_SHR) { + op_bitwise(L, luaV_shiftr); + vmbreak; + } + vmcase(OP_SHL) { + op_bitwise(L, luaV_shiftl); + vmbreak; + } + vmcase(OP_MMBIN) { + Instruction pi = *(pc - 2); /* original arith. expression */ + TValue *rb = vRB(i); + TMS tm = (TMS)GETARG_C(i); + StkId result = RA(pi); + lua_assert(OP_ADD <= GET_OPCODE(pi) && GET_OPCODE(pi) <= OP_SHR); + Protect(luaT_trybinTM(L, s2v(ra), rb, result, tm)); + vmbreak; + } + vmcase(OP_MMBINI) { + Instruction pi = *(pc - 2); /* original arith. expression */ + int imm = GETARG_sB(i); + TMS tm = (TMS)GETARG_C(i); + int flip = GETARG_k(i); + StkId result = RA(pi); + Protect(luaT_trybiniTM(L, s2v(ra), imm, flip, result, tm)); + vmbreak; + } + vmcase(OP_MMBINK) { + Instruction pi = *(pc - 2); /* original arith. expression */ + TValue *imm = KB(i); + TMS tm = (TMS)GETARG_C(i); + int flip = GETARG_k(i); + StkId result = RA(pi); + Protect(luaT_trybinassocTM(L, s2v(ra), imm, flip, result, tm)); + vmbreak; + } + vmcase(OP_UNM) { + TValue *rb = vRB(i); + lua_Number nb; + if (ttisinteger(rb)) { + lua_Integer ib = ivalue(rb); + setivalue(s2v(ra), intop(-, 0, ib)); + } + else if (tonumberns(rb, nb)) { + setfltvalue(s2v(ra), luai_numunm(L, nb)); + } + else + Protect(luaT_trybinTM(L, rb, rb, ra, TM_UNM)); + vmbreak; + } + vmcase(OP_BNOT) { + TValue *rb = vRB(i); + lua_Integer ib; + if (tointegerns(rb, &ib)) { + setivalue(s2v(ra), intop(^, ~l_castS2U(0), ib)); + } + else + Protect(luaT_trybinTM(L, rb, rb, ra, TM_BNOT)); + vmbreak; + } + vmcase(OP_NOT) { + TValue *rb = vRB(i); + if (l_isfalse(rb)) + setbtvalue(s2v(ra)); + else + setbfvalue(s2v(ra)); + vmbreak; + } + vmcase(OP_LEN) { + Protect(luaV_objlen(L, ra, vRB(i))); + vmbreak; + } + vmcase(OP_CONCAT) { + int n = GETARG_B(i); /* number of elements to concatenate */ + L->top = ra + n; /* mark the end of concat operands */ + ProtectNT(luaV_concat(L, n)); + checkGC(L, L->top); /* 'luaV_concat' ensures correct top */ + vmbreak; + } + vmcase(OP_CLOSE) { + Protect(luaF_close(L, ra, LUA_OK, 1)); + vmbreak; + } + vmcase(OP_TBC) { + /* create new to-be-closed upvalue */ + halfProtect(luaF_newtbcupval(L, ra)); + vmbreak; + } + vmcase(OP_JMP) { + dojump(ci, i, 0); + vmbreak; + } + vmcase(OP_EQ) { + int cond; + TValue *rb = vRB(i); + Protect(cond = luaV_equalobj(L, s2v(ra), rb)); + docondjump(); + vmbreak; + } + vmcase(OP_LT) { + op_order(L, l_lti, LTnum, lessthanothers); + vmbreak; + } + vmcase(OP_LE) { + op_order(L, l_lei, LEnum, lessequalothers); + vmbreak; + } + vmcase(OP_EQK) { + TValue *rb = KB(i); + /* basic types do not use '__eq'; we can use raw equality */ + int cond = luaV_rawequalobj(s2v(ra), rb); + docondjump(); + vmbreak; + } + vmcase(OP_EQI) { + int cond; + int im = GETARG_sB(i); + if (ttisinteger(s2v(ra))) + cond = (ivalue(s2v(ra)) == im); + else if (ttisfloat(s2v(ra))) + cond = luai_numeq(fltvalue(s2v(ra)), cast_num(im)); + else + cond = 0; /* other types cannot be equal to a number */ + docondjump(); + vmbreak; + } + vmcase(OP_LTI) { + op_orderI(L, l_lti, luai_numlt, 0, TM_LT); + vmbreak; + } + vmcase(OP_LEI) { + op_orderI(L, l_lei, luai_numle, 0, TM_LE); + vmbreak; + } + vmcase(OP_GTI) { + op_orderI(L, l_gti, luai_numgt, 1, TM_LT); + vmbreak; + } + vmcase(OP_GEI) { + op_orderI(L, l_gei, luai_numge, 1, TM_LE); + vmbreak; + } + vmcase(OP_TEST) { + int cond = !l_isfalse(s2v(ra)); + docondjump(); + vmbreak; + } + vmcase(OP_TESTSET) { + TValue *rb = vRB(i); + if (l_isfalse(rb) == GETARG_k(i)) + pc++; + else { + setobj2s(L, ra, rb); + donextjump(ci); + } + vmbreak; + } + vmcase(OP_CALL) { + CallInfo *newci; + int b = GETARG_B(i); + int nresults = GETARG_C(i) - 1; + if (b != 0) /* fixed number of arguments? */ + L->top = ra + b; /* top signals number of arguments */ + /* else previous instruction set top */ + savepc(L); /* in case of errors */ + if ((newci = luaD_precall(L, ra, nresults)) == NULL) + updatetrap(ci); /* C call; nothing else to be done */ + else { /* Lua call: run function in this same C frame */ + ci = newci; + goto startfunc; + } + vmbreak; + } + vmcase(OP_TAILCALL) { + int b = GETARG_B(i); /* number of arguments + 1 (function) */ + int n; /* number of results when calling a C function */ + int nparams1 = GETARG_C(i); + /* delta is virtual 'func' - real 'func' (vararg functions) */ + int delta = (nparams1) ? ci->u.l.nextraargs + nparams1 : 0; + if (b != 0) + L->top = ra + b; + else /* previous instruction set top */ + b = cast_int(L->top - ra); + savepc(ci); /* several calls here can raise errors */ + if (TESTARG_k(i)) { + luaF_closeupval(L, base); /* close upvalues from current call */ + lua_assert(L->tbclist < base); /* no pending tbc variables */ + lua_assert(base == ci->func + 1); + } + if ((n = luaD_pretailcall(L, ci, ra, b, delta)) < 0) /* Lua function? */ + goto startfunc; /* execute the callee */ + else { /* C function? */ + ci->func -= delta; /* restore 'func' (if vararg) */ + luaD_poscall(L, ci, n); /* finish caller */ + updatetrap(ci); /* 'luaD_poscall' can change hooks */ + goto ret; /* caller returns after the tail call */ + } + } + vmcase(OP_RETURN) { + int n = GETARG_B(i) - 1; /* number of results */ + int nparams1 = GETARG_C(i); + if (n < 0) /* not fixed? */ + n = cast_int(L->top - ra); /* get what is available */ + savepc(ci); + if (TESTARG_k(i)) { /* may there be open upvalues? */ + ci->u2.nres = n; /* save number of returns */ + if (L->top < ci->top) + L->top = ci->top; + luaF_close(L, base, CLOSEKTOP, 1); + updatetrap(ci); + updatestack(ci); + } + if (nparams1) /* vararg function? */ + ci->func -= ci->u.l.nextraargs + nparams1; + L->top = ra + n; /* set call for 'luaD_poscall' */ + luaD_poscall(L, ci, n); + updatetrap(ci); /* 'luaD_poscall' can change hooks */ + goto ret; + } + vmcase(OP_RETURN0) { + if (l_unlikely(L->hookmask)) { + L->top = ra; + savepc(ci); + luaD_poscall(L, ci, 0); /* no hurry... */ + trap = 1; + } + else { /* do the 'poscall' here */ + int nres; + L->ci = ci->previous; /* back to caller */ + L->top = base - 1; + for (nres = ci->nresults; l_unlikely(nres > 0); nres--) + setnilvalue(s2v(L->top++)); /* all results are nil */ + } + goto ret; + } + vmcase(OP_RETURN1) { + if (l_unlikely(L->hookmask)) { + L->top = ra + 1; + savepc(ci); + luaD_poscall(L, ci, 1); /* no hurry... */ + trap = 1; + } + else { /* do the 'poscall' here */ + int nres = ci->nresults; + L->ci = ci->previous; /* back to caller */ + if (nres == 0) + L->top = base - 1; /* asked for no results */ + else { + setobjs2s(L, base - 1, ra); /* at least this result */ + L->top = base; + for (; l_unlikely(nres > 1); nres--) + setnilvalue(s2v(L->top++)); /* complete missing results */ + } + } + ret: /* return from a Lua function */ + if (ci->callstatus & CIST_FRESH) + return; /* end this frame */ + else { + ci = ci->previous; + goto returning; /* continue running caller in this frame */ + } + } + vmcase(OP_FORLOOP) { + if (ttisinteger(s2v(ra + 2))) { /* integer loop? */ + lua_Unsigned count = l_castS2U(ivalue(s2v(ra + 1))); + if (count > 0) { /* still more iterations? */ + lua_Integer step = ivalue(s2v(ra + 2)); + lua_Integer idx = ivalue(s2v(ra)); /* internal index */ + chgivalue(s2v(ra + 1), count - 1); /* update counter */ + idx = intop(+, idx, step); /* add step to index */ + chgivalue(s2v(ra), idx); /* update internal index */ + setivalue(s2v(ra + 3), idx); /* and control variable */ + pc -= GETARG_Bx(i); /* jump back */ + } + } + else if (floatforloop(ra)) /* float loop */ + pc -= GETARG_Bx(i); /* jump back */ + updatetrap(ci); /* allows a signal to break the loop */ + vmbreak; + } + vmcase(OP_FORPREP) { + savestate(L, ci); /* in case of errors */ + if (forprep(L, ra)) + pc += GETARG_Bx(i) + 1; /* skip the loop */ + vmbreak; + } + vmcase(OP_TFORPREP) { + /* create to-be-closed upvalue (if needed) */ + halfProtect(luaF_newtbcupval(L, ra + 3)); + pc += GETARG_Bx(i); + i = *(pc++); /* go to next instruction */ + lua_assert(GET_OPCODE(i) == OP_TFORCALL && ra == RA(i)); + goto l_tforcall; + } + vmcase(OP_TFORCALL) { + l_tforcall: + /* 'ra' has the iterator function, 'ra + 1' has the state, + 'ra + 2' has the control variable, and 'ra + 3' has the + to-be-closed variable. The call will use the stack after + these values (starting at 'ra + 4') + */ + /* push function, state, and control variable */ + memcpy(ra + 4, ra, 3 * sizeof(*ra)); + L->top = ra + 4 + 3; + ProtectNT(luaD_call(L, ra + 4, GETARG_C(i))); /* do the call */ + updatestack(ci); /* stack may have changed */ + i = *(pc++); /* go to next instruction */ + lua_assert(GET_OPCODE(i) == OP_TFORLOOP && ra == RA(i)); + goto l_tforloop; + } + vmcase(OP_TFORLOOP) { + l_tforloop: + if (!ttisnil(s2v(ra + 4))) { /* continue loop? */ + setobjs2s(L, ra + 2, ra + 4); /* save control variable */ + pc -= GETARG_Bx(i); /* jump back */ + } + vmbreak; + } + vmcase(OP_SETLIST) { + int n = GETARG_B(i); + unsigned int last = GETARG_C(i); + Table *h = hvalue(s2v(ra)); + if (n == 0) + n = cast_int(L->top - ra) - 1; /* get up to the top */ + else + L->top = ci->top; /* correct top in case of emergency GC */ + last += n; + if (TESTARG_k(i)) { + last += GETARG_Ax(*pc) * (MAXARG_C + 1); + pc++; + } + if (last > luaH_realasize(h)) /* needs more space? */ + luaH_resizearray(L, h, last); /* preallocate it at once */ + for (; n > 0; n--) { + TValue *val = s2v(ra + n); + setobj2t(L, &h->array[last - 1], val); + last--; + luaC_barrierback(L, obj2gco(h), val); + } + vmbreak; + } + vmcase(OP_CLOSURE) { + Proto *p = cl->p->p[GETARG_Bx(i)]; + halfProtect(pushclosure(L, p, cl->upvals, base, ra)); + checkGC(L, ra + 1); + vmbreak; + } + vmcase(OP_VARARG) { + int n = GETARG_C(i) - 1; /* required results */ + Protect(luaT_getvarargs(L, ci, ra, n)); + vmbreak; + } + vmcase(OP_VARARGPREP) { + ProtectNT(luaT_adjustvarargs(L, GETARG_A(i), ci, cl->p)); + if (l_unlikely(trap)) { /* previous "Protect" updated trap */ + luaD_hookcall(L, ci); + L->oldpc = 1; /* next opcode will be seen as a "new" line */ + } + updatebase(ci); /* function has new base after adjustment */ + vmbreak; + } + vmcase(OP_EXTRAARG) { + lua_assert(0); + vmbreak; + } + } + } +} + +/* }================================================================== */ diff --git a/Dependencies/LuaRaw/src/lzio.c b/Dependencies/LuaRaw/src/lzio.c new file mode 100644 index 000000000..cd0a02d5f --- /dev/null +++ b/Dependencies/LuaRaw/src/lzio.c @@ -0,0 +1,68 @@ +/* +** $Id: lzio.c $ +** Buffered streams +** See Copyright Notice in lua.h +*/ + +#define lzio_c +#define LUA_CORE + +#include "lprefix.h" + + +#include + +#include "lua.h" + +#include "llimits.h" +#include "lmem.h" +#include "lstate.h" +#include "lzio.h" + + +int luaZ_fill (ZIO *z) { + size_t size; + lua_State *L = z->L; + const char *buff; + lua_unlock(L); + buff = z->reader(L, z->data, &size); + lua_lock(L); + if (buff == NULL || size == 0) + return EOZ; + z->n = size - 1; /* discount char being returned */ + z->p = buff; + return cast_uchar(*(z->p++)); +} + + +void luaZ_init (lua_State *L, ZIO *z, lua_Reader reader, void *data) { + z->L = L; + z->reader = reader; + z->data = data; + z->n = 0; + z->p = NULL; +} + + +/* --------------------------------------------------------------- read --- */ +size_t luaZ_read (ZIO *z, void *b, size_t n) { + while (n) { + size_t m; + if (z->n == 0) { /* no bytes in buffer? */ + if (luaZ_fill(z) == EOZ) /* try to read more */ + return n; /* no more input; return number of missing bytes */ + else { + z->n++; /* luaZ_fill consumed first byte; put it back */ + z->p--; + } + } + m = (n <= z->n) ? n : z->n; /* min. between n and z->n */ + memcpy(b, z->p, m); + z->n -= m; + z->p += m; + b = (char *)b + m; + n -= m; + } + return 0; +} + diff --git a/Dependencies/MProgram b/Dependencies/MProgram deleted file mode 160000 index e07da2675..000000000 --- a/Dependencies/MProgram +++ /dev/null @@ -1 +0,0 @@ -Subproject commit e07da2675e2ac4ef207da22b1a3dfd7295f7ebb1 diff --git a/Dependencies/MProgram/CMakeLists.txt b/Dependencies/MProgram/CMakeLists.txt new file mode 100644 index 000000000..86bcceb3a --- /dev/null +++ b/Dependencies/MProgram/CMakeLists.txt @@ -0,0 +1,8 @@ +cmake_minimum_required(VERSION 3.18) + +set(TARGET MProgram) +project(${TARGET}) +message("Project: ${TARGET} (HEADER-ONLY)") + +add_library(${TARGET} INTERFACE) +target_include_directories(${TARGET} INTERFACE ${CMAKE_CURRENT_SOURCE_DIR}/include) diff --git a/Dependencies/MProgram/LICENSE b/Dependencies/MProgram/LICENSE new file mode 100644 index 000000000..eee4c9316 --- /dev/null +++ b/Dependencies/MProgram/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2022 Narknon + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Dependencies/MProgram/include/ErrorObject.hpp b/Dependencies/MProgram/include/ErrorObject.hpp new file mode 100644 index 000000000..1f38a8941 --- /dev/null +++ b/Dependencies/MProgram/include/ErrorObject.hpp @@ -0,0 +1,98 @@ +#ifndef RC_ERROR_OBJECT_HPP +#define RC_ERROR_OBJECT_HPP + +#include + +namespace RC +{ + class ErrorObject + { + private: + static constexpr unsigned long long m_message_buffer_max_size = 2000; + + char m_message[m_message_buffer_max_size]{"An error occurred but no error message was supplied."}; + bool m_close_program{false}; + bool m_has_error{false}; + + // Allow the 'CanError' class to modify the contents of the error object + friend class CanError; + + public: + ErrorObject(bool default_should_close_program = false) noexcept + { + m_close_program = default_should_close_program; + } + + ErrorObject(const char* error_message) noexcept + { + copy_error(error_message); + } + + ErrorObject(const char* error_message, bool should_program_close) noexcept + { + copy_error(error_message); + m_close_program = should_program_close; + } + + protected: + auto copy_error(const char* message) noexcept -> void + { + size_t msg_len = strlen(message); + + // Attempt to give a hint if the buffer is too small + if (msg_len > sizeof(m_message)) + { + message = "An error occurred but the message was too long for the buffer."; + msg_len = strlen(message); + } + + // If the buffer is too small for the hint message then I guess we do nothing + // The default message will be used which can't be too small since it's calculated at compile-time + if (msg_len < sizeof(m_message)) + { + strncpy_s(m_message, message, msg_len); + } + } + + template + auto copy_error(const char* fmt, Args... args) noexcept -> void + { + size_t msg_len = strlen(fmt); + + // Attempt to give a hint if the buffer is too small + if (msg_len > sizeof(m_message)) + { + fmt = "An error occurred but the message was too long for the buffer."; + msg_len = strlen(fmt); + } + + // If the buffer is too small for the hint message then I guess we do nothing + // The default message will be used which can't be too small since it's calculated at compile-time + if (msg_len < sizeof(m_message)) + { + sprintf_s(m_message, sizeof(m_message), fmt, args...); + } + } + + public: + [[nodiscard]] + auto get_message() noexcept -> const char* + { + return m_message; + } + + [[nodiscard]] + auto program_should_close() noexcept -> bool + { + return m_close_program; + } + + [[nodiscard]] + auto has_error() noexcept -> bool + { + return m_has_error; + } + }; +} + +#endif //RC_ERROR_OBJECT_HPP diff --git a/Dependencies/MProgram/include/MProgram.hpp b/Dependencies/MProgram/include/MProgram.hpp new file mode 100644 index 000000000..d125de9a6 --- /dev/null +++ b/Dependencies/MProgram/include/MProgram.hpp @@ -0,0 +1,58 @@ +#ifndef RC_MPROGRAM_HPP +#define RC_MPROGRAM_HPP + +#include +#include + +#include +#include + +namespace RC +{ + class MProgram : public CanError + { + public: + enum BinaryOptions : int + { + Nothing = 0, + CloseOnError, + + Max + }; + + protected: + bool m_binary_options[Max]{}; + + protected: + MProgram() + { + create_error_object(); + } + + MProgram(std::initializer_list options) + { + for (auto& option: options) + { + m_binary_options[option] = true; + } + + create_error_object(); + } + + ~MProgram() = default; + + public: + auto should_close() -> bool + { + return m_binary_options[CloseOnError]; + } + + private: + auto create_error_object() -> void + { + m_error_object = std::make_shared(m_binary_options[CloseOnError]); + } + }; +} + +#endif //RC_MPROGRAM_HPP diff --git a/Dependencies/MProgram/include/ProgramFeatures/CanError.hpp b/Dependencies/MProgram/include/ProgramFeatures/CanError.hpp new file mode 100644 index 000000000..072d1ddf8 --- /dev/null +++ b/Dependencies/MProgram/include/ProgramFeatures/CanError.hpp @@ -0,0 +1,78 @@ +#ifndef UE4SS_CANERROR_HPP +#define UE4SS_CANERROR_HPP + +// Define MPROGRAM_USE_EXCEPTIONS to enable exceptions + +#include +#include +#include + +#include + +namespace RC +{ + class CanError + { + protected: + std::shared_ptr m_error_object{}; + + public: + CanError() = default; + + CanError(std::shared_ptr error_object) : m_error_object(std::move(error_object)) {}; + + protected: + auto set_error(const char* message) -> void + { + m_error_object->copy_error(message); + m_error_object->m_has_error = true; + +#ifdef MPROGRAM_USE_EXCEPTIONS + throw std::runtime_error{m_error_object->get_message()}; +#endif + } + + auto set_error(const char* message, bool program_should_close) -> void + { + m_error_object->copy_error(message); + m_error_object->m_close_program = program_should_close; + m_error_object->m_has_error = true; + +#ifdef MPROGRAM_USE_EXCEPTIONS + throw std::runtime_error{m_error_object->get_message()}; +#endif + } + + template + auto set_error(const char* fmt, Args... args) -> void + { + m_error_object->copy_error(fmt, args...); + m_error_object->m_has_error = true; + +#ifdef MPROGRAM_USE_EXCEPTIONS + throw std::runtime_error{m_error_object->get_message()}; +#endif + } + + auto copy_error_into_message(const char* message) + { + m_error_object->copy_error(message); + m_error_object->m_has_error = true; + } + + template + auto copy_error_into_message(const char* fmt, Args... args) noexcept -> void + { + m_error_object->copy_error(fmt, args...); + m_error_object->m_has_error = true; + } + + public: + auto get_error_object() noexcept -> std::shared_ptr + { + return m_error_object; + } + }; +} + +#endif //UE4SS_CANERROR_HPP diff --git a/Dependencies/ParserBase b/Dependencies/ParserBase deleted file mode 160000 index 6f11e78ed..000000000 --- a/Dependencies/ParserBase +++ /dev/null @@ -1 +0,0 @@ -Subproject commit 6f11e78edbd7be52c7716eebb1a4e83289ce9dd9 diff --git a/Dependencies/ParserBase/CMakeLists.txt b/Dependencies/ParserBase/CMakeLists.txt new file mode 100644 index 000000000..9b3fac785 --- /dev/null +++ b/Dependencies/ParserBase/CMakeLists.txt @@ -0,0 +1,32 @@ +cmake_minimum_required(VERSION 3.18) + +set(TARGET ParserBase) +project(${TARGET}) + +set(${TARGET}_Sources + "${CMAKE_CURRENT_SOURCE_DIR}/src/Token.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/Tokenizer.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/TokenParser.cpp" + ) + +string(REGEX REPLACE "(.)([A-Z])" "\\1_\\2" MODULE_NAME ${TARGET}) +string(TOUPPER ${MODULE_NAME} MODULE_NAME) + +if ((NOT DEFINED BUILD_SHARED_LIBS) OR (NOT (${BUILD_SHARED_LIBS}))) + set(BUILD_STATIC 1) + set(BUILD_SHARED 0) + message("Project: ${TARGET} (STATIC)") +else () + set(BUILD_STATIC 0) + set(BUILD_SHARED 1) + message("Project: ${TARGET} (SHARED)") +endif () + +add_library(${TARGET} ${${TARGET}_Sources}) +target_include_directories(${TARGET} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include) +target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) +target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS}) +target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) +target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) + +target_link_libraries(${TARGET} PUBLIC File) diff --git a/Dependencies/ParserBase/LICENSE b/Dependencies/ParserBase/LICENSE new file mode 100644 index 000000000..eee4c9316 --- /dev/null +++ b/Dependencies/ParserBase/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2022 Narknon + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Dependencies/ParserBase/include/ParserBase/Common.hpp b/Dependencies/ParserBase/include/ParserBase/Common.hpp new file mode 100644 index 000000000..ee5d00e4e --- /dev/null +++ b/Dependencies/ParserBase/include/ParserBase/Common.hpp @@ -0,0 +1,20 @@ +#ifndef RC_PARSER_BASE_COMMON_HPP +#define RC_PARSER_BASE_COMMON_HPP + +#ifndef RC_EXPORT +#ifndef RC_PARSER_BASE_BUILD_STATIC +#ifndef RC_PB_API +#define RC_PB_API __declspec(dllimport) +#endif +#else +#ifndef RC_PB_API +#define RC_PB_API +#endif +#endif +#else +#ifndef RC_PB_API +#define RC_PB_API __declspec(dllexport) +#endif +#endif + +#endif //RC_PARSER_BASE_COMMON_HPP diff --git a/Dependencies/ParserBase/include/ParserBase/Token.hpp b/Dependencies/ParserBase/include/ParserBase/Token.hpp new file mode 100644 index 000000000..1d615700c --- /dev/null +++ b/Dependencies/ParserBase/include/ParserBase/Token.hpp @@ -0,0 +1,115 @@ +#ifndef RC_PARSER_TOKEN_HPP +#define RC_PARSER_TOKEN_HPP + +#include +#include +#include + +#include +#include + +namespace RC::ParserBase +{ + class TokenRule + { + private: + File::StringType m_debug_name; + + public: + explicit TokenRule(File::StringViewType rule_name) : m_debug_name(rule_name) {} + virtual ~TokenRule() = default; + + public: + RC_PB_API virtual auto exec(const class Token& token, const File::CharType* start_of_token, size_t current_cursor_location, class Tokenizer&) -> int = 0; + + [[nodiscard]] RC_PB_API virtual auto to_string() const -> File::StringType + { + return STR("BaseTokenRule (invalid)"); + } + }; + + class Token + { + private: + friend class Tokenizer; + + public: + enum class HasData + { + Yes, + No, + }; + + private: + File::StringType m_debug_name; + File::StringType m_identifier; + std::vector> m_rules; + int m_type; // To be cast to an enum before use. This is to avoid using a template which forces everything to be in the header file. + mutable size_t m_start{}; + mutable size_t m_end{}; + mutable size_t m_line{}; + mutable size_t m_column{}; + HasData m_has_data; + + public: + RC_PB_API Token(int type, File::StringViewType name, File::StringViewType identifier, HasData has_data = HasData::No); + + public: + RC_PB_API auto get_type() const -> int; + RC_PB_API auto set_has_data(HasData) -> void; + RC_PB_API auto has_data() const -> bool; + RC_PB_API auto set_start(size_t) -> void; + RC_PB_API auto get_start() const -> size_t; + RC_PB_API auto set_end(size_t) -> void; + RC_PB_API auto get_end() const -> size_t; + RC_PB_API auto get_identifier() const -> File::StringViewType; + RC_PB_API auto get_line() const -> size_t; + RC_PB_API auto get_column() const -> size_t; + + template + auto add_rule(std::shared_ptr&& token_rule) -> void + { + m_rules.emplace_back(std::move(token_rule)); + } + + RC_PB_API auto get_rules() const -> const std::vector>&; + [[nodiscard]] RC_PB_API auto to_string() const -> File::StringType; + + public: + template + auto static create_internal(Token& token) -> void + { + auto rule = std::make_shared(); + token.add_rule(std::move(rule)); + } + + template + auto static create_internal(Token& token) -> void + { + auto rule = std::make_shared(); + token.add_rule(std::move(rule)); + create_internal(token); + } + + RC_PB_API auto static create(int type, File::StringViewType name, File::StringViewType identifier, HasData = HasData::No) -> Token; + + template + auto static create(int type, File::StringViewType name, File::StringViewType identifier, HasData has_data = HasData::No) -> Token + { + Token token{type, name, identifier, has_data}; + create_internal(token); + return token; + } + + template + auto static create(int type, File::StringViewType name, File::StringViewType identifier, HasData has_data = HasData::No) -> Token + { + Token token{type, name, identifier, has_data}; + create_internal(token); + return token; + } + }; +} + + +#endif //RC_PARSER_TOKEN_HPP diff --git a/Dependencies/ParserBase/include/ParserBase/TokenParser.hpp b/Dependencies/ParserBase/include/ParserBase/TokenParser.hpp new file mode 100644 index 000000000..922768048 --- /dev/null +++ b/Dependencies/ParserBase/include/ParserBase/TokenParser.hpp @@ -0,0 +1,98 @@ +#ifndef RC_PARSER_TOKENPARSER_HPP +#define RC_PARSER_TOKENPARSER_HPP + +#include +#include +#include +#include + +#include +#include + +namespace RC::ParserBase +{ + using OrDoCallable = void(*)(); + class TokenParser + { + public: + enum class Operation + { + ContinueAsNormal, + SkipNextToken, + }; + + enum class PeekDirection + { + Forward, + Backward, + }; + + enum class Consume + { + Yes, + No, + }; + + private: + const class Tokenizer& m_tokenizer; + mutable File::StringType m_data; + + protected: + mutable size_t m_current_token_index_being_parsed{0}; + mutable size_t m_backward_token_index{0}; + + public: + // Investigate whether I want to std::move the input here + RC_PB_API TokenParser(const class Tokenizer&, File::StringType& input); + + protected: + RC_PB_API virtual auto parse_token(const class Token& token) -> void = 0; + + private: + RC_PB_API auto calc_next_token_offset(size_t current_offset, PeekDirection) const -> size_t; + RC_PB_API auto get_start_token_index_ref(PeekDirection peek_direction, Consume consume, size_t& fallback) const -> size_t&; + //using PeekUntilCallable = bool(*)(const Token&); + using PeekUntilCallable = std::function; + RC_PB_API auto peek_until_internal(Consume consume, const std::vector& find_types, PeekUntilCallable, PeekDirection = PeekDirection::Forward) const -> void; + RC_PB_API auto peek_and_ignore_until_internal(Consume consume, const std::vector& find_types, PeekDirection peek_direction) const -> const class Token&; + RC_PB_API auto peek_continually_internal(Consume consume, PeekUntilCallable) const -> bool; + + protected: + RC_PB_API auto get_token(size_t index) const -> const class Token&; + RC_PB_API auto get_data(const class Token&) const -> const File::StringType; + + //auto find_token_with_data(int token_type, File::StringViewType data) const -> std::optional>; + + // Explanation for this particular implementation of peak/consume + // When you peek, you aren't advancing the cursor + // The cursor will advance to the next token like normal + // When you consume, you are advancing the cursor + // The cursor will advance to token after the token you advanced to + RC_PB_API auto peek(int num_tokens_to_peek, PeekDirection = PeekDirection::Forward) const -> const class Token&; + RC_PB_API auto peek(PeekDirection = PeekDirection::Forward) const -> const class Token&; + RC_PB_API auto consume(int num_tokens_to_peek, PeekDirection = PeekDirection::Forward) const -> const class Token&; + RC_PB_API auto consume(PeekDirection = PeekDirection::Forward) const -> const class Token&; + + // Special peek/consume functions that only go forwards and that takes a callable and forwards the return value from the callable + RC_PB_API auto peek_continually(PeekUntilCallable) const -> bool; + RC_PB_API auto consume_continually(PeekUntilCallable) const -> bool; + + RC_PB_API auto peek_until(const int find_type, PeekUntilCallable, PeekDirection = PeekDirection::Forward) const -> void; + RC_PB_API auto peek_until(const std::vector& find_types, PeekUntilCallable, PeekDirection = PeekDirection::Forward) const -> void; + RC_PB_API auto consume_until(const int find_type, PeekUntilCallable, PeekDirection = PeekDirection::Forward) const -> void; + RC_PB_API auto consume_until(const std::vector& find_types, PeekUntilCallable, PeekDirection = PeekDirection::Forward) const -> void; + + // Peeks/consumes tokens until either, A: there are no more tokens, or B: a token of type 'find_type' is found + // If A, an empty optional is returned + // If B, an optional containing the found token of type 'find_type' is returned + RC_PB_API auto peek_and_ignore_until(const int find_type, PeekDirection = PeekDirection::Forward) const -> const class Token&; + RC_PB_API auto peek_and_ignore_until(const std::vector& find_types, PeekDirection = PeekDirection::Forward) const -> const class Token&; + RC_PB_API auto consume_and_ignore_until(const int find_type, PeekDirection = PeekDirection::Forward) const -> const class Token&; + RC_PB_API auto consume_and_ignore_until(const std::vector& find_types, PeekDirection = PeekDirection::Forward) const -> const class Token&; + + public: + RC_PB_API auto parse() -> void; + }; +} + +#endif // RC_PARSER_TOKENPARSER_HPP diff --git a/Dependencies/ParserBase/include/ParserBase/Tokenizer.hpp b/Dependencies/ParserBase/include/ParserBase/Tokenizer.hpp new file mode 100644 index 000000000..800bbc8d4 --- /dev/null +++ b/Dependencies/ParserBase/include/ParserBase/Tokenizer.hpp @@ -0,0 +1,53 @@ +#ifndef RC_PARSER_TOKENIZER_HPP +#define RC_PARSER_TOKENIZER_HPP + +#include +#include +#include +#include + +#include +#include + +namespace RC::ParserBase +{ + class Token; + + template + concept EnumType = std::is_enum_v && std::is_same_v, int>; + + class TokenContainer + { + private: + friend class Tokenizer; + + private: + std::vector m_tokens; + int m_eof_token_type; + bool m_has_eof_token_type{}; + + public: + RC_PB_API auto add(Token token) -> size_t; + RC_PB_API auto set_eof_token(int token_type) -> void; + RC_PB_API auto get_all() -> const std::vector&; + RC_PB_API auto get_by_type(int type) -> Token*; + }; + + class Tokenizer + { + public: + TokenContainer m_token_container; + std::vector m_tokens_in_input; + size_t m_current_line{0}; + size_t m_current_column{0}; + + public: + RC_PB_API auto set_available_tokens(TokenContainer&&) -> void; + // TODO: Maybe the constructor should take the input instead of 'tokenize' + RC_PB_API auto tokenize(const File::StringType& input) -> void; + [[nodiscard]] RC_PB_API auto get_tokens() const -> const std::vector&; + [[nodiscard]] RC_PB_API auto get_last_token() const -> const Token&; + }; +} + +#endif //RC_PARSER_TOKENIZER_HPP diff --git a/Dependencies/ParserBase/src/Token.cpp b/Dependencies/ParserBase/src/Token.cpp new file mode 100644 index 000000000..259b77190 --- /dev/null +++ b/Dependencies/ParserBase/src/Token.cpp @@ -0,0 +1,78 @@ +#include + +namespace RC::ParserBase +{ + Token::Token(int type, File::StringViewType name, File::StringViewType identifier, Token::HasData has_data) + : m_type(type), + m_debug_name(name), + m_identifier(identifier), + m_has_data(has_data) + { + } + + auto Token::get_type() const -> int + { + return m_type; + } + + auto Token::set_has_data(HasData new_has_data) -> void + { + m_has_data = new_has_data; + } + + auto Token::has_data() const -> bool + { + return m_has_data == HasData::Yes; + } + + auto Token::set_start(size_t new_start) -> void + { + m_start = new_start; + } + + auto Token::get_start() const -> size_t + { + return m_start; + } + + auto Token::set_end(size_t new_end) -> void + { + m_end = new_end; + } + + auto Token::get_end() const -> size_t + { + return m_end; + } + + auto Token::get_identifier() const -> File::StringViewType + { + return m_identifier; + } + + auto Token::get_line() const -> size_t + { + return m_line; + } + + auto Token::get_column() const -> size_t + { + return m_column; + } + + auto Token::get_rules() const -> const std::vector>& + { + return m_rules; + } + + auto Token::to_string() const -> File::StringType + { + return m_debug_name; + } + + auto Token::create(int type, File::StringViewType name, File::StringViewType identifier, HasData has_data) -> Token + { + Token token{type, name, identifier, has_data}; + return token; + } +} diff --git a/Dependencies/ParserBase/src/TokenParser.cpp b/Dependencies/ParserBase/src/TokenParser.cpp new file mode 100644 index 000000000..24a0b472f --- /dev/null +++ b/Dependencies/ParserBase/src/TokenParser.cpp @@ -0,0 +1,276 @@ +#include +#include +#include + +namespace RC::ParserBase +{ + TokenParser::TokenParser(const Tokenizer& tokenizer, File::StringType& input) : m_tokenizer(tokenizer), m_data(input) + { + } + + auto TokenParser::get_token(size_t index) const -> const Token& + { + return m_tokenizer.get_tokens()[index]; + } + + auto TokenParser::get_data(const Token& token) const -> const File::StringType + { + if (!token.has_data()) + { + throw std::runtime_error{ "Tried retrieving data of a token that doesn't have any data" }; + } + + auto data = m_data.substr(token.get_start(), token.get_end() - token.get_start() + 1); + data.erase(std::find(data.begin(), data.end(), STR('\0')), data.end()); + return data; + } + + /* + auto TokenParser::find_token_with_data(int token_type, File::StringViewType data) const -> std::optional> + { + for (const auto& token : m_tokenizer.get_tokens()) + { + if (!token.has_data()) { continue; } + if (token.get_type() != token_type) { continue; } + + if (get_data(token) == data) + { + return std::ref(token); + } + } + + return std::nullopt; + } + //*/ + + auto TokenParser::get_start_token_index_ref(PeekDirection peek_direction, Consume consume, size_t& fallback) const -> size_t& + { + if (peek_direction == PeekDirection::Backward) + { + return m_backward_token_index; + } + else if (consume == Consume::Yes) + { + return m_current_token_index_being_parsed; + } + else + { + return fallback; + } + } + + auto TokenParser::peek(int num_tokens_to_peek, PeekDirection peek_direction) const -> const Token& + { + int offset = peek_direction == PeekDirection::Forward ? num_tokens_to_peek : -num_tokens_to_peek; + const auto& tokens = m_tokenizer.get_tokens(); + const size_t num_tokens = tokens.size(); + const size_t next_token_index = get_start_token_index_ref(peek_direction, Consume::No, m_current_token_index_being_parsed) + offset; + + if (next_token_index > num_tokens - 1) + { + // Out-of-bounds, not invalid state but no token exists here + return m_tokenizer.get_last_token(); + } + else + { + return tokens[next_token_index]; + } + } + + auto TokenParser::peek(PeekDirection peek_direction) const -> const Token& + { + return peek(1, peek_direction); + } + + auto TokenParser::consume(int num_tokens_to_peek, PeekDirection peek_direction) const -> const Token& + { + const auto& token = peek(num_tokens_to_peek, peek_direction); + + if (peek_direction == PeekDirection::Backward) + { + --m_backward_token_index; + } + else + { + ++m_current_token_index_being_parsed; + } + + return token; + } + + auto TokenParser::consume(PeekDirection peek_direction) const -> const Token& + { + return consume(1, peek_direction); + } + + auto TokenParser::peek_continually(PeekUntilCallable callable) const -> bool + { + return peek_continually_internal(Consume::No, callable); + }; + + auto TokenParser::consume_continually(PeekUntilCallable callable) const -> bool + { + return peek_continually_internal(Consume::Yes, callable); + } + + /* + auto TokenParser::peek_and_ignore_until(int type) const -> std::optional> + { + //return std::ref(m_tokenizer.get_tokens()[0]); + //return std::nullopt; + + //for (const auto& token : m_tokenizer.get_tokens()) + auto& tokens = m_tokenizer.get_tokens(); + size_t num_tokens = tokens.size(); + size_t next_token_index = m_current_token_index + 1; + for (size_t i = next_token_index; i < num_tokens; ++i) + { + if (tokens[i].get_type() == type) + { + return std::ref(tokens[i]); + } + } + + return std::nullopt; + } + //*/ + + auto TokenParser::calc_next_token_offset(size_t current_offset, PeekDirection peek_direction) const -> size_t + { + switch (peek_direction) + { + case TokenParser::PeekDirection::Forward: + return ++current_offset; + case TokenParser::PeekDirection::Backward: + return --current_offset; + } + + throw std::runtime_error{ "[calc_next_token_offset] Invalid PeekDirection" }; + } + + auto TokenParser::peek_until_internal(Consume consume, const std::vector& find_types, PeekUntilCallable callable, PeekDirection peek_direction) const -> void + { + const auto& tokens = m_tokenizer.get_tokens(); + size_t num_tokens = tokens.size(); + + size_t peek_i{ m_current_token_index_being_parsed }; + size_t& i = get_start_token_index_ref(peek_direction, consume, peek_i); + + size_t next_token_index = calc_next_token_offset(i, peek_direction); + for (i = next_token_index; i < num_tokens; i = calc_next_token_offset(i, peek_direction)) + { + bool master_break{}; + const auto& token = tokens[i]; + + for (const auto& find_type : find_types) + { + if (callable(token) || token.get_type() == find_type) + { + master_break = true; + break; + } + } + + if (master_break) { break; } + } + } + + auto TokenParser::peek_and_ignore_until_internal(Consume consume, const std::vector& find_types, PeekDirection peek_direction) const -> const Token& + { + const auto& tokens = m_tokenizer.get_tokens(); + size_t num_tokens = tokens.size(); + + size_t peek_i{m_current_token_index_being_parsed}; + size_t& i = get_start_token_index_ref(peek_direction, consume, peek_i); + + size_t next_token_index = calc_next_token_offset(i, peek_direction); + for (i = next_token_index; i < num_tokens; i = calc_next_token_offset(i, peek_direction)) + { + const auto& token = tokens[i]; + + for (const auto& find_type : find_types) + { + if (token.get_type() == find_type) + { + return token; + } + } + } + + return m_tokenizer.get_last_token(); + } + + auto TokenParser::peek_continually_internal(Consume consume, PeekUntilCallable callable) const -> bool + { + const auto& tokens = m_tokenizer.get_tokens(); + size_t num_tokens = tokens.size(); + + size_t peek_i{m_current_token_index_being_parsed}; + size_t& i = get_start_token_index_ref(PeekDirection::Forward, consume, peek_i); + + bool return_value{}; + size_t next_token_index = calc_next_token_offset(i, PeekDirection::Forward); + for (i = next_token_index; i < num_tokens; i = calc_next_token_offset(i, PeekDirection::Forward)) + { + const auto& token = tokens[i]; + + return_value = callable(token); + if (return_value) + { + break; + } + } + + return return_value; + } + + auto TokenParser::peek_until(const int find_type, PeekUntilCallable callable, PeekDirection peek_direction) const -> void + { + peek_until(std::vector{find_type}, callable, peek_direction); + } + + auto TokenParser::peek_until(const std::vector& find_types, PeekUntilCallable callable, PeekDirection peek_direction) const -> void + { + peek_until_internal(Consume::No, find_types, callable, peek_direction); + } + + auto TokenParser::consume_until(const int find_type, PeekUntilCallable callable, PeekDirection peek_direction) const -> void + { + consume_until(std::vector{find_type}, callable, peek_direction); + } + + auto TokenParser::consume_until(const std::vector& find_types, PeekUntilCallable callable, PeekDirection peek_direction) const -> void + { + peek_until_internal(Consume::Yes, find_types, callable, peek_direction); + } + + auto TokenParser::peek_and_ignore_until(const int find_type, PeekDirection peek_direction) const -> const Token& + { + return peek_and_ignore_until(std::vector{find_type}, peek_direction); + } + + auto TokenParser::peek_and_ignore_until(const std::vector& find_types, PeekDirection peek_direction) const -> const Token& + { + return peek_and_ignore_until_internal(Consume::No, find_types, peek_direction); + } + + auto TokenParser::consume_and_ignore_until(const int find_type, PeekDirection peek_direction) const -> const Token& + { + return consume_and_ignore_until(std::vector{find_type}, peek_direction); + } + + auto TokenParser::consume_and_ignore_until(const std::vector& find_types, PeekDirection peek_direction) const -> const Token& + { + return peek_and_ignore_until_internal(Consume::Yes, find_types, peek_direction); + } + + auto TokenParser::parse() -> void + { + const auto& tokens = m_tokenizer.get_tokens(); + for (m_current_token_index_being_parsed = 0; m_current_token_index_being_parsed < tokens.size(); ++m_current_token_index_being_parsed) + { + m_backward_token_index = m_current_token_index_being_parsed; + parse_token(tokens[m_current_token_index_being_parsed]); + } + } +} diff --git a/Dependencies/ParserBase/src/Tokenizer.cpp b/Dependencies/ParserBase/src/Tokenizer.cpp new file mode 100644 index 000000000..414b66f4c --- /dev/null +++ b/Dependencies/ParserBase/src/Tokenizer.cpp @@ -0,0 +1,270 @@ +#include +#include + +#include +#include + +namespace RC::ParserBase +{ + auto TokenContainer::add(Token token) -> size_t + { + m_tokens.emplace_back(std::move(token)); + return m_tokens.size() - 1; + } + + auto TokenContainer::set_eof_token(int token_type) -> void + { + m_eof_token_type = token_type; + m_has_eof_token_type = true; + } + + auto TokenContainer::get_all() -> const std::vector& + { + return m_tokens; + } + + auto TokenContainer::get_by_type(int type) -> Token* + { + for (auto& token : m_tokens) + { + if (token.get_type() == type) + { + return &token; + } + } + + return nullptr; + } + + auto Tokenizer::set_available_tokens(TokenContainer&& token_container) -> void + { + m_token_container = std::move(token_container); + } + + auto Tokenizer::tokenize(const File::StringType& input) -> void + { + //printf_s("Tokenizer::tokenize()\n\n"); + + if (!m_token_container.m_has_eof_token_type) + { + throw std::runtime_error{"Please call TokenContainer::set_of_token before attempting to tokenize"}; + } + + /* + printf_s("Possible tokens\n"); + for (const auto& token : m_token_container.get_all()) + { + printf_s("Token: %S\n", token.to_string().c_str()); + printf_s("Identifier: %S\n", token.get_identifier().data()); + + if (!token.get_rules().empty()) + { + printf_s("Rules\n"); + for (const auto& rule : token.get_rules()) + { + printf_s(" %S\n", rule->to_string().c_str()); + } + } + + printf_s("\n"); + } + //*/ + + if (input.empty()) + { + throw std::runtime_error{"[Tokenizer::tokenize] Input was empty"}; + } + + File::StringType a; + + const File::CharType* input_array = input.c_str(); + size_t global_cursor{}; + + auto peek = [&](File::StringType& out_str, const File::CharType* character, size_t num_chars) -> void { + if (global_cursor + num_chars <= input.size()) + { + for (size_t i = 0; i < num_chars; ++i) + { + out_str += *character; + ++character; + } + } + }; + + auto try_find_token_identifier = [&](const Token& token_to_find) -> int { + //File::StringType b; + int local_cursor{}; + + for (const File::CharType* c = &input_array[global_cursor+1]; local_cursor < input.size() - global_cursor; ++c, ++local_cursor) + { + File::StringViewType identifier_to_find = token_to_find.get_identifier(); + File::StringType compare_to; + peek(compare_to, c, identifier_to_find.size()); + + if (identifier_to_find == compare_to) + { + return local_cursor; + } + + /* + if (*c == identifier_to_find[0]) + { + // The first character matches the first character of the identifier + if (identifier_to_find.size() == 1) + { + // The size of the identifier to find is 1, then we've found the identifier, exit early + return local_cursor; + } + + // Add it to 'b' and step forward + b += *c; + } + else if (b == identifier_to_find) + { + return local_cursor; + } + else if (b.size() > 0) + { + b.clear(); + } + //*/ + } + + return -1; + }; + + struct TokenFoundWrapper + { + const Token* token{nullptr}; + bool matched_anything{false}; + }; + + File::StringType current_empty_token{}; + File::StringType empty_token_data{}; + TokenFoundWrapper empty_token{}; + size_t start_of_empty_token{}; + bool start_of_empty_token_set{}; + const File::CharType* c = input_array; + + auto deal_with_possible_empty_token = [&]() { + if (empty_token.token) + { + empty_token.token->m_start = start_of_empty_token; + empty_token.token->m_end = global_cursor - 1; + empty_token.token->m_line = m_current_line; + empty_token.token->m_column = m_current_column + 1; + m_tokens_in_input.emplace_back(*empty_token.token); + empty_token_data.clear(); + empty_token = {}; + start_of_empty_token_set = false; + } + }; + + for (; global_cursor < input.size(); ++c, ++global_cursor) + { + TokenFoundWrapper token_found{}; + + if (c && *c == L'\n') + { + ++m_current_line; + m_current_column = 0; + } + else + { + ++m_current_column; + } + + for (auto& token : m_token_container.get_all()) + { + int advance_cursor_by{-1}; + bool all_rules_obeyed{true}; + + File::StringViewType identifier_to_find = token.get_identifier(); + File::StringType compare_to; + size_t identifier_size = identifier_to_find.size(); + peek(compare_to, c, identifier_size); + bool identifier_should_match_all = identifier_to_find.empty(); + + // Empty identifier matches everything + if (identifier_to_find == compare_to || identifier_should_match_all) + { + for (const auto& rule : token.get_rules()) + { + advance_cursor_by = rule->exec(token, c, global_cursor, *this); + + if (advance_cursor_by == -1) + { + all_rules_obeyed = false; + } + } + + if (all_rules_obeyed/* && !identifier_should_match_all*/) + { + // current_empty_token.clear(); + token_found = {.token = &token, .matched_anything = identifier_should_match_all}; + token_found.token->m_start = global_cursor; + + if (identifier_size > 1) + { + advance_cursor_by += static_cast(advance_cursor_by == -1 ? identifier_size : identifier_size - 1); + } + + if (advance_cursor_by > 0) + { + c += advance_cursor_by; + global_cursor += advance_cursor_by; + m_current_column += advance_cursor_by; + } + + token_found.token->m_end = global_cursor; + + if (!identifier_should_match_all) + { + break; + } + } + } + } + + if (token_found.token) + { + if (token_found.matched_anything) + { + if (!start_of_empty_token_set) + { + start_of_empty_token = global_cursor; + start_of_empty_token_set = true; + } + + empty_token_data += *c; + empty_token = token_found; + } + else + { + deal_with_possible_empty_token(); + + token_found.token->m_line = m_current_line; + token_found.token->m_column = m_current_column; + m_tokens_in_input.emplace_back(*token_found.token); + a.clear(); + } + } + } + + // Deal with the last token right before end-of-file + // This is required because the loop above stops at end-of-file without processing it + deal_with_possible_empty_token(); + + m_tokens_in_input.emplace_back(Token{m_token_container.m_eof_token_type, STR("EndOfFile"), STR("--EOF-DO-NOT-PARSE--")}); + } + + auto Tokenizer::get_tokens() const -> const std::vector& + { + return m_tokens_in_input; + } + + auto Tokenizer::get_last_token() const -> const Token& + { + return m_tokens_in_input.back(); + } +} diff --git a/Dependencies/ScopedTimer b/Dependencies/ScopedTimer deleted file mode 160000 index 47641f248..000000000 --- a/Dependencies/ScopedTimer +++ /dev/null @@ -1 +0,0 @@ -Subproject commit 47641f24851a7c65cd529104770cd1ac0edad637 diff --git a/Dependencies/ScopedTimer/CMakeLists.txt b/Dependencies/ScopedTimer/CMakeLists.txt new file mode 100644 index 000000000..6141477ca --- /dev/null +++ b/Dependencies/ScopedTimer/CMakeLists.txt @@ -0,0 +1,8 @@ +cmake_minimum_required(VERSION 3.18) + +set(TARGET ScopedTimer) +project(${TARGET}) +message("Project: ${TARGET} (HEADER-ONLY)") + +add_library(${TARGET} INTERFACE) +target_include_directories(${TARGET} INTERFACE ${CMAKE_CURRENT_SOURCE_DIR}/include) diff --git a/Dependencies/ScopedTimer/LICENSE b/Dependencies/ScopedTimer/LICENSE new file mode 100644 index 000000000..eee4c9316 --- /dev/null +++ b/Dependencies/ScopedTimer/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2022 Narknon + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Dependencies/ScopedTimer/include/Timer/ScopedTimer.hpp b/Dependencies/ScopedTimer/include/Timer/ScopedTimer.hpp new file mode 100644 index 000000000..cdca69b37 --- /dev/null +++ b/Dependencies/ScopedTimer/include/Timer/ScopedTimer.hpp @@ -0,0 +1,38 @@ +#ifndef UE4SS_REWRITTEN_SCOPEDTIMER_HPP +#define UE4SS_REWRITTEN_SCOPEDTIMER_HPP + +#include + +namespace RC +{ + class ScopedTimer + { + private: + std::chrono::time_point m_start; + double* m_dur_storage; + bool m_timer_stopped{}; + + public: + ScopedTimer(double* dur_storage) : m_start(std::chrono::steady_clock::now()), m_dur_storage(dur_storage) {} + + ~ScopedTimer() + { + stop_timer(); + } + + public: + auto stop_timer() -> void + { + if (!m_timer_stopped) + { + std::chrono::time_point end = std::chrono::steady_clock::now(); + std::chrono::duration a = end - m_start; + *m_dur_storage = a.count(); + m_timer_stopped = true; + } + } + }; +} + + +#endif //UE4SS_REWRITTEN_SCOPEDTIMER_HPP diff --git a/Dependencies/SinglePassSigScanner b/Dependencies/SinglePassSigScanner deleted file mode 160000 index f03634cc8..000000000 --- a/Dependencies/SinglePassSigScanner +++ /dev/null @@ -1 +0,0 @@ -Subproject commit f03634cc83883e7dfc851701c77fee6c3f35c5a8 diff --git a/Dependencies/SinglePassSigScanner/CMakeLists.txt b/Dependencies/SinglePassSigScanner/CMakeLists.txt new file mode 100644 index 000000000..8cd75649a --- /dev/null +++ b/Dependencies/SinglePassSigScanner/CMakeLists.txt @@ -0,0 +1,28 @@ +cmake_minimum_required(VERSION 3.18) + +set(TARGET SinglePassSigScanner) +project(${TARGET}) + +set(${TARGET}_Sources + "${CMAKE_CURRENT_SOURCE_DIR}/src/SinglePassSigScanner.cpp" + ) + +string(REGEX REPLACE "(.)([A-Z])" "\\1_\\2" MODULE_NAME ${TARGET}) +string(TOUPPER ${MODULE_NAME} MODULE_NAME) + +if ((NOT DEFINED BUILD_SHARED_LIBS) OR (NOT (${BUILD_SHARED_LIBS}))) + set(BUILD_STATIC 1) + set(BUILD_SHARED 0) + message("Project: ${TARGET} (STATIC)") +else () + set(BUILD_STATIC 0) + set(BUILD_SHARED 1) + message("Project: ${TARGET} (SHARED)") +endif () + +add_library(${TARGET} ${${TARGET}_Sources}) +target_include_directories(${TARGET} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include) +target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) +target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS}) +target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) +target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) diff --git a/Dependencies/SinglePassSigScanner/LICENSE b/Dependencies/SinglePassSigScanner/LICENSE new file mode 100644 index 000000000..eee4c9316 --- /dev/null +++ b/Dependencies/SinglePassSigScanner/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2022 Narknon + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Dependencies/SinglePassSigScanner/include/SigScanner/Common.hpp b/Dependencies/SinglePassSigScanner/include/SigScanner/Common.hpp new file mode 100644 index 000000000..370083e0f --- /dev/null +++ b/Dependencies/SinglePassSigScanner/include/SigScanner/Common.hpp @@ -0,0 +1,20 @@ +#ifndef RC_SINGLE_PASS_SIG_SCANNER_COMMON_HPP +#define RC_SINGLE_PASS_SIG_SCANNER_COMMON_HPP + +#ifndef RC_SINGLE_PASS_SIG_SCANNER_EXPORTS +#ifndef RC_SINGLE_PASS_SIG_SCANNER_BUILD_STATIC +#ifndef RC_SPSS_API +#define RC_SPSS_API __declspec(dllimport) +#endif +#else +#ifndef RC_SPSS_API +#define RC_SPSS_API +#endif +#endif +#else +#ifndef RC_SPSS_API +#define RC_SPSS_API __declspec(dllexport) +#endif +#endif + +#endif //RC_SINGLE_PASS_SIG_SCANNER_COMMON_HPP diff --git a/Dependencies/SinglePassSigScanner/include/SigScanner/SinglePassSigScanner.hpp b/Dependencies/SinglePassSigScanner/include/SigScanner/SinglePassSigScanner.hpp new file mode 100644 index 000000000..0a3d4b6fe --- /dev/null +++ b/Dependencies/SinglePassSigScanner/include/SigScanner/SinglePassSigScanner.hpp @@ -0,0 +1,323 @@ +#ifndef RC_SINGLE_PASS_SIG_SCANNER_HPP +#define RC_SINGLE_PASS_SIG_SCANNER_HPP + +//#include +//#include +//#include +//#include +//#include +//#include +//#include +//#include + +#include +#include +#include +#include + +#include + +#define HI_NIBBLE(b) (((b) >> 4) & 0x0F) +#define LO_NIBBLE(b) ((b) & 0x0F) + +// Windows.h forward declarations +struct _SYSTEM_INFO; +typedef _SYSTEM_INFO SYSTEM_INFO; +struct _MODULEINFO; +typedef _MODULEINFO MODULEINFO; + +namespace RC +{ + // Windows structs, to prevent the need to include Windows.h in this header + struct WIN_MODULEINFO + { + void* lpBaseOfDll; + unsigned long SizeOfImage; + void* EntryPoint; + + RC_SPSS_API auto operator=(MODULEINFO) -> WIN_MODULEINFO&; + }; + + enum class ScanTarget + { + MainExe, + + AIModule, + Analytics, + AnalyticsET, + AnimationCore, + AnimGraphRuntime, + AppFramework, + ApplicationCore, + AssetRegistry, + AudioCaptureCore, + AudioCaptureRtAudio, + AudioExtensions, + AudioMixer, + AudioMixerCore, + AudioMixerXAudio2, + AudioPlatformConfiguration, + AugmentedReality, + AVEncoder, + AVIWriter, + BuildPatchServices, + BuildSettings, + Cbor, + CEF3Utils, + Chaos, + ChaosCore, + ChaosSolverEngine, + ChaosSolvers, + CinematicCamera, + ClothingSystemRuntimeCommon, + ClothingSystemRuntimeInterface, + ClothingSystemRuntimeNv, + Core, + CoreUObject, + CrunchCompression, + D3D11RHI, + D3D12RHI, + Engine, + EngineMessages, + EngineSettings, + EyeTracker, + FieldSystemCore, + FieldSystemEngine, + FieldSystemSimulationCore, + Foliage, + GameplayMediaEncoder, + GameplayTags, + GameplayTasks, + GeometryCollectionCore, + GeometryCollectionEngine, + GeometryCollectionSimulationCore, + HeadMountedDisplay, + HTTP, + HttpNetworkReplayStreaming, + HTTPServer, + Icmp, + ImageCore, + ImageWrapper, + ImageWriteQueue, + InputCore, + InputDevice, + InstallBundleManager, + InstancedSplines, + InteractiveToolsFramework, + Json, + JsonUtilities, + Landscape, + LauncherCheck, + LauncherPlatform, + LevelSequence, + LocalFileNetworkReplayStreaming, + MaterialShaderQualitySettings, + Media, + MediaAssets, + MediaUtils, + MeshDescription, + MeshUtilitiesCommon, + Messaging, + MessagingCommon, + MoviePlayer, + MovieScene, + MovieSceneCapture, + MovieSceneTracks, + MRMesh, + NavigationSystem, + Navmesh, + NetCore, + Networking, + NetworkReplayStreaming, + NonRealtimeAudioRenderer, + NullDrv, + NullNetworkReplayStreaming, + OpenGLDrv, + Overlay, + PacketHandler, + PakFile, + PerfCounters, + PhysicsCore, + PhysicsSQ, + PhysXCooking, + PreLoadScreen, + Projects, + PropertyPath, + RawMesh, + ReliabilityHandlerComponent, + RenderCore, + Renderer, + RHI, + RSA, + SandboxFile, + Serialization, + SessionMessages, + SessionServices, + SignalProcessing, + Slate, + SlateCore, + SlateNullRenderer, + SlateRHIRenderer, + Sockets, + SoundFieldRendering, + SSL, + StaticMeshDescription, + StreamingPauseRendering, + SynthBenchmark, + TimeManagement, + TraceLog, + UELibSampleRate, + UMG, + VectorVM, + Voice, + Voronoi, + VulkanRHI, + WebBrowser, + WindowsPlatformFeatures, + XAudio2, + + Max, + }; + + auto RC_SPSS_API ScanTargetToString(ScanTarget scan_target) -> std::string; + auto RC_SPSS_API ScanTargetToString(size_t scan_target) -> std::string; + + class RC_SPSS_API ScanTargetArray + { + public: + std::array(ScanTarget::Max)> array{}; + + auto operator[](ScanTarget index) -> MODULEINFO&; + }; + + // Static storage to be used across all sig scanner types + // At the moment the only scanner type that exists is SinglePassScanner + // In the future there might be a multi-threaded version of SinglePassScanner + class RC_SPSS_API SigScannerStaticData + { + public: + // Store all of the MODULEINFO structs for all of the scan targets + // Can a vector of something non-windows be stored here and then a static MODULEINFO can be created in the cpp file ? + static ScanTargetArray m_modules_info; + static bool m_is_modular; + }; + + struct RC_SPSS_API SignatureContainerLight + { + // The scanner will set this to whichever signature a match was found for + size_t index_into_signatures{}; + + // The scanner will set this to the address of the current match (if a match was found) + // This is guaranteed to be non-null when 'callable' is called + uint8_t* match_address{}; + }; + + struct RC_SPSS_API SignatureData + { + const char* signature; + + // TODO: Add 'ScanTarget' in here and remove 'ScanTarget' from the 'start_scan' function + + // The user-code can cast the custom data to their own enum type before using + // It will be zero-defaulted in the event of no custom data being supplied + int32_t custom_data{}; + }; + + class SignatureContainer + { + private: + // Member variables in this class shouldn't be mutable outside of the scanner internals + // They cannot simply be private because this class isn't part of the scanner + // They cannot be const because they need to be mutated by the scanner + // The solution is to make everything private and give the scanner access by using the 'friend' keyword + friend class SinglePassScanner; + + private: + const std::vector signatures; + const std::function on_match_found; + const std::function on_scan_finished; + + // Whether to store the results and pass them to on_scan_completed + const bool store_results{}; + + // The scanner will store results in here if 'store_results' is true + std::vector result_store{}; + + // True if the scan was successful, otherwise false + bool did_succeed{false}; + + // The scanner will use this to cancel all future calls to 'callable' if the 'callable' signaled + bool ignore{}; + + // The scanner will set this to whichever signature a match was found for + size_t index_into_signatures{}; + + // The scanner will set this to the address of the current match (if a match was found) + // This is guaranteed to be non-null when 'callable' is called + uint8_t* match_address{}; + + // The scanner will set this to the size of the signature that was matched + size_t match_signature_size{}; + + public: + template + SignatureContainer( + std::vector sig_param, + OnMatchFound on_match_found_param, + OnScanFinished on_scan_finished_param + ): + signatures(std::move(sig_param)), + on_match_found(on_match_found_param), + on_scan_finished(on_scan_finished_param) {} + + template + SignatureContainer( + std::vector sig_param, + OnMatchFound on_match_found_param, + OnScanFinished on_scan_finished_param, + bool store_results_param + ): + signatures(std::move(sig_param)), + on_match_found(on_match_found_param), + on_scan_finished(on_scan_finished_param), + store_results(store_results_param) {} + + public: + [[nodiscard]] auto get_match_address() const -> uint8_t* { return match_address; } + [[nodiscard]] auto get_index_into_signatures() const -> size_t { return index_into_signatures; } + [[nodiscard]] auto get_did_succeed() -> bool& { return did_succeed; } + [[nodiscard]] auto get_did_succeed() const -> bool { return did_succeed; } + [[nodiscard]] auto get_signatures() const -> const std::vector& { return signatures; } + [[nodiscard]] auto get_result_store() const -> const std::vector& { return result_store; } + [[nodiscard]] auto get_match_signature_size() const -> size_t { return match_signature_size; } + }; + + class SinglePassScanner + { + private: + static std::mutex m_scanner_mutex; + + public: + RC_SPSS_API static uint32_t m_num_threads ; + + // The minimum size a module has to be for multi-threading to be enabled + // Smaller modules might increase the cost of scanning due to the cost of creating threads + RC_SPSS_API static uint32_t m_multithreading_module_size_threshold ; + + + private: + RC_SPSS_API auto static string_to_vector(const char* signature) -> std::vector; + RC_SPSS_API auto static string_to_vector(const std::vector& signatures) -> std::vector>; + + public: + RC_SPSS_API auto static scanner_work_thread(uint8_t* start_address, uint8_t* end_address, SYSTEM_INFO& info, std::vector& signature_containers) -> void; + + using SignatureContainerMap = std::unordered_map>; + RC_SPSS_API auto static start_scan(SignatureContainerMap& signature_containers) -> void; + + RC_SPSS_API auto static string_scan(std::wstring_view string_to_scan_for, ScanTarget = ScanTarget::MainExe) -> void*; + }; +} + + +#endif //RC_SINGLE_PASS_SIG_SCANNER_HPP diff --git a/Dependencies/SinglePassSigScanner/src/SinglePassSigScanner.cpp b/Dependencies/SinglePassSigScanner/src/SinglePassSigScanner.cpp new file mode 100644 index 000000000..7b1700580 --- /dev/null +++ b/Dependencies/SinglePassSigScanner/src/SinglePassSigScanner.cpp @@ -0,0 +1,618 @@ +#include +#include +#include + +#define NOMINMAX +#include +#include + +#include + +namespace RC +{ + ScanTargetArray SigScannerStaticData::m_modules_info; + bool SigScannerStaticData::m_is_modular; + + uint32_t SinglePassScanner::m_num_threads = 8; + uint32_t SinglePassScanner::m_multithreading_module_size_threshold = 0x1000000; + std::mutex SinglePassScanner::m_scanner_mutex{}; + + auto WIN_MODULEINFO::operator=(MODULEINFO other) -> WIN_MODULEINFO& + { + lpBaseOfDll = other.lpBaseOfDll; + SizeOfImage = other.SizeOfImage; + EntryPoint = other.EntryPoint; + return *this; + } + + auto ScanTargetArray::operator[](ScanTarget index) -> MODULEINFO& + { + return *std::bit_cast(&array[static_cast(index)]); + } + + auto ScanTargetToString(ScanTarget scan_target) -> std::string + { + switch (scan_target) + { + case ScanTarget::MainExe: + return {"MainExe"}; + case ScanTarget::AIModule: + return {"AIModule"}; + case ScanTarget::Analytics: + return {"Analytics"}; + case ScanTarget::AnalyticsET: + return {"AnalyticsET"}; + case ScanTarget::AnimationCore: + return {"AnimationCore"}; + case ScanTarget::AnimGraphRuntime: + return {"AnimGraphRuntime"}; + case ScanTarget::AppFramework: + return {"AppFramework"}; + case ScanTarget::ApplicationCore: + return {"ApplicationCore"}; + case ScanTarget::AssetRegistry: + return {"AssetRegistry"}; + case ScanTarget::AudioCaptureCore: + return {"AudioCaptureCore"}; + case ScanTarget::AudioCaptureRtAudio: + return {"AudioCaptureRtAudio"}; + case ScanTarget::AudioExtensions: + return {"AudioExtensions"}; + case ScanTarget::AudioMixer: + return {"AudioMixer"}; + case ScanTarget::AudioMixerCore: + return {"AudioMixerCore"}; + case ScanTarget::AudioMixerXAudio2: + return {"AudioMixerXAudio2"}; + case ScanTarget::AudioPlatformConfiguration: + return {"AudioPlatformConfiguration"}; + case ScanTarget::AugmentedReality: + return {"AugmentedReality"}; + case ScanTarget::AVEncoder: + return {"AVEncoder"}; + case ScanTarget::AVIWriter: + return {"AVIWriter"}; + case ScanTarget::BuildPatchServices: + return {"BuildPatchServices"}; + case ScanTarget::BuildSettings: + return {"BuildSettings"}; + case ScanTarget::Cbor: + return {"Cbor"}; + case ScanTarget::CEF3Utils: + return {"CEF3Utils"}; + case ScanTarget::Chaos: + return {"Chaos"}; + case ScanTarget::ChaosCore: + return {"ChaosCore"}; + case ScanTarget::ChaosSolverEngine: + return {"ChaosSolverEngine"}; + case ScanTarget::ChaosSolvers: + return {"ChaosSolvers"}; + case ScanTarget::CinematicCamera: + return {"CinematicCamera"}; + case ScanTarget::ClothingSystemRuntimeCommon: + return {"ClothingSystemRuntimeCommon"}; + case ScanTarget::ClothingSystemRuntimeInterface: + return {"ClothingSystemRuntimeInterface"}; + case ScanTarget::ClothingSystemRuntimeNv: + return {"ClothingSystemRuntimeNv"}; + case ScanTarget::Core: + return {"Core"}; + case ScanTarget::CoreUObject: + return {"CoreUObject"}; + case ScanTarget::CrunchCompression: + return {"CrunchCompression"}; + case ScanTarget::D3D11RHI: + return {"D3D11RHI"}; + case ScanTarget::D3D12RHI: + return {"D3D12RHI"}; + case ScanTarget::Engine: + return {"Engine"}; + case ScanTarget::EngineMessages: + return {"EngineMessages"}; + case ScanTarget::EngineSettings: + return {"EngineSettings"}; + case ScanTarget::EyeTracker: + return {"EyeTracker"}; + case ScanTarget::FieldSystemCore: + return {"FieldSystemCore"}; + case ScanTarget::FieldSystemEngine: + return {"FieldSystemEngine"}; + case ScanTarget::FieldSystemSimulationCore: + return {"FieldSystemSimulationCore"}; + case ScanTarget::Foliage: + return {"Foliage"}; + case ScanTarget::GameplayMediaEncoder: + return {"GameplayMediaEncoder"}; + case ScanTarget::GameplayTags: + return {"GameplayTags"}; + case ScanTarget::GameplayTasks: + return {"GameplayTasks"}; + case ScanTarget::GeometryCollectionCore: + return {"GeometryCollectionCore"}; + case ScanTarget::GeometryCollectionEngine: + return {"GeometryCollectionEngine"}; + case ScanTarget::GeometryCollectionSimulationCore: + return {"GeometryCollectionSimulationCore"}; + case ScanTarget::HeadMountedDisplay: + return {"HeadMountedDisplay"}; + case ScanTarget::HTTP: + return {"HTTP"}; + case ScanTarget::HttpNetworkReplayStreaming: + return {"HttpNetworkReplayStreaming"}; + case ScanTarget::HTTPServer: + return {"HTTPServer"}; + case ScanTarget::Icmp: + return {"Icmp"}; + case ScanTarget::ImageCore: + return {"ImageCore"}; + case ScanTarget::ImageWrapper: + return {"ImageWrapper"}; + case ScanTarget::ImageWriteQueue: + return {"ImageWriteQueue"}; + case ScanTarget::InputCore: + return {"InputCore"}; + case ScanTarget::InputDevice: + return {"InputDevice"}; + case ScanTarget::InstallBundleManager: + return {"InstallBundleManager"}; + case ScanTarget::InstancedSplines: + return {"InstancedSplines"}; + case ScanTarget::InteractiveToolsFramework: + return {"InteractiveToolsFramework"}; + case ScanTarget::Json: + return {"Json"}; + case ScanTarget::JsonUtilities: + return {"JsonUtilities"}; + case ScanTarget::Landscape: + return {"Landscape"}; + case ScanTarget::LauncherCheck: + return {"LauncherCheck"}; + case ScanTarget::LauncherPlatform: + return {"LauncherPlatform"}; + case ScanTarget::LevelSequence: + return {"LevelSequence"}; + case ScanTarget::LocalFileNetworkReplayStreaming: + return {"LocalFileNetworkReplayStreaming"}; + case ScanTarget::MaterialShaderQualitySettings: + return {"MaterialShaderQualitySettings"}; + case ScanTarget::Media: + return {"Media"}; + case ScanTarget::MediaAssets: + return {"MediaAssets"}; + case ScanTarget::MediaUtils: + return {"MediaUtils"}; + case ScanTarget::MeshDescription: + return {"MeshDescription"}; + case ScanTarget::MeshUtilitiesCommon: + return {"MeshUtilitiesCommon"}; + case ScanTarget::Messaging: + return {"Messaging"}; + case ScanTarget::MessagingCommon: + return {"MessagingCommon"}; + case ScanTarget::MoviePlayer: + return {"MoviePlayer"}; + case ScanTarget::MovieScene: + return {"MovieScene"}; + case ScanTarget::MovieSceneCapture: + return {"MovieSceneCapture"}; + case ScanTarget::MovieSceneTracks: + return {"MovieSceneTracks"}; + case ScanTarget::MRMesh: + return {"MRMesh"}; + case ScanTarget::NavigationSystem: + return {"NavigationSystem"}; + case ScanTarget::Navmesh: + return {"Navmesh"}; + case ScanTarget::NetCore: + return {"NetCore"}; + case ScanTarget::Networking: + return {"Networking"}; + case ScanTarget::NetworkReplayStreaming: + return {"NetworkReplayStreaming"}; + case ScanTarget::NonRealtimeAudioRenderer: + return {"NonRealtimeAudioRenderer"}; + case ScanTarget::NullDrv: + return {"NullDrv"}; + case ScanTarget::NullNetworkReplayStreaming: + return {"NullNetworkReplayStreaming"}; + case ScanTarget::OpenGLDrv: + return {"OpenGLDrv"}; + case ScanTarget::Overlay: + return {"Overlay"}; + case ScanTarget::PacketHandler: + return {"PacketHandler"}; + case ScanTarget::PakFile: + return {"PakFile"}; + case ScanTarget::PerfCounters: + return {"PerfCounters"}; + case ScanTarget::PhysicsCore: + return {"PhysicsCore"}; + case ScanTarget::PhysicsSQ: + return {"PhysicsSQ"}; + case ScanTarget::PhysXCooking: + return {"PhysXCooking"}; + case ScanTarget::PreLoadScreen: + return {"PreLoadScreen"}; + case ScanTarget::Projects: + return {"Projects"}; + case ScanTarget::PropertyPath: + return {"PropertyPath"}; + case ScanTarget::RawMesh: + return {"RawMesh"}; + case ScanTarget::ReliabilityHandlerComponent: + return {"ReliabilityHandlerComponent"}; + case ScanTarget::RenderCore: + return {"RenderCore"}; + case ScanTarget::Renderer: + return {"Renderer"}; + case ScanTarget::RHI: + return {"RHI"}; + case ScanTarget::RSA: + return {"RSA"}; + case ScanTarget::SandboxFile: + return {"SandboxFile"}; + case ScanTarget::Serialization: + return {"Serialization"}; + case ScanTarget::SessionMessages: + return {"SessionMessages"}; + case ScanTarget::SessionServices: + return {"SessionServices"}; + case ScanTarget::SignalProcessing: + return {"SignalProcessing"}; + case ScanTarget::Slate: + return {"Slate"}; + case ScanTarget::SlateCore: + return {"SlateCore"}; + case ScanTarget::SlateNullRenderer: + return {"SlateNullRenderer"}; + case ScanTarget::SlateRHIRenderer: + return {"SlateRHIRenderer"}; + case ScanTarget::Sockets: + return {"Sockets"}; + case ScanTarget::SoundFieldRendering: + return {"SoundFieldRendering"}; + case ScanTarget::SSL: + return {"SSL"}; + case ScanTarget::StaticMeshDescription: + return {"StaticMeshDescription"}; + case ScanTarget::StreamingPauseRendering: + return {"StreamingPauseRendering"}; + case ScanTarget::SynthBenchmark: + return {"SynthBenchmark"}; + case ScanTarget::TimeManagement: + return {"TimeManagement"}; + case ScanTarget::TraceLog: + return {"TraceLog"}; + case ScanTarget::UELibSampleRate: + return {"UELibSampleRate"}; + case ScanTarget::UMG: + return {"UMG"}; + case ScanTarget::VectorVM: + return {"VectorVM"}; + case ScanTarget::Voice: + return {"Voice"}; + case ScanTarget::Voronoi: + return {"Voronoi"}; + case ScanTarget::VulkanRHI: + return {"VulkanRHI"}; + case ScanTarget::WebBrowser: + return {"WebBrowser"}; + case ScanTarget::WindowsPlatformFeatures: + return {"WindowsPlatformFeatures"}; + case ScanTarget::XAudio2: + return {"XAudio2"}; + case ScanTarget::Max: + return {"Max"}; + } + + throw std::runtime_error{std::format("Invalid param for ScanTargetToString, param: {}", static_cast(scan_target))}; + } + + auto ScanTargetToString(size_t scan_target) -> std::string + { + return ScanTargetToString(static_cast(scan_target)); + } + + + static auto ConvertHexCharToInt(char ch) -> int + { + if (ch >= '0' && ch <= '9') + return ch - '0'; + if (ch >= 'A' && ch <= 'F') + return ch - 'A' + 10; + if (ch >= 'a' && ch <= 'f') + return ch - 'a' + 10; + return -1; + } + + auto SinglePassScanner::string_to_vector(const char* signature) -> std::vector + { + std::vector bytes; + char* const start = const_cast(signature); + char* const end = const_cast(signature) + strlen(signature); + + for (char* current = start; current < end; current++) + { + if (*current == '?') + { + bytes.push_back(-1); + } + else if (std::isxdigit(*current)) + { + bytes.push_back(ConvertHexCharToInt(*current)); + } + } + + return bytes; + } + + auto SinglePassScanner::string_to_vector(const std::vector& signatures) -> std::vector> + { + std::vector> vector_of_signatures; + vector_of_signatures.reserve(signatures.size()); + + for (const auto& signature_data : signatures) + { + vector_of_signatures.emplace_back(string_to_vector(signature_data.signature)); + } + + return vector_of_signatures; + } + + auto SinglePassScanner::string_scan(std::wstring_view string_to_scan_for, ScanTarget scan_target) -> void* + { + auto module = SigScannerStaticData::m_modules_info[scan_target]; + + auto start_address = static_cast(module.lpBaseOfDll); + auto end_address = static_cast(module.lpBaseOfDll) + module.SizeOfImage; + + MEMORY_BASIC_INFORMATION memory_info{nullptr}; + DWORD protect_flags = PAGE_GUARD | PAGE_NOCACHE | PAGE_NOACCESS; + + void* address_found{}; + + for (uint8_t* i = start_address; i < end_address; ++i) + { + if (VirtualQuery(i, &memory_info, sizeof(memory_info))) + { + if (memory_info.Protect & protect_flags || !(memory_info.State & MEM_COMMIT)) + { + i += memory_info.RegionSize; + continue; + } + + uint8_t* region_end = static_cast(memory_info.BaseAddress) + memory_info.RegionSize; + + for (uint8_t* region_start = static_cast(memory_info.BaseAddress); region_start < region_end; ++region_start) + { + if (region_start > end_address || region_start + string_to_scan_for.size() > end_address) { break; } + + std::wstring_view maybe_string = std::wstring_view((const wchar_t*)region_start, string_to_scan_for.size()); + if (maybe_string == string_to_scan_for) + { + address_found = region_start; + break; + } + } + + if (address_found) { break; } + i = static_cast(memory_info.BaseAddress) + memory_info.RegionSize; + } + } + + return address_found; + } + + auto SinglePassScanner::scanner_work_thread(uint8_t* start_address, uint8_t* end_address, SYSTEM_INFO& info, std::vector& signature_containers) -> void + { + if (!start_address) { start_address = static_cast(info.lpMinimumApplicationAddress); } + if (!end_address) { start_address = static_cast(info.lpMaximumApplicationAddress); } + + MEMORY_BASIC_INFORMATION memory_info{nullptr}; + DWORD protect_flags = PAGE_GUARD | PAGE_NOCACHE | PAGE_NOACCESS; + + // TODO: Nasty nasty nasty. Come up with a better solution... wtf + // It should ideally be able to work with the char* directly instead of converting to to vectors of ints + // The reason why working directly with the char* is a problem is that it's expensive to convert a hex char to an int + // Also look at the comments below + std::vector>> vector_of_sigs; + + //const std::regex signature_validity_regex(R"(^([0-9A-F\?] )([0-9A-F\?]\/[0-9A-F\?] )*([0-9A-F\?])$)"); + + // Making a vector here to be identical to the SignatureContainer vector + // The difference is that it stores the sigs converted from char* to std::vector + // This makes it easier to work with even if it's wasteful + // This should not be done in the nested loops below because this operation is very slow + vector_of_sigs.reserve(signature_containers.size()); + for (const auto& container : signature_containers) + { + // Only continue if the signature is properly formatted + for (const auto& signature_data : container.signatures) + { + // Bring this code back when both: + // A. The regex has been updated to take into consideration. + // B. The threads have been synced before the scan to verify that all threads are scanning for valid signatures. + //if (!std::regex_search(signature_data.signature, signature_validity_regex)) + //{ + // throw std::runtime_error{std::format("[SinglePassSigScanner::start_scan] A signature is improperly formatted. Signature: {}", signature_data.signature)}; + //} + } + + // Signatures for this container + vector_of_sigs.emplace_back(string_to_vector(container.signatures)); + } + + // Loop everything + for (uint8_t* i = start_address; i < end_address; ++i) + { + // Populate memory_info if VirtualQuery doesn't fail + if (VirtualQuery(i, &memory_info, sizeof(memory_info))) + { + // If the "protect flags" or state are undesired for this region then skip to the next iteration of the loop + if (memory_info.Protect & protect_flags || !(memory_info.State & MEM_COMMIT)) + { + i += memory_info.RegionSize; + continue; + } + + uint8_t* region_end = static_cast(memory_info.BaseAddress) + memory_info.RegionSize; + + for (uint8_t* region_start = static_cast(memory_info.BaseAddress); region_start < region_end; ++region_start) + { + if (region_start > end_address) { break; } + + bool skip_to_next_container{}; + + for (size_t container_index = 0; const auto& int_container : vector_of_sigs) + { + for (size_t signature_index = 0; const auto& sig : int_container) + { + // If the container is refusing more calls then skip to the next container + if (signature_containers[container_index].ignore) { break; } + + // Skip if we're about to dereference uninitialized memory + if (region_start + sig.size() > region_end) { break; } + + for (size_t sig_i = 0; sig_i < sig.size(); sig_i += 2) + { + if (sig.at(sig_i) != -1 && sig.at(sig_i) != HI_NIBBLE(*(byte*)(region_start + (sig_i / 2))) || sig.at(sig_i + 1) != -1 && sig.at(sig_i + 1) != LO_NIBBLE(*(byte*)(region_start + (sig_i / 2)))) + { + break; + } + + if (sig_i + 2 == sig.size()) + { + { + std::lock_guard safe_scope(m_scanner_mutex); + + // Checking for the second time if the container is refusing more calls + // This is required when multi-threading is enabled + if (signature_containers[container_index].ignore) + { + skip_to_next_container = true; + break; + } + + // One of the signatures have found a full match so lets forward the details to the callable + signature_containers[container_index].index_into_signatures = signature_index; + signature_containers[container_index].match_address = region_start; + signature_containers[container_index].match_signature_size = sig.size() / 2; + + skip_to_next_container = signature_containers[container_index].on_match_found(signature_containers[container_index]); + signature_containers[container_index].ignore = skip_to_next_container; + + // Store results if the container at the containers request + if (signature_containers[container_index].store_results) + { + signature_containers[container_index].result_store.emplace_back(SignatureContainerLight{.index_into_signatures = signature_index, .match_address = region_start}); + } + } + + break; + } + } + + if (skip_to_next_container) + { + // A match was found and signaled to skip to the next container + break; + } + + ++signature_index; + } + + ++container_index; + } + } + + i = static_cast(memory_info.BaseAddress) + memory_info.RegionSize; + } + } + } + + auto SinglePassScanner::start_scan(SignatureContainerMap& signature_containers) -> void + { + SYSTEM_INFO info{}; + GetSystemInfo(&info); + + // If not modular then the containers get merged into one scan target + // That way there are no extra scans + // If modular then loop the containers and retrieve the scan target for each and pass everything to the do_scan() lambda + + if (!SigScannerStaticData::m_is_modular) + { + MODULEINFO merged_module_info{}; + std::vector merged_containers; + + for (const auto& [scan_target, outer_container] : signature_containers) + { + merged_module_info = *std::bit_cast(&SigScannerStaticData::m_modules_info[scan_target]); + for (const auto& signature_container : outer_container) + { + merged_containers.emplace_back(signature_container); + } + } + + if (merged_containers.empty()) + { + throw std::runtime_error{"[SinglePassScanner::start_scan] Could not merge containers. Either there were not containers to merge or there was an internal error."}; + } + + uint8_t* module_start_address = static_cast(merged_module_info.lpBaseOfDll); + + if (merged_module_info.SizeOfImage >= m_multithreading_module_size_threshold) + { + // Module is large enough to make it overall faster to scan with multiple threads + std::vector> scan_threads; + + // Higher values are better for debugging + // You will get a bigger diminishing returns the faster your computer is (especially in release mode) + uint32_t range = merged_module_info.SizeOfImage / m_num_threads; + + // Calculating the ranges for each thread to scan and starting the scan + uint32_t last_range{}; + for (uint32_t thread_id = 0; thread_id < m_num_threads; ++thread_id) + { + scan_threads.emplace_back(std::async(std::launch::async, &scanner_work_thread, module_start_address + last_range, module_start_address + last_range + range, std::ref(info), std::ref(merged_containers))); + + last_range += range; + } + + for (const auto& scan_thread : scan_threads) + { + scan_thread.wait(); + } + } + else + { + // Module is too small to make it overall faster to scan with multiple threads + uint8_t* module_end_address = static_cast(module_start_address + merged_module_info.SizeOfImage); + scanner_work_thread(module_start_address, module_end_address, info, merged_containers); + } + + for (auto& container : merged_containers) + { + container.on_scan_finished(container); + } + } + else + { + // This ranged for loop is performing a copy of unordered_map> + // Is this required ? Would it be worth trying to avoid copying here ? + // Right now it can't be auto& or const auto& because the do_scan function takes a non-const since it needs to mutate the values inside the vector + for (auto& [scan_target, signature_container] : signature_containers) + { + uint8_t* module_start_address = static_cast(SigScannerStaticData::m_modules_info[scan_target].lpBaseOfDll); + uint8_t* module_end_address = static_cast(module_start_address + SigScannerStaticData::m_modules_info[scan_target].SizeOfImage); + + scanner_work_thread(module_start_address, module_end_address, info, signature_container); + + for (auto& container : signature_container) + { + container.on_scan_finished(container); + } + } + } + } +} \ No newline at end of file diff --git a/Dependencies/imgui b/Dependencies/imgui deleted file mode 160000 index 81160fee5..000000000 --- a/Dependencies/imgui +++ /dev/null @@ -1 +0,0 @@ -Subproject commit 81160fee56027226bc80b48e196d0332f5541a8c diff --git a/Dependencies/imgui/.editorconfig b/Dependencies/imgui/.editorconfig new file mode 100644 index 000000000..5adfefa20 --- /dev/null +++ b/Dependencies/imgui/.editorconfig @@ -0,0 +1,28 @@ +# See http://editorconfig.org to read about the EditorConfig format. +# - In theory automatically supported by VS2017+ and most common IDE or text editors. +# - In practice VS2019-VS2022 stills don't trim trailing whitespaces correctly :( +# - Suggest installing this to trim whitespaces: +# GitHub https://github.com/madskristensen/TrailingWhitespace +# VS2019 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer +# VS2022 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespace64 +# (in spite of its name doesn't only visualize but also trims) +# - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig + +# top-most EditorConfig file +root = true + +# Default settings: +# Use 4 spaces as indentation +[*] +indent_style = space +indent_size = 4 +insert_final_newline = true +trim_trailing_whitespace = true + +[imstb_*] +indent_size = 3 +trim_trailing_whitespace = false + +[Makefile] +indent_style = tab +indent_size = 4 diff --git a/Dependencies/imgui/.gitattributes b/Dependencies/imgui/.gitattributes new file mode 100644 index 000000000..d48470eef --- /dev/null +++ b/Dependencies/imgui/.gitattributes @@ -0,0 +1,30 @@ +* text=auto + +*.c text +*.cpp text +*.h text +*.m text +*.mm text +*.md text +*.txt text +*.html text +*.bat text +*.frag text +*.vert text +*.mkb text +*.icf text + +*.sln text eol=crlf +*.vcxproj text eol=crlf +*.vcxproj.filters text eol=crlf +*.natvis text eol=crlf + +Makefile text eol=lf +*.sh text eol=lf +*.pbxproj text eol=lf +*.storyboard text eol=lf +*.plist text eol=lf + +*.png binary +*.ttf binary +*.lib binary diff --git a/Dependencies/imgui/.gitignore b/Dependencies/imgui/.gitignore new file mode 100644 index 000000000..44225c9ad --- /dev/null +++ b/Dependencies/imgui/.gitignore @@ -0,0 +1,56 @@ +## OSX artifacts +.DS_Store + +## Dear ImGui artifacts +imgui.ini + +## General build artifacts +*.o +*.obj +*.exe +examples/build/* +examples/*/Debug/* +examples/*/Release/* +examples/*/x64/* + +## Visual Studio artifacts +.vs +ipch +*.opensdf +*.log +*.pdb +*.ilk +*.user +*.sdf +*.suo +*.VC.db +*.VC.VC.opendb + +## Commonly used CMake directories +/build*/ + +## Xcode artifacts +project.xcworkspace +xcuserdata + +## Emscripten artifacts +examples/*.o.tmp +examples/*.out.js +examples/*.out.wasm +examples/example_emscripten_opengl3/web/* +examples/example_emscripten_wgpu/web/* + +## JetBrains IDE artifacts +.idea +cmake-build-* + +## Unix executables from our example Makefiles +examples/example_glfw_metal/example_glfw_metal +examples/example_glfw_opengl2/example_glfw_opengl2 +examples/example_glfw_opengl3/example_glfw_opengl3 +examples/example_glut_opengl2/example_glut_opengl2 +examples/example_null/example_null +examples/example_sdl_metal/example_sdl_metal +examples/example_sdl_opengl2/example_sdl_opengl2 +examples/example_sdl_opengl3/example_sdl_opengl3 +examples/example_sdl_sdlrenderer/example_sdl_sdlrenderer diff --git a/Dependencies/imgui/LICENSE.txt b/Dependencies/imgui/LICENSE.txt new file mode 100644 index 000000000..4023e0caa --- /dev/null +++ b/Dependencies/imgui/LICENSE.txt @@ -0,0 +1,21 @@ +The MIT License (MIT) + +Copyright (c) 2014-2022 Omar Cornut + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/Dependencies/imgui/backends/imgui_impl_allegro5.cpp b/Dependencies/imgui/backends/imgui_impl_allegro5.cpp new file mode 100644 index 000000000..82826cf30 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_allegro5.cpp @@ -0,0 +1,583 @@ +// dear imgui: Renderer + Platform Backend for Allegro 5 +// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Clipboard support (from Allegro 5.1.12) +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Issues: +// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. +// [ ] Platform: Missing gamepad support. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. +// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: Change blending equation to preserve alpha in output buffer. +// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction. +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter(). +// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-11-30: Platform: Added touchscreen support. +// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window. +// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12). +// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle. +// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp. +// 2018-04-18: Misc: Added support for 32-bit vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. + +#include // uint64_t +#include // memcpy +#include "imgui.h" +#include "imgui_impl_allegro5.h" + +// Allegro +#include +#include +#ifdef _WIN32 +#include +#endif +#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12 + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#endif + +// Allegro Data +struct ImGui_ImplAllegro5_Data +{ + ALLEGRO_DISPLAY* Display; + ALLEGRO_BITMAP* Texture; + double Time; + ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible; + ALLEGRO_VERTEX_DECL* VertexDecl; + char* ClipboardTextData; + + ImGui_ImplAllegro5_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; } + +struct ImDrawVertAllegro +{ + ImVec2 pos; + ImVec2 uv; + ALLEGRO_COLOR col; +}; + +static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data) +{ + // Setup blending + al_set_separate_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA, ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_INVERSE_ALPHA); + + // Setup orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + ALLEGRO_TRANSFORM transform; + al_identity_transform(&transform); + al_use_transform(&transform); + al_orthographic_transform(&transform, L, T, 1.0f, R, B, -1.0f); + al_use_projection_transform(&transform); + } +} + +// Render function. +void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + // Backup Allegro state that will be modified + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + ALLEGRO_TRANSFORM last_transform = *al_get_current_transform(); + ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform(); + int last_clip_x, last_clip_y, last_clip_w, last_clip_h; + al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h); + int last_blender_op, last_blender_src, last_blender_dst; + al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst); + + // Setup desired render state + ImGui_ImplAllegro5_SetupRenderState(draw_data); + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + + // Allegro's implementation of al_draw_indexed_prim() for DX9 is completely broken. Unindex our buffers ourselves. + // FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well.. + static ImVector vertices; + vertices.resize(cmd_list->IdxBuffer.Size); + for (int i = 0; i < cmd_list->IdxBuffer.Size; i++) + { + const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]]; + ImDrawVertAllegro* dst_v = &vertices[i]; + dst_v->pos = src_v->pos; + dst_v->uv = src_v->uv; + unsigned char* c = (unsigned char*)&src_v->col; + dst_v->col = al_map_rgba(c[0], c[1], c[2], c[3]); + } + + const int* indices = nullptr; + if (sizeof(ImDrawIdx) == 2) + { + // FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices. + // Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful. + static ImVector indices_converted; + indices_converted.resize(cmd_list->IdxBuffer.Size); + for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i) + indices_converted[i] = (int)cmd_list->IdxBuffer.Data[i]; + indices = indices_converted.Data; + } + else if (sizeof(ImDrawIdx) == 4) + { + indices = (const int*)cmd_list->IdxBuffer.Data; + } + + // Render command lists + ImVec2 clip_off = draw_data->DisplayPos; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplAllegro5_SetupRenderState(draw_data); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle, Draw + ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID(); + al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y); + al_draw_prim(&vertices[0], bd->VertexDecl, texture, pcmd->IdxOffset, pcmd->IdxOffset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); + } + } + } + + // Restore modified Allegro state + al_set_blender(last_blender_op, last_blender_src, last_blender_dst); + al_set_clipping_rectangle(last_clip_x, last_clip_y, last_clip_w, last_clip_h); + al_use_transform(&last_transform); + al_use_projection_transform(&last_projection_transform); +} + +bool ImGui_ImplAllegro5_CreateDeviceObjects() +{ + // Build texture atlas + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Create texture + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + int flags = al_get_new_bitmap_flags(); + int fmt = al_get_new_bitmap_format(); + al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); + al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE); + ALLEGRO_BITMAP* img = al_create_bitmap(width, height); + al_set_new_bitmap_flags(flags); + al_set_new_bitmap_format(fmt); + if (!img) + return false; + + ALLEGRO_LOCKED_REGION* locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY); + if (!locked_img) + { + al_destroy_bitmap(img); + return false; + } + memcpy(locked_img->data, pixels, sizeof(int) * width * height); + al_unlock_bitmap(img); + + // Convert software texture to hardware texture. + ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img); + al_destroy_bitmap(img); + if (!cloned_img) + return false; + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)cloned_img); + bd->Texture = cloned_img; + + // Create an invisible mouse cursor + // Because al_hide_mouse_cursor() seems to mess up with the actual inputs.. + ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8, 8); + bd->MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0); + al_destroy_bitmap(mouse_cursor); + + return true; +} + +void ImGui_ImplAllegro5_InvalidateDeviceObjects() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + if (bd->Texture) + { + io.Fonts->SetTexID(nullptr); + al_destroy_bitmap(bd->Texture); + bd->Texture = nullptr; + } + if (bd->MouseCursorInvisible) + { + al_destroy_mouse_cursor(bd->MouseCursorInvisible); + bd->MouseCursorInvisible = nullptr; + } +} + +#if ALLEGRO_HAS_CLIPBOARD +static const char* ImGui_ImplAllegro5_GetClipboardText(void*) +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + if (bd->ClipboardTextData) + al_free(bd->ClipboardTextData); + bd->ClipboardTextData = al_get_clipboard_text(bd->Display); + return bd->ClipboardTextData; +} + +static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text) +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + al_set_clipboard_text(bd->Display, text); +} +#endif + +static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code) +{ + switch (key_code) + { + case ALLEGRO_KEY_TAB: return ImGuiKey_Tab; + case ALLEGRO_KEY_LEFT: return ImGuiKey_LeftArrow; + case ALLEGRO_KEY_RIGHT: return ImGuiKey_RightArrow; + case ALLEGRO_KEY_UP: return ImGuiKey_UpArrow; + case ALLEGRO_KEY_DOWN: return ImGuiKey_DownArrow; + case ALLEGRO_KEY_PGUP: return ImGuiKey_PageUp; + case ALLEGRO_KEY_PGDN: return ImGuiKey_PageDown; + case ALLEGRO_KEY_HOME: return ImGuiKey_Home; + case ALLEGRO_KEY_END: return ImGuiKey_End; + case ALLEGRO_KEY_INSERT: return ImGuiKey_Insert; + case ALLEGRO_KEY_DELETE: return ImGuiKey_Delete; + case ALLEGRO_KEY_BACKSPACE: return ImGuiKey_Backspace; + case ALLEGRO_KEY_SPACE: return ImGuiKey_Space; + case ALLEGRO_KEY_ENTER: return ImGuiKey_Enter; + case ALLEGRO_KEY_ESCAPE: return ImGuiKey_Escape; + case ALLEGRO_KEY_QUOTE: return ImGuiKey_Apostrophe; + case ALLEGRO_KEY_COMMA: return ImGuiKey_Comma; + case ALLEGRO_KEY_MINUS: return ImGuiKey_Minus; + case ALLEGRO_KEY_FULLSTOP: return ImGuiKey_Period; + case ALLEGRO_KEY_SLASH: return ImGuiKey_Slash; + case ALLEGRO_KEY_SEMICOLON: return ImGuiKey_Semicolon; + case ALLEGRO_KEY_EQUALS: return ImGuiKey_Equal; + case ALLEGRO_KEY_OPENBRACE: return ImGuiKey_LeftBracket; + case ALLEGRO_KEY_BACKSLASH: return ImGuiKey_Backslash; + case ALLEGRO_KEY_CLOSEBRACE: return ImGuiKey_RightBracket; + case ALLEGRO_KEY_TILDE: return ImGuiKey_GraveAccent; + case ALLEGRO_KEY_CAPSLOCK: return ImGuiKey_CapsLock; + case ALLEGRO_KEY_SCROLLLOCK: return ImGuiKey_ScrollLock; + case ALLEGRO_KEY_NUMLOCK: return ImGuiKey_NumLock; + case ALLEGRO_KEY_PRINTSCREEN: return ImGuiKey_PrintScreen; + case ALLEGRO_KEY_PAUSE: return ImGuiKey_Pause; + case ALLEGRO_KEY_PAD_0: return ImGuiKey_Keypad0; + case ALLEGRO_KEY_PAD_1: return ImGuiKey_Keypad1; + case ALLEGRO_KEY_PAD_2: return ImGuiKey_Keypad2; + case ALLEGRO_KEY_PAD_3: return ImGuiKey_Keypad3; + case ALLEGRO_KEY_PAD_4: return ImGuiKey_Keypad4; + case ALLEGRO_KEY_PAD_5: return ImGuiKey_Keypad5; + case ALLEGRO_KEY_PAD_6: return ImGuiKey_Keypad6; + case ALLEGRO_KEY_PAD_7: return ImGuiKey_Keypad7; + case ALLEGRO_KEY_PAD_8: return ImGuiKey_Keypad8; + case ALLEGRO_KEY_PAD_9: return ImGuiKey_Keypad9; + case ALLEGRO_KEY_PAD_DELETE: return ImGuiKey_KeypadDecimal; + case ALLEGRO_KEY_PAD_SLASH: return ImGuiKey_KeypadDivide; + case ALLEGRO_KEY_PAD_ASTERISK: return ImGuiKey_KeypadMultiply; + case ALLEGRO_KEY_PAD_MINUS: return ImGuiKey_KeypadSubtract; + case ALLEGRO_KEY_PAD_PLUS: return ImGuiKey_KeypadAdd; + case ALLEGRO_KEY_PAD_ENTER: return ImGuiKey_KeypadEnter; + case ALLEGRO_KEY_PAD_EQUALS: return ImGuiKey_KeypadEqual; + case ALLEGRO_KEY_LCTRL: return ImGuiKey_LeftCtrl; + case ALLEGRO_KEY_LSHIFT: return ImGuiKey_LeftShift; + case ALLEGRO_KEY_ALT: return ImGuiKey_LeftAlt; + case ALLEGRO_KEY_LWIN: return ImGuiKey_LeftSuper; + case ALLEGRO_KEY_RCTRL: return ImGuiKey_RightCtrl; + case ALLEGRO_KEY_RSHIFT: return ImGuiKey_RightShift; + case ALLEGRO_KEY_ALTGR: return ImGuiKey_RightAlt; + case ALLEGRO_KEY_RWIN: return ImGuiKey_RightSuper; + case ALLEGRO_KEY_MENU: return ImGuiKey_Menu; + case ALLEGRO_KEY_0: return ImGuiKey_0; + case ALLEGRO_KEY_1: return ImGuiKey_1; + case ALLEGRO_KEY_2: return ImGuiKey_2; + case ALLEGRO_KEY_3: return ImGuiKey_3; + case ALLEGRO_KEY_4: return ImGuiKey_4; + case ALLEGRO_KEY_5: return ImGuiKey_5; + case ALLEGRO_KEY_6: return ImGuiKey_6; + case ALLEGRO_KEY_7: return ImGuiKey_7; + case ALLEGRO_KEY_8: return ImGuiKey_8; + case ALLEGRO_KEY_9: return ImGuiKey_9; + case ALLEGRO_KEY_A: return ImGuiKey_A; + case ALLEGRO_KEY_B: return ImGuiKey_B; + case ALLEGRO_KEY_C: return ImGuiKey_C; + case ALLEGRO_KEY_D: return ImGuiKey_D; + case ALLEGRO_KEY_E: return ImGuiKey_E; + case ALLEGRO_KEY_F: return ImGuiKey_F; + case ALLEGRO_KEY_G: return ImGuiKey_G; + case ALLEGRO_KEY_H: return ImGuiKey_H; + case ALLEGRO_KEY_I: return ImGuiKey_I; + case ALLEGRO_KEY_J: return ImGuiKey_J; + case ALLEGRO_KEY_K: return ImGuiKey_K; + case ALLEGRO_KEY_L: return ImGuiKey_L; + case ALLEGRO_KEY_M: return ImGuiKey_M; + case ALLEGRO_KEY_N: return ImGuiKey_N; + case ALLEGRO_KEY_O: return ImGuiKey_O; + case ALLEGRO_KEY_P: return ImGuiKey_P; + case ALLEGRO_KEY_Q: return ImGuiKey_Q; + case ALLEGRO_KEY_R: return ImGuiKey_R; + case ALLEGRO_KEY_S: return ImGuiKey_S; + case ALLEGRO_KEY_T: return ImGuiKey_T; + case ALLEGRO_KEY_U: return ImGuiKey_U; + case ALLEGRO_KEY_V: return ImGuiKey_V; + case ALLEGRO_KEY_W: return ImGuiKey_W; + case ALLEGRO_KEY_X: return ImGuiKey_X; + case ALLEGRO_KEY_Y: return ImGuiKey_Y; + case ALLEGRO_KEY_Z: return ImGuiKey_Z; + case ALLEGRO_KEY_F1: return ImGuiKey_F1; + case ALLEGRO_KEY_F2: return ImGuiKey_F2; + case ALLEGRO_KEY_F3: return ImGuiKey_F3; + case ALLEGRO_KEY_F4: return ImGuiKey_F4; + case ALLEGRO_KEY_F5: return ImGuiKey_F5; + case ALLEGRO_KEY_F6: return ImGuiKey_F6; + case ALLEGRO_KEY_F7: return ImGuiKey_F7; + case ALLEGRO_KEY_F8: return ImGuiKey_F8; + case ALLEGRO_KEY_F9: return ImGuiKey_F9; + case ALLEGRO_KEY_F10: return ImGuiKey_F10; + case ALLEGRO_KEY_F11: return ImGuiKey_F11; + case ALLEGRO_KEY_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + // Setup backend capabilities flags + ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + + bd->Display = display; + + // Create custom vertex declaration. + // Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats. + // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion. + ALLEGRO_VERTEX_ELEMENT elems[] = + { + { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, pos) }, + { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, uv) }, + { ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) }, + { 0, 0, 0 } + }; + bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); + +#if ALLEGRO_HAS_CLIPBOARD + io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText; + io.ClipboardUserData = nullptr; +#endif + + return true; +} + +void ImGui_ImplAllegro5_Shutdown() +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplAllegro5_InvalidateDeviceObjects(); + if (bd->VertexDecl) + al_destroy_vertex_decl(bd->VertexDecl); + if (bd->ClipboardTextData) + al_free(bd->ClipboardTextData); + + io.BackendPlatformUserData = nullptr; + io.BackendPlatformName = io.BackendRendererName = nullptr; + IM_DELETE(bd); +} + +// ev->keyboard.modifiers seems always zero so using that... +static void ImGui_ImplAllegro5_UpdateKeyModifiers() +{ + ImGuiIO& io = ImGui::GetIO(); + ALLEGRO_KEYBOARD_STATE keys; + al_get_keyboard_state(&keys); + io.AddKeyEvent(ImGuiMod_Ctrl, al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL)); + io.AddKeyEvent(ImGuiMod_Shift, al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT)); + io.AddKeyEvent(ImGuiMod_Alt, al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR)); + io.AddKeyEvent(ImGuiMod_Super, al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN)); +} + +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + + switch (ev->type) + { + case ALLEGRO_EVENT_MOUSE_AXES: + if (ev->mouse.display == bd->Display) + { + io.AddMousePosEvent(ev->mouse.x, ev->mouse.y); + io.AddMouseWheelEvent(-ev->mouse.dw, ev->mouse.dz); + } + return true; + case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN: + case ALLEGRO_EVENT_MOUSE_BUTTON_UP: + if (ev->mouse.display == bd->Display && ev->mouse.button > 0 && ev->mouse.button <= 5) + io.AddMouseButtonEvent(ev->mouse.button - 1, ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN); + return true; + case ALLEGRO_EVENT_TOUCH_MOVE: + if (ev->touch.display == bd->Display) + io.AddMousePosEvent(ev->touch.x, ev->touch.y); + return true; + case ALLEGRO_EVENT_TOUCH_BEGIN: + case ALLEGRO_EVENT_TOUCH_END: + case ALLEGRO_EVENT_TOUCH_CANCEL: + if (ev->touch.display == bd->Display && ev->touch.primary) + io.AddMouseButtonEvent(0, ev->type == ALLEGRO_EVENT_TOUCH_BEGIN); + return true; + case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY: + if (ev->mouse.display == bd->Display) + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + return true; + case ALLEGRO_EVENT_KEY_CHAR: + if (ev->keyboard.display == bd->Display) + if (ev->keyboard.unichar != 0) + io.AddInputCharacter((unsigned int)ev->keyboard.unichar); + return true; + case ALLEGRO_EVENT_KEY_DOWN: + case ALLEGRO_EVENT_KEY_UP: + if (ev->keyboard.display == bd->Display) + { + ImGui_ImplAllegro5_UpdateKeyModifiers(); + ImGuiKey key = ImGui_ImplAllegro5_KeyCodeToImGuiKey(ev->keyboard.keycode); + io.AddKeyEvent(key, (ev->type == ALLEGRO_EVENT_KEY_DOWN)); + io.SetKeyEventNativeData(key, ev->keyboard.keycode, -1); // To support legacy indexing (<1.87 user code) + } + return true; + case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT: + if (ev->display.source == bd->Display) + io.AddFocusEvent(false); + return true; + case ALLEGRO_EVENT_DISPLAY_SWITCH_IN: + if (ev->display.source == bd->Display) + { + io.AddFocusEvent(true); +#if defined(ALLEGRO_UNSTABLE) + al_clear_keyboard_state(bd->Display); +#endif + } + return true; + } + return false; +} + +static void ImGui_ImplAllegro5_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible); + } + else + { + ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT; + switch (imgui_cursor) + { + case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break; + case ImGuiMouseCursor_ResizeAll: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break; + case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break; + case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break; + case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break; + case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break; + case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break; + } + al_set_system_mouse_cursor(bd->Display, cursor_id); + } +} + +void ImGui_ImplAllegro5_NewFrame() +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplAllegro5_Init()?"); + + if (!bd->Texture) + ImGui_ImplAllegro5_CreateDeviceObjects(); + + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + w = al_get_display_width(bd->Display); + h = al_get_display_height(bd->Display); + io.DisplaySize = ImVec2((float)w, (float)h); + + // Setup time step + double current_time = al_get_time(); + io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + // Setup mouse cursor shape + ImGui_ImplAllegro5_UpdateMouseCursor(); +} diff --git a/Dependencies/imgui/backends/imgui_impl_allegro5.h b/Dependencies/imgui/backends/imgui_impl_allegro5.h new file mode 100644 index 000000000..7e97969e5 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_allegro5.h @@ -0,0 +1,32 @@ +// dear imgui: Renderer + Platform Backend for Allegro 5 +// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Clipboard support (from Allegro 5.1.12) +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Issues: +// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. +// [ ] Platform: Missing gamepad support. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +struct ALLEGRO_DISPLAY; +union ALLEGRO_EVENT; + +IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display); +IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data); +IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects(); diff --git a/Dependencies/imgui/backends/imgui_impl_android.cpp b/Dependencies/imgui/backends/imgui_impl_android.cpp new file mode 100644 index 000000000..6b1dd4ca2 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_android.cpp @@ -0,0 +1,277 @@ +// dear imgui: Platform Binding for Android native app +// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) + +// Implemented features: +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// Missing features: +// [ ] Platform: Clipboard support. +// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// Important: +// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. +// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) +// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446) + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-03-04: Initial version. + +#include "imgui.h" +#include "imgui_impl_android.h" +#include +#include +#include +#include +#include + +// Android data +static double g_Time = 0.0; +static ANativeWindow* g_Window; +static char g_LogTag[] = "ImGuiExample"; + +static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code) +{ + switch (key_code) + { + case AKEYCODE_TAB: return ImGuiKey_Tab; + case AKEYCODE_DPAD_LEFT: return ImGuiKey_LeftArrow; + case AKEYCODE_DPAD_RIGHT: return ImGuiKey_RightArrow; + case AKEYCODE_DPAD_UP: return ImGuiKey_UpArrow; + case AKEYCODE_DPAD_DOWN: return ImGuiKey_DownArrow; + case AKEYCODE_PAGE_UP: return ImGuiKey_PageUp; + case AKEYCODE_PAGE_DOWN: return ImGuiKey_PageDown; + case AKEYCODE_MOVE_HOME: return ImGuiKey_Home; + case AKEYCODE_MOVE_END: return ImGuiKey_End; + case AKEYCODE_INSERT: return ImGuiKey_Insert; + case AKEYCODE_FORWARD_DEL: return ImGuiKey_Delete; + case AKEYCODE_DEL: return ImGuiKey_Backspace; + case AKEYCODE_SPACE: return ImGuiKey_Space; + case AKEYCODE_ENTER: return ImGuiKey_Enter; + case AKEYCODE_ESCAPE: return ImGuiKey_Escape; + case AKEYCODE_APOSTROPHE: return ImGuiKey_Apostrophe; + case AKEYCODE_COMMA: return ImGuiKey_Comma; + case AKEYCODE_MINUS: return ImGuiKey_Minus; + case AKEYCODE_PERIOD: return ImGuiKey_Period; + case AKEYCODE_SLASH: return ImGuiKey_Slash; + case AKEYCODE_SEMICOLON: return ImGuiKey_Semicolon; + case AKEYCODE_EQUALS: return ImGuiKey_Equal; + case AKEYCODE_LEFT_BRACKET: return ImGuiKey_LeftBracket; + case AKEYCODE_BACKSLASH: return ImGuiKey_Backslash; + case AKEYCODE_RIGHT_BRACKET: return ImGuiKey_RightBracket; + case AKEYCODE_GRAVE: return ImGuiKey_GraveAccent; + case AKEYCODE_CAPS_LOCK: return ImGuiKey_CapsLock; + case AKEYCODE_SCROLL_LOCK: return ImGuiKey_ScrollLock; + case AKEYCODE_NUM_LOCK: return ImGuiKey_NumLock; + case AKEYCODE_SYSRQ: return ImGuiKey_PrintScreen; + case AKEYCODE_BREAK: return ImGuiKey_Pause; + case AKEYCODE_NUMPAD_0: return ImGuiKey_Keypad0; + case AKEYCODE_NUMPAD_1: return ImGuiKey_Keypad1; + case AKEYCODE_NUMPAD_2: return ImGuiKey_Keypad2; + case AKEYCODE_NUMPAD_3: return ImGuiKey_Keypad3; + case AKEYCODE_NUMPAD_4: return ImGuiKey_Keypad4; + case AKEYCODE_NUMPAD_5: return ImGuiKey_Keypad5; + case AKEYCODE_NUMPAD_6: return ImGuiKey_Keypad6; + case AKEYCODE_NUMPAD_7: return ImGuiKey_Keypad7; + case AKEYCODE_NUMPAD_8: return ImGuiKey_Keypad8; + case AKEYCODE_NUMPAD_9: return ImGuiKey_Keypad9; + case AKEYCODE_NUMPAD_DOT: return ImGuiKey_KeypadDecimal; + case AKEYCODE_NUMPAD_DIVIDE: return ImGuiKey_KeypadDivide; + case AKEYCODE_NUMPAD_MULTIPLY: return ImGuiKey_KeypadMultiply; + case AKEYCODE_NUMPAD_SUBTRACT: return ImGuiKey_KeypadSubtract; + case AKEYCODE_NUMPAD_ADD: return ImGuiKey_KeypadAdd; + case AKEYCODE_NUMPAD_ENTER: return ImGuiKey_KeypadEnter; + case AKEYCODE_NUMPAD_EQUALS: return ImGuiKey_KeypadEqual; + case AKEYCODE_CTRL_LEFT: return ImGuiKey_LeftCtrl; + case AKEYCODE_SHIFT_LEFT: return ImGuiKey_LeftShift; + case AKEYCODE_ALT_LEFT: return ImGuiKey_LeftAlt; + case AKEYCODE_META_LEFT: return ImGuiKey_LeftSuper; + case AKEYCODE_CTRL_RIGHT: return ImGuiKey_RightCtrl; + case AKEYCODE_SHIFT_RIGHT: return ImGuiKey_RightShift; + case AKEYCODE_ALT_RIGHT: return ImGuiKey_RightAlt; + case AKEYCODE_META_RIGHT: return ImGuiKey_RightSuper; + case AKEYCODE_MENU: return ImGuiKey_Menu; + case AKEYCODE_0: return ImGuiKey_0; + case AKEYCODE_1: return ImGuiKey_1; + case AKEYCODE_2: return ImGuiKey_2; + case AKEYCODE_3: return ImGuiKey_3; + case AKEYCODE_4: return ImGuiKey_4; + case AKEYCODE_5: return ImGuiKey_5; + case AKEYCODE_6: return ImGuiKey_6; + case AKEYCODE_7: return ImGuiKey_7; + case AKEYCODE_8: return ImGuiKey_8; + case AKEYCODE_9: return ImGuiKey_9; + case AKEYCODE_A: return ImGuiKey_A; + case AKEYCODE_B: return ImGuiKey_B; + case AKEYCODE_C: return ImGuiKey_C; + case AKEYCODE_D: return ImGuiKey_D; + case AKEYCODE_E: return ImGuiKey_E; + case AKEYCODE_F: return ImGuiKey_F; + case AKEYCODE_G: return ImGuiKey_G; + case AKEYCODE_H: return ImGuiKey_H; + case AKEYCODE_I: return ImGuiKey_I; + case AKEYCODE_J: return ImGuiKey_J; + case AKEYCODE_K: return ImGuiKey_K; + case AKEYCODE_L: return ImGuiKey_L; + case AKEYCODE_M: return ImGuiKey_M; + case AKEYCODE_N: return ImGuiKey_N; + case AKEYCODE_O: return ImGuiKey_O; + case AKEYCODE_P: return ImGuiKey_P; + case AKEYCODE_Q: return ImGuiKey_Q; + case AKEYCODE_R: return ImGuiKey_R; + case AKEYCODE_S: return ImGuiKey_S; + case AKEYCODE_T: return ImGuiKey_T; + case AKEYCODE_U: return ImGuiKey_U; + case AKEYCODE_V: return ImGuiKey_V; + case AKEYCODE_W: return ImGuiKey_W; + case AKEYCODE_X: return ImGuiKey_X; + case AKEYCODE_Y: return ImGuiKey_Y; + case AKEYCODE_Z: return ImGuiKey_Z; + case AKEYCODE_F1: return ImGuiKey_F1; + case AKEYCODE_F2: return ImGuiKey_F2; + case AKEYCODE_F3: return ImGuiKey_F3; + case AKEYCODE_F4: return ImGuiKey_F4; + case AKEYCODE_F5: return ImGuiKey_F5; + case AKEYCODE_F6: return ImGuiKey_F6; + case AKEYCODE_F7: return ImGuiKey_F7; + case AKEYCODE_F8: return ImGuiKey_F8; + case AKEYCODE_F9: return ImGuiKey_F9; + case AKEYCODE_F10: return ImGuiKey_F10; + case AKEYCODE_F11: return ImGuiKey_F11; + case AKEYCODE_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event) +{ + ImGuiIO& io = ImGui::GetIO(); + int32_t event_type = AInputEvent_getType(input_event); + switch (event_type) + { + case AINPUT_EVENT_TYPE_KEY: + { + int32_t event_key_code = AKeyEvent_getKeyCode(input_event); + int32_t event_scan_code = AKeyEvent_getScanCode(input_event); + int32_t event_action = AKeyEvent_getAction(input_event); + int32_t event_meta_state = AKeyEvent_getMetaState(input_event); + + io.AddKeyEvent(ImGuiMod_Ctrl, (event_meta_state & AMETA_CTRL_ON) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (event_meta_state & AMETA_SHIFT_ON) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (event_meta_state & AMETA_ALT_ON) != 0); + io.AddKeyEvent(ImGuiMod_Super, (event_meta_state & AMETA_META_ON) != 0); + + switch (event_action) + { + // FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer + // goes up from a key. We use a simple key event queue/ and process one event per key per frame in + // ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787 + case AKEY_EVENT_ACTION_DOWN: + case AKEY_EVENT_ACTION_UP: + { + ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code); + if (key != ImGuiKey_None && (event_action == AKEY_EVENT_ACTION_DOWN || event_action == AKEY_EVENT_ACTION_UP)) + { + io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN); + io.SetKeyEventNativeData(key, event_key_code, event_scan_code); + } + + break; + } + default: + break; + } + break; + } + case AINPUT_EVENT_TYPE_MOTION: + { + int32_t event_action = AMotionEvent_getAction(input_event); + int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; + event_action &= AMOTION_EVENT_ACTION_MASK; + switch (event_action) + { + case AMOTION_EVENT_ACTION_DOWN: + case AMOTION_EVENT_ACTION_UP: + // Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP, + // but we have to process them separately to identify the actual button pressed. This is done below via + // AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback). + if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER) + || (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN)) + { + io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); + io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN); + } + break; + case AMOTION_EVENT_ACTION_BUTTON_PRESS: + case AMOTION_EVENT_ACTION_BUTTON_RELEASE: + { + int32_t button_state = AMotionEvent_getButtonState(input_event); + io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0); + io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0); + io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0); + } + break; + case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse) + case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN + io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); + break; + case AMOTION_EVENT_ACTION_SCROLL: + io.AddMouseWheelEvent(AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index), AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index)); + break; + default: + break; + } + } + return 1; + default: + break; + } + + return 0; +} + +bool ImGui_ImplAndroid_Init(ANativeWindow* window) +{ + g_Window = window; + g_Time = 0.0; + + // Setup backend capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = "imgui_impl_android"; + + return true; +} + +void ImGui_ImplAndroid_Shutdown() +{ +} + +void ImGui_ImplAndroid_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int32_t window_width = ANativeWindow_getWidth(g_Window); + int32_t window_height = ANativeWindow_getHeight(g_Window); + int display_width = window_width; + int display_height = window_height; + + io.DisplaySize = ImVec2((float)window_width, (float)window_height); + if (window_width > 0 && window_height > 0) + io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height); + + // Setup time step + struct timespec current_timespec; + clock_gettime(CLOCK_MONOTONIC, ¤t_timespec); + double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); + g_Time = current_time; +} diff --git a/Dependencies/imgui/backends/imgui_impl_android.h b/Dependencies/imgui/backends/imgui_impl_android.h new file mode 100644 index 000000000..8bfa18606 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_android.h @@ -0,0 +1,28 @@ +// dear imgui: Platform Binding for Android native app +// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) + +// Implemented features: +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// Missing features: +// [ ] Platform: Clipboard support. +// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// Important: +// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. +// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) +// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446) + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once + +struct ANativeWindow; +struct AInputEvent; + +IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window); +IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event); +IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame(); diff --git a/Dependencies/imgui/backends/imgui_impl_dx10.cpp b/Dependencies/imgui/backends/imgui_impl_dx10.cpp new file mode 100644 index 000000000..9118929ee --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_dx10.cpp @@ -0,0 +1,580 @@ +// dear imgui: Renderer Backend for DirectX10 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer. +// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData(). +// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions. +// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example. +// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2016-05-07: DirectX10: Disabling depth-write. + +#include "imgui.h" +#include "imgui_impl_dx10.h" + +// DirectX +#include +#include +#include +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif + +// DirectX data +struct ImGui_ImplDX10_Data +{ + ID3D10Device* pd3dDevice; + IDXGIFactory* pFactory; + ID3D10Buffer* pVB; + ID3D10Buffer* pIB; + ID3D10VertexShader* pVertexShader; + ID3D10InputLayout* pInputLayout; + ID3D10Buffer* pVertexConstantBuffer; + ID3D10PixelShader* pPixelShader; + ID3D10SamplerState* pFontSampler; + ID3D10ShaderResourceView* pFontTextureView; + ID3D10RasterizerState* pRasterizerState; + ID3D10BlendState* pBlendState; + ID3D10DepthStencilState* pDepthStencilState; + int VertexBufferSize; + int IndexBufferSize; + + ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct VERTEX_CONSTANT_BUFFER_DX10 +{ + float mvp[4][4]; +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx) +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + + // Setup viewport + D3D10_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D10_VIEWPORT)); + vp.Width = (UINT)draw_data->DisplaySize.x; + vp.Height = (UINT)draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0; + ctx->RSSetViewports(1, &vp); + + // Bind shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + ctx->IASetInputLayout(bd->pInputLayout); + ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); + ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ctx->VSSetShader(bd->pVertexShader); + ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); + ctx->PSSetShader(bd->pPixelShader); + ctx->PSSetSamplers(0, 1, &bd->pFontSampler); + ctx->GSSetShader(nullptr); + + // Setup render state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); + ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); + ctx->RSSetState(bd->pRasterizerState); +} + +// Render function +void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ID3D10Device* ctx = bd->pd3dDevice; + + // Create and grow vertex/index buffers if needed + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D10_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); + desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + if (ctx->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) + return; + } + + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) + { + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D10_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); + desc.BindFlags = D3D10_BIND_INDEX_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + if (ctx->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) + return; + } + + // Copy and convert all vertices into a single contiguous buffer + ImDrawVert* vtx_dst = nullptr; + ImDrawIdx* idx_dst = nullptr; + bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); + bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += cmd_list->VtxBuffer.Size; + idx_dst += cmd_list->IdxBuffer.Size; + } + bd->pVB->Unmap(); + bd->pIB->Unmap(); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + { + void* mapped_resource; + if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) + return; + VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource; + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); + bd->pVertexConstantBuffer->Unmap(); + } + + // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) + struct BACKUP_DX10_STATE + { + UINT ScissorRectsCount, ViewportsCount; + D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + ID3D10RasterizerState* RS; + ID3D10BlendState* BlendState; + FLOAT BlendFactor[4]; + UINT SampleMask; + UINT StencilRef; + ID3D10DepthStencilState* DepthStencilState; + ID3D10ShaderResourceView* PSShaderResource; + ID3D10SamplerState* PSSampler; + ID3D10PixelShader* PS; + ID3D10VertexShader* VS; + ID3D10GeometryShader* GS; + D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology; + ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; + UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; + DXGI_FORMAT IndexBufferFormat; + ID3D10InputLayout* InputLayout; + }; + BACKUP_DX10_STATE old = {}; + old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; + ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); + ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); + ctx->RSGetState(&old.RS); + ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); + ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); + ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); + ctx->PSGetSamplers(0, 1, &old.PSSampler); + ctx->PSGetShader(&old.PS); + ctx->VSGetShader(&old.VS); + ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + ctx->GSGetShader(&old.GS); + ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); + ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); + ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); + ctx->IAGetInputLayout(&old.InputLayout); + + // Setup desired DX state + ImGui_ImplDX10_SetupRenderState(draw_data, ctx); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX10_SetupRenderState(draw_data, ctx); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + ctx->RSSetScissorRects(1, &r); + + // Bind texture, Draw + ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID(); + ctx->PSSetShaderResources(0, 1, &texture_srv); + ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); + } + } + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; + } + + // Restore modified DX state + ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); + ctx->RSSetViewports(old.ViewportsCount, old.Viewports); + ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); + ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); + ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); + ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); + ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); + ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release(); + ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release(); + ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release(); + ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); + ctx->IASetPrimitiveTopology(old.PrimitiveTopology); + ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); + ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); + ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); +} + +static void ImGui_ImplDX10_CreateFontsTexture() +{ + // Build texture atlas + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Upload texture to graphics system + { + D3D10_TEXTURE2D_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Width = width; + desc.Height = height; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.Usage = D3D10_USAGE_DEFAULT; + desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + + ID3D10Texture2D* pTexture = nullptr; + D3D10_SUBRESOURCE_DATA subResource; + subResource.pSysMem = pixels; + subResource.SysMemPitch = desc.Width * 4; + subResource.SysMemSlicePitch = 0; + bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + IM_ASSERT(pTexture != nullptr); + + // Create texture view + D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; + ZeroMemory(&srv_desc, sizeof(srv_desc)); + srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; + srv_desc.Texture2D.MipLevels = desc.MipLevels; + srv_desc.Texture2D.MostDetailedMip = 0; + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView); + pTexture->Release(); + } + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); + + // Create texture sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + { + D3D10_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP; + desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP; + desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); + } +} + +bool ImGui_ImplDX10_CreateDeviceObjects() +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (!bd->pd3dDevice) + return false; + if (bd->pFontSampler) + ImGui_ImplDX10_InvalidateDeviceObjects(); + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX10 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + ID3DBlob* vertexShaderBlob; + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK) + { + vertexShaderBlob->Release(); + return false; + } + + // Create the input layout + D3D10_INPUT_ELEMENT_DESC local_layout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + }; + if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) + { + vertexShaderBlob->Release(); + return false; + } + vertexShaderBlob->Release(); + + // Create the constant buffer + { + D3D10_BUFFER_DESC desc; + desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10); + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer); + } + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + sampler sampler0;\ + Texture2D texture0;\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + ID3DBlob* pixelShaderBlob; + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK) + { + pixelShaderBlob->Release(); + return false; + } + pixelShaderBlob->Release(); + } + + // Create the blending setup + { + D3D10_BLEND_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.AlphaToCoverageEnable = false; + desc.BlendEnable[0] = true; + desc.SrcBlend = D3D10_BLEND_SRC_ALPHA; + desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; + desc.BlendOp = D3D10_BLEND_OP_ADD; + desc.SrcBlendAlpha = D3D10_BLEND_ONE; + desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; + desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; + desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; + bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); + } + + // Create the rasterizer state + { + D3D10_RASTERIZER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.FillMode = D3D10_FILL_SOLID; + desc.CullMode = D3D10_CULL_NONE; + desc.ScissorEnable = true; + desc.DepthClipEnable = true; + bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); + } + + // Create depth-stencil State + { + D3D10_DEPTH_STENCIL_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.DepthEnable = false; + desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D10_COMPARISON_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; + desc.BackFace = desc.FrontFace; + bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); + } + + ImGui_ImplDX10_CreateFontsTexture(); + + return true; +} + +void ImGui_ImplDX10_InvalidateDeviceObjects() +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (!bd->pd3dDevice) + return; + + if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } + if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(nullptr); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } + if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; } + if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; } + if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; } + if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; } + if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; } + if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; } +} + +bool ImGui_ImplDX10_Init(ID3D10Device* device) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx10"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + // Get factory from device + IDXGIDevice* pDXGIDevice = nullptr; + IDXGIAdapter* pDXGIAdapter = nullptr; + IDXGIFactory* pFactory = nullptr; + if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) + if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) + if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) + { + bd->pd3dDevice = device; + bd->pFactory = pFactory; + } + if (pDXGIDevice) pDXGIDevice->Release(); + if (pDXGIAdapter) pDXGIAdapter->Release(); + bd->pd3dDevice->AddRef(); + + return true; +} + +void ImGui_ImplDX10_Shutdown() +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplDX10_InvalidateDeviceObjects(); + if (bd->pFactory) { bd->pFactory->Release(); } + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + IM_DELETE(bd); +} + +void ImGui_ImplDX10_NewFrame() +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX10_Init()?"); + + if (!bd->pFontSampler) + ImGui_ImplDX10_CreateDeviceObjects(); +} diff --git a/Dependencies/imgui/backends/imgui_impl_dx10.h b/Dependencies/imgui/backends/imgui_impl_dx10.h new file mode 100644 index 000000000..31e62aca2 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_dx10.h @@ -0,0 +1,25 @@ +// dear imgui: Renderer Backend for DirectX10 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +struct ID3D10Device; + +IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device); +IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); diff --git a/Dependencies/imgui/backends/imgui_impl_dx11.cpp b/Dependencies/imgui/backends/imgui_impl_dx11.cpp new file mode 100644 index 000000000..40394e0f5 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_dx11.cpp @@ -0,0 +1,596 @@ +// dear imgui: Renderer Backend for DirectX11 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer. +// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). +// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. +// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. +// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions. +// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example. +// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2016-05-07: DirectX11: Disabling depth-write. + +#include "imgui.h" +#include "imgui_impl_dx11.h" + +// DirectX +#include +#include +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif + +// DirectX11 data +struct ImGui_ImplDX11_Data +{ + ID3D11Device* pd3dDevice; + ID3D11DeviceContext* pd3dDeviceContext; + IDXGIFactory* pFactory; + ID3D11Buffer* pVB; + ID3D11Buffer* pIB; + ID3D11VertexShader* pVertexShader; + ID3D11InputLayout* pInputLayout; + ID3D11Buffer* pVertexConstantBuffer; + ID3D11PixelShader* pPixelShader; + ID3D11SamplerState* pFontSampler; + ID3D11ShaderResourceView* pFontTextureView; + ID3D11RasterizerState* pRasterizerState; + ID3D11BlendState* pBlendState; + ID3D11DepthStencilState* pDepthStencilState; + int VertexBufferSize; + int IndexBufferSize; + + ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct VERTEX_CONSTANT_BUFFER_DX11 +{ + float mvp[4][4]; +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + + // Setup viewport + D3D11_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D11_VIEWPORT)); + vp.Width = draw_data->DisplaySize.x; + vp.Height = draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0; + ctx->RSSetViewports(1, &vp); + + // Setup shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + ctx->IASetInputLayout(bd->pInputLayout); + ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); + ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ctx->VSSetShader(bd->pVertexShader, nullptr, 0); + ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); + ctx->PSSetShader(bd->pPixelShader, nullptr, 0); + ctx->PSSetSamplers(0, 1, &bd->pFontSampler); + ctx->GSSetShader(nullptr, nullptr, 0); + ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + + // Setup blend state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); + ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); + ctx->RSSetState(bd->pRasterizerState); +} + +// Render function +void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ID3D11DeviceContext* ctx = bd->pd3dDeviceContext; + + // Create and grow vertex/index buffers if needed + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D11_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); + desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) + return; + } + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) + { + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D11_BUFFER_DESC desc; + memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); + desc.BindFlags = D3D11_BIND_INDEX_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) + return; + } + + // Upload vertex/index data into a single contiguous GPU buffer + D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; + if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) + return; + if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) + return; + ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; + ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += cmd_list->VtxBuffer.Size; + idx_dst += cmd_list->IdxBuffer.Size; + } + ctx->Unmap(bd->pVB, 0); + ctx->Unmap(bd->pIB, 0); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + { + D3D11_MAPPED_SUBRESOURCE mapped_resource; + if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) + return; + VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData; + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); + ctx->Unmap(bd->pVertexConstantBuffer, 0); + } + + // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) + struct BACKUP_DX11_STATE + { + UINT ScissorRectsCount, ViewportsCount; + D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + ID3D11RasterizerState* RS; + ID3D11BlendState* BlendState; + FLOAT BlendFactor[4]; + UINT SampleMask; + UINT StencilRef; + ID3D11DepthStencilState* DepthStencilState; + ID3D11ShaderResourceView* PSShaderResource; + ID3D11SamplerState* PSSampler; + ID3D11PixelShader* PS; + ID3D11VertexShader* VS; + ID3D11GeometryShader* GS; + UINT PSInstancesCount, VSInstancesCount, GSInstancesCount; + ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation + D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; + ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; + UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; + DXGI_FORMAT IndexBufferFormat; + ID3D11InputLayout* InputLayout; + }; + BACKUP_DX11_STATE old = {}; + old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; + ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); + ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); + ctx->RSGetState(&old.RS); + ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); + ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); + ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); + ctx->PSGetSamplers(0, 1, &old.PSSampler); + old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256; + ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); + ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); + ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount); + + ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); + ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); + ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); + ctx->IAGetInputLayout(&old.InputLayout); + + // Setup desired DX state + ImGui_ImplDX11_SetupRenderState(draw_data, ctx); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_idx_offset = 0; + int global_vtx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX11_SetupRenderState(draw_data, ctx); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + ctx->RSSetScissorRects(1, &r); + + // Bind texture, Draw + ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID(); + ctx->PSSetShaderResources(0, 1, &texture_srv); + ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); + } + } + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; + } + + // Restore modified DX state + ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); + ctx->RSSetViewports(old.ViewportsCount, old.Viewports); + ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); + ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); + ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); + ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); + ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); + ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); + for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); + ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); + ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); + ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release(); + for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); + ctx->IASetPrimitiveTopology(old.PrimitiveTopology); + ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); + ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); + ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); +} + +static void ImGui_ImplDX11_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Upload texture to graphics system + { + D3D11_TEXTURE2D_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Width = width; + desc.Height = height; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.Usage = D3D11_USAGE_DEFAULT; + desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + + ID3D11Texture2D* pTexture = nullptr; + D3D11_SUBRESOURCE_DATA subResource; + subResource.pSysMem = pixels; + subResource.SysMemPitch = desc.Width * 4; + subResource.SysMemSlicePitch = 0; + bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + IM_ASSERT(pTexture != nullptr); + + // Create texture view + D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; + ZeroMemory(&srvDesc, sizeof(srvDesc)); + srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView); + pTexture->Release(); + } + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); + + // Create texture sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + { + D3D11_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; + desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; + desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); + } +} + +bool ImGui_ImplDX11_CreateDeviceObjects() +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (!bd->pd3dDevice) + return false; + if (bd->pFontSampler) + ImGui_ImplDX11_InvalidateDeviceObjects(); + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX11 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + ID3DBlob* vertexShaderBlob; + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK) + { + vertexShaderBlob->Release(); + return false; + } + + // Create the input layout + D3D11_INPUT_ELEMENT_DESC local_layout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; + if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) + { + vertexShaderBlob->Release(); + return false; + } + vertexShaderBlob->Release(); + + // Create the constant buffer + { + D3D11_BUFFER_DESC desc; + desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer); + } + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + sampler sampler0;\ + Texture2D texture0;\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + ID3DBlob* pixelShaderBlob; + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK) + { + pixelShaderBlob->Release(); + return false; + } + pixelShaderBlob->Release(); + } + + // Create the blending setup + { + D3D11_BLEND_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.AlphaToCoverageEnable = false; + desc.RenderTarget[0].BlendEnable = true; + desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; + desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; + desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; + bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); + } + + // Create the rasterizer state + { + D3D11_RASTERIZER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.FillMode = D3D11_FILL_SOLID; + desc.CullMode = D3D11_CULL_NONE; + desc.ScissorEnable = true; + desc.DepthClipEnable = true; + bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); + } + + // Create depth-stencil State + { + D3D11_DEPTH_STENCIL_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.DepthEnable = false; + desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D11_COMPARISON_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; + desc.BackFace = desc.FrontFace; + bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); + } + + ImGui_ImplDX11_CreateFontsTexture(); + + return true; +} + +void ImGui_ImplDX11_InvalidateDeviceObjects() +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (!bd->pd3dDevice) + return; + + if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } + if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(nullptr); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well. + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } + if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; } + if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; } + if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; } + if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; } + if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; } + if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; } +} + +bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx11"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + // Get factory from device + IDXGIDevice* pDXGIDevice = nullptr; + IDXGIAdapter* pDXGIAdapter = nullptr; + IDXGIFactory* pFactory = nullptr; + + if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) + if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) + if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) + { + bd->pd3dDevice = device; + bd->pd3dDeviceContext = device_context; + bd->pFactory = pFactory; + } + if (pDXGIDevice) pDXGIDevice->Release(); + if (pDXGIAdapter) pDXGIAdapter->Release(); + bd->pd3dDevice->AddRef(); + bd->pd3dDeviceContext->AddRef(); + + return true; +} + +void ImGui_ImplDX11_Shutdown() +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplDX11_InvalidateDeviceObjects(); + if (bd->pFactory) { bd->pFactory->Release(); } + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); } + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + IM_DELETE(bd); +} + +void ImGui_ImplDX11_NewFrame() +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?"); + + if (!bd->pFontSampler) + ImGui_ImplDX11_CreateDeviceObjects(); +} diff --git a/Dependencies/imgui/backends/imgui_impl_dx11.h b/Dependencies/imgui/backends/imgui_impl_dx11.h new file mode 100644 index 000000000..a83bce1b3 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_dx11.h @@ -0,0 +1,26 @@ +// dear imgui: Renderer Backend for DirectX11 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +struct ID3D11Device; +struct ID3D11DeviceContext; + +IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); +IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); diff --git a/Dependencies/imgui/backends/imgui_impl_dx12.cpp b/Dependencies/imgui/backends/imgui_impl_dx12.cpp new file mode 100644 index 000000000..51b0d815c --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_dx12.cpp @@ -0,0 +1,748 @@ +// dear imgui: Renderer Backend for DirectX12 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. + +// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. +// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. +// To build this on 32-bit systems: +// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file) +// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. +// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) +// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file) + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer. +// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. +// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning. +// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID. +// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. +// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Various minor tidying up. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData(). +// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example. +// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport). +// 2018-02-22: Merged into master with all Win32 code synchronized to other examples. + +#include "imgui.h" +#include "imgui_impl_dx12.h" + +// DirectX +#include +#include +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif + +// DirectX data +struct ImGui_ImplDX12_RenderBuffers +{ + ID3D12Resource* IndexBuffer; + ID3D12Resource* VertexBuffer; + int IndexBufferSize; + int VertexBufferSize; +}; + +struct ImGui_ImplDX12_Data +{ + ID3D12Device* pd3dDevice; + ID3D12RootSignature* pRootSignature; + ID3D12PipelineState* pPipelineState; + DXGI_FORMAT RTVFormat; + ID3D12Resource* pFontTextureResource; + D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; + D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; + + ImGui_ImplDX12_RenderBuffers* pFrameResources; + UINT numFramesInFlight; + UINT frameIndex; + + ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; } +}; + +struct VERTEX_CONSTANT_BUFFER_DX12 +{ + float mvp[4][4]; +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer; + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp)); + } + + // Setup viewport + D3D12_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D12_VIEWPORT)); + vp.Width = draw_data->DisplaySize.x; + vp.Height = draw_data->DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0.0f; + ctx->RSSetViewports(1, &vp); + + // Bind shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + D3D12_VERTEX_BUFFER_VIEW vbv; + memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); + vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; + vbv.SizeInBytes = fr->VertexBufferSize * stride; + vbv.StrideInBytes = stride; + ctx->IASetVertexBuffers(0, 1, &vbv); + D3D12_INDEX_BUFFER_VIEW ibv; + memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); + ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); + ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); + ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; + ctx->IASetIndexBuffer(&ibv); + ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ctx->SetPipelineState(bd->pPipelineState); + ctx->SetGraphicsRootSignature(bd->pRootSignature); + ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); + + // Setup blend factor + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + ctx->OMSetBlendFactor(blend_factor); +} + +template +static inline void SafeRelease(T*& res) +{ + if (res) + res->Release(); + res = nullptr; +} + +// Render function +void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + // FIXME: I'm assuming that this only gets called once per frame! + // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + bd->frameIndex = bd->frameIndex + 1; + ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight]; + + // Create and grow vertex/index buffers if needed + if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) + { + SafeRelease(fr->VertexBuffer); + fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + D3D12_RESOURCE_DESC desc; + memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert); + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) + return; + } + if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) + { + SafeRelease(fr->IndexBuffer); + fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + D3D12_RESOURCE_DESC desc; + memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx); + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) + return; + } + + // Upload vertex/index data into a single contiguous GPU buffer + void* vtx_resource, *idx_resource; + D3D12_RANGE range; + memset(&range, 0, sizeof(D3D12_RANGE)); + if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK) + return; + if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK) + return; + ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; + ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += cmd_list->VtxBuffer.Size; + idx_dst += cmd_list->IdxBuffer.Size; + } + fr->VertexBuffer->Unmap(0, &range); + fr->IndexBuffer->Unmap(0, &range); + + // Setup desired DX state + ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply Scissor/clipping rectangle, Bind texture, Draw + const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; + texture_handle.ptr = (UINT64)pcmd->GetTexID(); + ctx->SetGraphicsRootDescriptorTable(1, texture_handle); + ctx->RSSetScissorRects(1, &r); + ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; + } +} + +static void ImGui_ImplDX12_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Upload texture to graphics system + { + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_DEFAULT; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + + D3D12_RESOURCE_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + desc.Alignment = 0; + desc.Width = width; + desc.Height = height; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + + ID3D12Resource* pTexture = nullptr; + bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture)); + + UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); + UINT uploadSize = height * uploadPitch; + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Alignment = 0; + desc.Width = uploadSize; + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + + ID3D12Resource* uploadBuffer = nullptr; + HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer)); + IM_ASSERT(SUCCEEDED(hr)); + + void* mapped = nullptr; + D3D12_RANGE range = { 0, uploadSize }; + hr = uploadBuffer->Map(0, &range, &mapped); + IM_ASSERT(SUCCEEDED(hr)); + for (int y = 0; y < height; y++) + memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4); + uploadBuffer->Unmap(0, &range); + + D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; + srcLocation.pResource = uploadBuffer; + srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srcLocation.PlacedFootprint.Footprint.Width = width; + srcLocation.PlacedFootprint.Footprint.Height = height; + srcLocation.PlacedFootprint.Footprint.Depth = 1; + srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch; + + D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; + dstLocation.pResource = pTexture; + dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + dstLocation.SubresourceIndex = 0; + + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = pTexture; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + + ID3D12Fence* fence = nullptr; + hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); + IM_ASSERT(SUCCEEDED(hr)); + + HANDLE event = CreateEvent(0, 0, 0, 0); + IM_ASSERT(event != nullptr); + + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + queueDesc.NodeMask = 1; + + ID3D12CommandQueue* cmdQueue = nullptr; + hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); + IM_ASSERT(SUCCEEDED(hr)); + + ID3D12CommandAllocator* cmdAlloc = nullptr; + hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); + IM_ASSERT(SUCCEEDED(hr)); + + ID3D12GraphicsCommandList* cmdList = nullptr; + hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList)); + IM_ASSERT(SUCCEEDED(hr)); + + cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr); + cmdList->ResourceBarrier(1, &barrier); + + hr = cmdList->Close(); + IM_ASSERT(SUCCEEDED(hr)); + + cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList); + hr = cmdQueue->Signal(fence, 1); + IM_ASSERT(SUCCEEDED(hr)); + + fence->SetEventOnCompletion(1, event); + WaitForSingleObject(event, INFINITE); + + cmdList->Release(); + cmdAlloc->Release(); + cmdQueue->Release(); + CloseHandle(event); + fence->Release(); + uploadBuffer->Release(); + + // Create texture view + D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; + ZeroMemory(&srvDesc, sizeof(srvDesc)); + srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle); + SafeRelease(bd->pFontTextureResource); + bd->pFontTextureResource = pTexture; + } + + // Store our identifier + // READ THIS IF THE STATIC_ASSERT() TRIGGERS: + // - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. + // - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. + // [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file) + // [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. + // [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) + // [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file) + static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); + io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr); +} + +bool ImGui_ImplDX12_CreateDeviceObjects() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return false; + if (bd->pPipelineState) + ImGui_ImplDX12_InvalidateDeviceObjects(); + + // Create the root signature + { + D3D12_DESCRIPTOR_RANGE descRange = {}; + descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descRange.NumDescriptors = 1; + descRange.BaseShaderRegister = 0; + descRange.RegisterSpace = 0; + descRange.OffsetInDescriptorsFromTableStart = 0; + + D3D12_ROOT_PARAMETER param[2] = {}; + + param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; + param[0].Constants.ShaderRegister = 0; + param[0].Constants.RegisterSpace = 0; + param[0].Constants.Num32BitValues = 16; + param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + + param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + param[1].DescriptorTable.NumDescriptorRanges = 1; + param[1].DescriptorTable.pDescriptorRanges = &descRange; + param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. + D3D12_STATIC_SAMPLER_DESC staticSampler = {}; + staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; + staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; + staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP; + staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP; + staticSampler.MipLODBias = 0.f; + staticSampler.MaxAnisotropy = 0; + staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; + staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; + staticSampler.MinLOD = 0.f; + staticSampler.MaxLOD = 0.f; + staticSampler.ShaderRegister = 0; + staticSampler.RegisterSpace = 0; + staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + D3D12_ROOT_SIGNATURE_DESC desc = {}; + desc.NumParameters = _countof(param); + desc.pParameters = param; + desc.NumStaticSamplers = 1; + desc.pStaticSamplers = &staticSampler; + desc.Flags = + D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | + D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; + + // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7. + // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that. + static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll"); + if (d3d12_dll == nullptr) + { + // Attempt to load d3d12.dll from local directories. This will only succeed if + // (1) the current OS is Windows 7, and + // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories. + // See https://github.com/ocornut/imgui/pull/3696 for details. + const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample + for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++) + if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr) + break; + + // If failed, we are on Windows >= 10. + if (d3d12_dll == nullptr) + d3d12_dll = ::LoadLibraryA("d3d12.dll"); + + if (d3d12_dll == nullptr) + return false; + } + + PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature"); + if (D3D12SerializeRootSignatureFn == nullptr) + return false; + + ID3DBlob* blob = nullptr; + if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK) + return false; + + bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature)); + blob->Release(); + } + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX12 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc; + memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC)); + psoDesc.NodeMask = 1; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.pRootSignature = bd->pRootSignature; + psoDesc.SampleMask = UINT_MAX; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = bd->RTVFormat; + psoDesc.SampleDesc.Count = 1; + psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; + + ID3DBlob* vertexShaderBlob; + ID3DBlob* pixelShaderBlob; + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() }; + + // Create the input layout + static D3D12_INPUT_ELEMENT_DESC local_layout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + }; + psoDesc.InputLayout = { local_layout, 3 }; + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + SamplerState sampler0 : register(s0);\ + Texture2D texture0 : register(t0);\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr))) + { + vertexShaderBlob->Release(); + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + } + psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() }; + } + + // Create the blending setup + { + D3D12_BLEND_DESC& desc = psoDesc.BlendState; + desc.AlphaToCoverageEnable = false; + desc.RenderTarget[0].BlendEnable = true; + desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; + desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; + desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE; + desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; + desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; + } + + // Create the rasterizer state + { + D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState; + desc.FillMode = D3D12_FILL_MODE_SOLID; + desc.CullMode = D3D12_CULL_MODE_NONE; + desc.FrontCounterClockwise = FALSE; + desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + desc.DepthClipEnable = true; + desc.MultisampleEnable = FALSE; + desc.AntialiasedLineEnable = FALSE; + desc.ForcedSampleCount = 0; + desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; + } + + // Create depth-stencil State + { + D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState; + desc.DepthEnable = false; + desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS; + desc.BackFace = desc.FrontFace; + } + + HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState)); + vertexShaderBlob->Release(); + pixelShaderBlob->Release(); + if (result_pipeline_state != S_OK) + return false; + + ImGui_ImplDX12_CreateFontsTexture(); + + return true; +} + +void ImGui_ImplDX12_InvalidateDeviceObjects() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return; + ImGuiIO& io = ImGui::GetIO(); + + SafeRelease(bd->pRootSignature); + SafeRelease(bd->pPipelineState); + SafeRelease(bd->pFontTextureResource); + io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. + + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i]; + SafeRelease(fr->IndexBuffer); + SafeRelease(fr->VertexBuffer); + } +} + +bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, + D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx12"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->pd3dDevice = device; + bd->RTVFormat = rtv_format; + bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; + bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; + bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight]; + bd->numFramesInFlight = num_frames_in_flight; + bd->frameIndex = UINT_MAX; + IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports) + + // Create buffers with a default size (they will later be grown as needed) + for (int i = 0; i < num_frames_in_flight; i++) + { + ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i]; + fr->IndexBuffer = nullptr; + fr->VertexBuffer = nullptr; + fr->IndexBufferSize = 10000; + fr->VertexBufferSize = 5000; + } + + return true; +} + +void ImGui_ImplDX12_Shutdown() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplDX12_InvalidateDeviceObjects(); + delete[] bd->pFrameResources; + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + IM_DELETE(bd); +} + +void ImGui_ImplDX12_NewFrame() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?"); + + if (!bd->pPipelineState) + ImGui_ImplDX12_CreateDeviceObjects(); +} diff --git a/Dependencies/imgui/backends/imgui_impl_dx12.h b/Dependencies/imgui/backends/imgui_impl_dx12.h new file mode 100644 index 000000000..6548f6f56 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_dx12.h @@ -0,0 +1,38 @@ +// dear imgui: Renderer Backend for DirectX12 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. + +// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. +// See imgui_impl_dx12.cpp file for details. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#include // DXGI_FORMAT + +struct ID3D12Device; +struct ID3D12DescriptorHeap; +struct ID3D12GraphicsCommandList; +struct D3D12_CPU_DESCRIPTOR_HANDLE; +struct D3D12_GPU_DESCRIPTOR_HANDLE; + +// cmd_list is the command list that the implementation will use to render imgui draw lists. +// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate +// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. +// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture. +IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, + D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); +IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); diff --git a/Dependencies/imgui/backends/imgui_impl_dx9.cpp b/Dependencies/imgui/backends/imgui_impl_dx9.cpp new file mode 100644 index 000000000..89de0e621 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_dx9.cpp @@ -0,0 +1,379 @@ +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. +// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. +// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). +// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file. +// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer. +// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). +// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. +// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. + +#include "imgui.h" +#include "imgui_impl_dx9.h" + +// DirectX +#include + +// DirectX data +struct ImGui_ImplDX9_Data +{ + LPDIRECT3DDEVICE9 pd3dDevice; + LPDIRECT3DVERTEXBUFFER9 pVB; + LPDIRECT3DINDEXBUFFER9 pIB; + LPDIRECT3DTEXTURE9 FontTexture; + int VertexBufferSize; + int IndexBufferSize; + + ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct CUSTOMVERTEX +{ + float pos[3]; + D3DCOLOR col; + float uv[2]; +}; +#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) + +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL) +#else +#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16)) +#endif + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + + // Setup viewport + D3DVIEWPORT9 vp; + vp.X = vp.Y = 0; + vp.Width = (DWORD)draw_data->DisplaySize.x; + vp.Height = (DWORD)draw_data->DisplaySize.y; + vp.MinZ = 0.0f; + vp.MaxZ = 1.0f; + bd->pd3dDevice->SetViewport(&vp); + + // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. + bd->pd3dDevice->SetPixelShader(nullptr); + bd->pd3dDevice->SetVertexShader(nullptr); + bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); + bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); + bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); + bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); + bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); + bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE); + bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); + bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + + // Setup orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() + { + float L = draw_data->DisplayPos.x + 0.5f; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; + float T = draw_data->DisplayPos.y + 0.5f; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; + D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } }; + D3DMATRIX mat_projection = + { { { + 2.0f/(R-L), 0.0f, 0.0f, 0.0f, + 0.0f, 2.0f/(T-B), 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f + } } }; + bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); + bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); + bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); + } +} + +// Render function. +void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + // Create and grow buffers if needed + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) + return; + } + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) + { + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) + return; + } + + // Backup the DX9 state + IDirect3DStateBlock9* d3d9_state_block = nullptr; + if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) + return; + if (d3d9_state_block->Capture() < 0) + { + d3d9_state_block->Release(); + return; + } + + // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) + D3DMATRIX last_world, last_view, last_projection; + bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); + bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); + bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); + + // Allocate buffers + CUSTOMVERTEX* vtx_dst; + ImDrawIdx* idx_dst; + if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + { + d3d9_state_block->Release(); + return; + } + if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + { + bd->pVB->Unlock(); + d3d9_state_block->Release(); + return; + } + + // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. + // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and + // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR + // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; + for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) + { + vtx_dst->pos[0] = vtx_src->pos.x; + vtx_dst->pos[1] = vtx_src->pos.y; + vtx_dst->pos[2] = 0.0f; + vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col); + vtx_dst->uv[0] = vtx_src->uv.x; + vtx_dst->uv[1] = vtx_src->uv.y; + vtx_dst++; + vtx_src++; + } + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + idx_dst += cmd_list->IdxBuffer.Size; + } + bd->pVB->Unlock(); + bd->pIB->Unlock(); + bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); + bd->pd3dDevice->SetIndices(bd->pIB); + bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); + + // Setup desired DX state + ImGui_ImplDX9_SetupRenderState(draw_data); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplDX9_SetupRenderState(draw_data); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply Scissor/clipping rectangle, Bind texture, Draw + const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); + bd->pd3dDevice->SetTexture(0, texture); + bd->pd3dDevice->SetScissorRect(&r); + bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); + } + } + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; + } + + // Restore the DX9 transform + bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); + bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); + bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection); + + // Restore the DX9 state + d3d9_state_block->Apply(); + d3d9_state_block->Release(); +} + +bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx9"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->pd3dDevice = device; + bd->pd3dDevice->AddRef(); + + return true; +} + +void ImGui_ImplDX9_Shutdown() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplDX9_InvalidateDeviceObjects(); + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + IM_DELETE(bd); +} + +static bool ImGui_ImplDX9_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + unsigned char* pixels; + int width, height, bytes_per_pixel; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); + + // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) +#ifndef IMGUI_USE_BGRA_PACKED_COLOR + if (io.Fonts->TexPixelsUseColors) + { + ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel); + for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++) + *dst = IMGUI_COL_TO_DX9_ARGB(*src); + pixels = (unsigned char*)dst_start; + } +#endif + + // Upload texture to graphics system + bd->FontTexture = nullptr; + if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) + return false; + D3DLOCKED_RECT tex_locked_rect; + if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) + return false; + for (int y = 0; y < height; y++) + memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel); + bd->FontTexture->UnlockRect(0); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)bd->FontTexture); + +#ifndef IMGUI_USE_BGRA_PACKED_COLOR + if (io.Fonts->TexPixelsUseColors) + ImGui::MemFree(pixels); +#endif + + return true; +} + +bool ImGui_ImplDX9_CreateDeviceObjects() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return false; + if (!ImGui_ImplDX9_CreateFontsTexture()) + return false; + return true; +} + +void ImGui_ImplDX9_InvalidateDeviceObjects() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return; + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(nullptr); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. +} + +void ImGui_ImplDX9_NewFrame() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplDX9_CreateDeviceObjects(); +} diff --git a/Dependencies/imgui/backends/imgui_impl_dx9.h b/Dependencies/imgui/backends/imgui_impl_dx9.h new file mode 100644 index 000000000..6dc805b90 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_dx9.h @@ -0,0 +1,25 @@ +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +struct IDirect3DDevice9; + +IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); +IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); diff --git a/Dependencies/imgui/backends/imgui_impl_glfw.cpp b/Dependencies/imgui/backends/imgui_impl_glfw.cpp new file mode 100644 index 000000000..6ed2e9e47 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_glfw.cpp @@ -0,0 +1,680 @@ +// dear imgui: Platform Backend for GLFW +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) +// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (Requires: GLFW 3.1+) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position. +// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX. +// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11. +// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback(). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API. +// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback(). +// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback(). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. +// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). +// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. +// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. + +#include "imgui.h" +#include "imgui_impl_glfw.h" + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + +// GLFW +#include +#ifdef _WIN32 +#undef APIENTRY +#define GLFW_EXPOSE_NATIVE_WIN32 +#include // for glfwGetWin32Window +#endif + +// We gather version tests as define in order to easily see which features are version-dependent. +#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION) +#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? +#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR +#else +#define GLFW_HAS_NEW_CURSORS (0) +#endif +#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api +#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName() + +// GLFW data +enum GlfwClientApi +{ + GlfwClientApi_Unknown, + GlfwClientApi_OpenGL, + GlfwClientApi_Vulkan +}; + +struct ImGui_ImplGlfw_Data +{ + GLFWwindow* Window; + GlfwClientApi ClientApi; + double Time; + GLFWwindow* MouseWindow; + GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; + ImVec2 LastValidMousePos; + bool InstalledCallbacks; + + // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. + GLFWwindowfocusfun PrevUserCallbackWindowFocus; + GLFWcursorposfun PrevUserCallbackCursorPos; + GLFWcursorenterfun PrevUserCallbackCursorEnter; + GLFWmousebuttonfun PrevUserCallbackMousebutton; + GLFWscrollfun PrevUserCallbackScroll; + GLFWkeyfun PrevUserCallbackKey; + GLFWcharfun PrevUserCallbackChar; + GLFWmonitorfun PrevUserCallbackMonitor; + + ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks +// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks. +// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} + +// Functions +static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) +{ + switch (key) + { + case GLFW_KEY_TAB: return ImGuiKey_Tab; + case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; + case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow; + case GLFW_KEY_UP: return ImGuiKey_UpArrow; + case GLFW_KEY_DOWN: return ImGuiKey_DownArrow; + case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp; + case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown; + case GLFW_KEY_HOME: return ImGuiKey_Home; + case GLFW_KEY_END: return ImGuiKey_End; + case GLFW_KEY_INSERT: return ImGuiKey_Insert; + case GLFW_KEY_DELETE: return ImGuiKey_Delete; + case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace; + case GLFW_KEY_SPACE: return ImGuiKey_Space; + case GLFW_KEY_ENTER: return ImGuiKey_Enter; + case GLFW_KEY_ESCAPE: return ImGuiKey_Escape; + case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe; + case GLFW_KEY_COMMA: return ImGuiKey_Comma; + case GLFW_KEY_MINUS: return ImGuiKey_Minus; + case GLFW_KEY_PERIOD: return ImGuiKey_Period; + case GLFW_KEY_SLASH: return ImGuiKey_Slash; + case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon; + case GLFW_KEY_EQUAL: return ImGuiKey_Equal; + case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket; + case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash; + case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket; + case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent; + case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock; + case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock; + case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock; + case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen; + case GLFW_KEY_PAUSE: return ImGuiKey_Pause; + case GLFW_KEY_KP_0: return ImGuiKey_Keypad0; + case GLFW_KEY_KP_1: return ImGuiKey_Keypad1; + case GLFW_KEY_KP_2: return ImGuiKey_Keypad2; + case GLFW_KEY_KP_3: return ImGuiKey_Keypad3; + case GLFW_KEY_KP_4: return ImGuiKey_Keypad4; + case GLFW_KEY_KP_5: return ImGuiKey_Keypad5; + case GLFW_KEY_KP_6: return ImGuiKey_Keypad6; + case GLFW_KEY_KP_7: return ImGuiKey_Keypad7; + case GLFW_KEY_KP_8: return ImGuiKey_Keypad8; + case GLFW_KEY_KP_9: return ImGuiKey_Keypad9; + case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal; + case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract; + case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd; + case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter; + case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual; + case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift; + case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl; + case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt; + case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper; + case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift; + case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl; + case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt; + case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper; + case GLFW_KEY_MENU: return ImGuiKey_Menu; + case GLFW_KEY_0: return ImGuiKey_0; + case GLFW_KEY_1: return ImGuiKey_1; + case GLFW_KEY_2: return ImGuiKey_2; + case GLFW_KEY_3: return ImGuiKey_3; + case GLFW_KEY_4: return ImGuiKey_4; + case GLFW_KEY_5: return ImGuiKey_5; + case GLFW_KEY_6: return ImGuiKey_6; + case GLFW_KEY_7: return ImGuiKey_7; + case GLFW_KEY_8: return ImGuiKey_8; + case GLFW_KEY_9: return ImGuiKey_9; + case GLFW_KEY_A: return ImGuiKey_A; + case GLFW_KEY_B: return ImGuiKey_B; + case GLFW_KEY_C: return ImGuiKey_C; + case GLFW_KEY_D: return ImGuiKey_D; + case GLFW_KEY_E: return ImGuiKey_E; + case GLFW_KEY_F: return ImGuiKey_F; + case GLFW_KEY_G: return ImGuiKey_G; + case GLFW_KEY_H: return ImGuiKey_H; + case GLFW_KEY_I: return ImGuiKey_I; + case GLFW_KEY_J: return ImGuiKey_J; + case GLFW_KEY_K: return ImGuiKey_K; + case GLFW_KEY_L: return ImGuiKey_L; + case GLFW_KEY_M: return ImGuiKey_M; + case GLFW_KEY_N: return ImGuiKey_N; + case GLFW_KEY_O: return ImGuiKey_O; + case GLFW_KEY_P: return ImGuiKey_P; + case GLFW_KEY_Q: return ImGuiKey_Q; + case GLFW_KEY_R: return ImGuiKey_R; + case GLFW_KEY_S: return ImGuiKey_S; + case GLFW_KEY_T: return ImGuiKey_T; + case GLFW_KEY_U: return ImGuiKey_U; + case GLFW_KEY_V: return ImGuiKey_V; + case GLFW_KEY_W: return ImGuiKey_W; + case GLFW_KEY_X: return ImGuiKey_X; + case GLFW_KEY_Y: return ImGuiKey_Y; + case GLFW_KEY_Z: return ImGuiKey_Z; + case GLFW_KEY_F1: return ImGuiKey_F1; + case GLFW_KEY_F2: return ImGuiKey_F2; + case GLFW_KEY_F3: return ImGuiKey_F3; + case GLFW_KEY_F4: return ImGuiKey_F4; + case GLFW_KEY_F5: return ImGuiKey_F5; + case GLFW_KEY_F6: return ImGuiKey_F6; + case GLFW_KEY_F7: return ImGuiKey_F7; + case GLFW_KEY_F8: return ImGuiKey_F8; + case GLFW_KEY_F9: return ImGuiKey_F9; + case GLFW_KEY_F10: return ImGuiKey_F10; + case GLFW_KEY_F11: return ImGuiKey_F11; + case GLFW_KEY_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +static int ImGui_ImplGlfw_KeyToModifier(int key) +{ + if (key == GLFW_KEY_LEFT_CONTROL || key == GLFW_KEY_RIGHT_CONTROL) + return GLFW_MOD_CONTROL; + if (key == GLFW_KEY_LEFT_SHIFT || key == GLFW_KEY_RIGHT_SHIFT) + return GLFW_MOD_SHIFT; + if (key == GLFW_KEY_LEFT_ALT || key == GLFW_KEY_RIGHT_ALT) + return GLFW_MOD_ALT; + if (key == GLFW_KEY_LEFT_SUPER || key == GLFW_KEY_RIGHT_SUPER) + return GLFW_MOD_SUPER; + return 0; +} + +static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, (mods & GLFW_MOD_CONTROL) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (mods & GLFW_MOD_SHIFT) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (mods & GLFW_MOD_ALT) != 0); + io.AddKeyEvent(ImGuiMod_Super, (mods & GLFW_MOD_SUPER) != 0); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackMousebutton != nullptr && window == bd->Window) + bd->PrevUserCallbackMousebutton(window, button, action, mods); + + ImGui_ImplGlfw_UpdateKeyModifiers(mods); + + ImGuiIO& io = ImGui::GetIO(); + if (button >= 0 && button < ImGuiMouseButton_COUNT) + io.AddMouseButtonEvent(button, action == GLFW_PRESS); +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackScroll != nullptr && window == bd->Window) + bd->PrevUserCallbackScroll(window, xoffset, yoffset); + + ImGuiIO& io = ImGui::GetIO(); + io.AddMouseWheelEvent((float)xoffset, (float)yoffset); +} + +static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) +{ +#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__) + // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. + // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) + // See https://github.com/glfw/glfw/issues/1502 for details. + // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process). + // This won't cover edge cases but this is at least going to cover common cases. + if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL) + return key; + const char* key_name = glfwGetKeyName(key, scancode); + if (key_name && key_name[0] != 0 && key_name[1] == 0) + { + const char char_names[] = "`-=[]\\,;\'./"; + const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 }; + IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys)); + if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); } + else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); } + else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); } + else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; } + } + // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); +#else + IM_UNUSED(scancode); +#endif + return key; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackKey != nullptr && window == bd->Window) + bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); + + if (action != GLFW_PRESS && action != GLFW_RELEASE) + return; + + // Workaround: X11 does not include current pressed/released modifier key in 'mods' flags. https://github.com/glfw/glfw/issues/1630 + if (int keycode_to_mod = ImGui_ImplGlfw_KeyToModifier(keycode)) + mods = (action == GLFW_PRESS) ? (mods | keycode_to_mod) : (mods & ~keycode_to_mod); + ImGui_ImplGlfw_UpdateKeyModifiers(mods); + + keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); + + ImGuiIO& io = ImGui::GetIO(); + ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode); + io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); + io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) +} + +void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackWindowFocus != nullptr && window == bd->Window) + bd->PrevUserCallbackWindowFocus(window, focused); + + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(focused != 0); +} + +void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackCursorPos != nullptr && window == bd->Window) + bd->PrevUserCallbackCursorPos(window, x, y); + if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) + return; + + ImGuiIO& io = ImGui::GetIO(); + io.AddMousePosEvent((float)x, (float)y); + bd->LastValidMousePos = ImVec2((float)x, (float)y); +} + +// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position, +// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984) +void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackCursorEnter != nullptr && window == bd->Window) + bd->PrevUserCallbackCursorEnter(window, entered); + if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) + return; + + ImGuiIO& io = ImGui::GetIO(); + if (entered) + { + bd->MouseWindow = window; + io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y); + } + else if (!entered && bd->MouseWindow == window) + { + bd->LastValidMousePos = io.MousePos; + bd->MouseWindow = nullptr; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackChar != nullptr && window == bd->Window) + bd->PrevUserCallbackChar(window, c); + + ImGuiIO& io = ImGui::GetIO(); + io.AddInputCharacter(c); +} + +void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) +{ + // Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too. +} + +void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!"); + IM_ASSERT(bd->Window == window); + + bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); + bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); + bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback); + bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); + bd->InstalledCallbacks = true; +} + +void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!"); + IM_ASSERT(bd->Window == window); + + glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus); + glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter); + glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos); + glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton); + glfwSetScrollCallback(window, bd->PrevUserCallbackScroll); + glfwSetKeyCallback(window, bd->PrevUserCallbackKey); + glfwSetCharCallback(window, bd->PrevUserCallbackChar); + glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); + bd->InstalledCallbacks = false; + bd->PrevUserCallbackWindowFocus = nullptr; + bd->PrevUserCallbackCursorEnter = nullptr; + bd->PrevUserCallbackCursorPos = nullptr; + bd->PrevUserCallbackMousebutton = nullptr; + bd->PrevUserCallbackScroll = nullptr; + bd->PrevUserCallbackKey = nullptr; + bd->PrevUserCallbackChar = nullptr; + bd->PrevUserCallbackMonitor = nullptr; +} + +static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED); + + // Setup backend capabilities flags + ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_glfw"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + bd->Window = window; + bd->Time = 0.0; + + io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; + io.ClipboardUserData = bd->Window; + + // Set platform dependent data in viewport +#if defined(_WIN32) + ImGui::GetMainViewport()->PlatformHandleRaw = (void*)glfwGetWin32Window(bd->Window); +#endif + + // Create mouse cursors + // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, + // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. + // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.) + GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); + bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); +#if GLFW_HAS_NEW_CURSORS + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); +#else + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); +#endif +#if (GLFW_VERSION_COMBINED >= 3300) // Eat errors (see #5785) + (void)glfwGetError(NULL); +#endif + glfwSetErrorCallback(prev_error_callback); + + // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. + if (install_callbacks) + ImGui_ImplGlfw_InstallCallbacks(window); + + bd->ClientApi = client_api; + return true; +} + +bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); +} + +bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); +} + +bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown); +} + +void ImGui_ImplGlfw_Shutdown() +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + if (bd->InstalledCallbacks) + ImGui_ImplGlfw_RestoreCallbacks(bd->Window); + + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + glfwDestroyCursor(bd->MouseCursors[cursor_n]); + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + IM_DELETE(bd); +} + +static void ImGui_ImplGlfw_UpdateMouseData() +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + if (glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) + { + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + return; + } + +#ifdef __EMSCRIPTEN__ + const bool is_app_focused = true; +#else + const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0; +#endif + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) + glfwSetCursorPos(bd->Window, (double)io.MousePos.x, (double)io.MousePos.y); + + // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) + if (is_app_focused && bd->MouseWindow == nullptr) + { + double mouse_x, mouse_y; + glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y); + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); + bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y); + } + } +} + +static void ImGui_ImplGlfw_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) + return; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + } + else + { + // Show OS mouse cursor + // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. + glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); + glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + } +} + +// Update gamepad inputs +static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } +static void ImGui_ImplGlfw_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + return; + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; +#if GLFW_HAS_GAMEPAD_API + GLFWgamepadstate gamepad; + if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) + return; + #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0) + #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) +#else + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + if (axes_count == 0 || buttons_count == 0) + return; + #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0) + #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) +#endif + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7); + MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12); + MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4); + MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5); + MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f); + MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8); + MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f); + #undef MAP_BUTTON + #undef MAP_ANALOG +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?"); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + glfwGetWindowSize(bd->Window, &w, &h); + glfwGetFramebufferSize(bd->Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + ImGui_ImplGlfw_UpdateMouseData(); + ImGui_ImplGlfw_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplGlfw_UpdateGamepads(); +} + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif diff --git a/Dependencies/imgui/backends/imgui_impl_glfw.h b/Dependencies/imgui/backends/imgui_impl_glfw.h new file mode 100644 index 000000000..9f5e35c6e --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_glfw.h @@ -0,0 +1,42 @@ +// dear imgui: Platform Backend for GLFW +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) +// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +struct GLFWwindow; +struct GLFWmonitor; + +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); + +// GLFW callbacks (installer) +// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any. +// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks. +IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); +IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); + +// GLFW callbacks (individual callbacks to call if you didn't install callbacks) +IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84 +IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84 +IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87 +IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); +IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); diff --git a/Dependencies/imgui/backends/imgui_impl_glut.cpp b/Dependencies/imgui/backends/imgui_impl_glut.cpp new file mode 100644 index 000000000..7a9a32a63 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_glut.cpp @@ -0,0 +1,299 @@ +// dear imgui: Platform Backend for GLUT/FreeGLUT +// This needs to be used along with a Renderer (e.g. OpenGL2) + +// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! +// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!! +// !!! Nowadays, prefer using GLFW or SDL instead! + +// Implemented features: +// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// Issues: +// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I +// [ ] Platform: Missing mouse cursor shape/visibility support. +// [ ] Platform: Missing clipboard support (not supported by Glut). +// [ ] Platform: Missing gamepad support. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. +// 2019-03-25: Misc: Made io.DeltaTime always above zero. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-03-22: Added GLUT Platform binding. + +#include "imgui.h" +#include "imgui_impl_glut.h" +#define GL_SILENCE_DEPRECATION +#ifdef __APPLE__ +#include +#else +#include +#endif + +#ifdef _MSC_VER +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#endif + +static int g_Time = 0; // Current time, in milliseconds + +// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above. +static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key) +{ + switch (key) + { + case '\t': return ImGuiKey_Tab; + case 256 + GLUT_KEY_LEFT: return ImGuiKey_LeftArrow; + case 256 + GLUT_KEY_RIGHT: return ImGuiKey_RightArrow; + case 256 + GLUT_KEY_UP: return ImGuiKey_UpArrow; + case 256 + GLUT_KEY_DOWN: return ImGuiKey_DownArrow; + case 256 + GLUT_KEY_PAGE_UP: return ImGuiKey_PageUp; + case 256 + GLUT_KEY_PAGE_DOWN: return ImGuiKey_PageDown; + case 256 + GLUT_KEY_HOME: return ImGuiKey_Home; + case 256 + GLUT_KEY_END: return ImGuiKey_End; + case 256 + GLUT_KEY_INSERT: return ImGuiKey_Insert; + case 127: return ImGuiKey_Delete; + case 8: return ImGuiKey_Backspace; + case ' ': return ImGuiKey_Space; + case 13: return ImGuiKey_Enter; + case 27: return ImGuiKey_Escape; + case 39: return ImGuiKey_Apostrophe; + case 44: return ImGuiKey_Comma; + case 45: return ImGuiKey_Minus; + case 46: return ImGuiKey_Period; + case 47: return ImGuiKey_Slash; + case 59: return ImGuiKey_Semicolon; + case 61: return ImGuiKey_Equal; + case 91: return ImGuiKey_LeftBracket; + case 92: return ImGuiKey_Backslash; + case 93: return ImGuiKey_RightBracket; + case 96: return ImGuiKey_GraveAccent; + //case 0: return ImGuiKey_CapsLock; + //case 0: return ImGuiKey_ScrollLock; + case 256 + 0x006D: return ImGuiKey_NumLock; + //case 0: return ImGuiKey_PrintScreen; + //case 0: return ImGuiKey_Pause; + //case '0': return ImGuiKey_Keypad0; + //case '1': return ImGuiKey_Keypad1; + //case '2': return ImGuiKey_Keypad2; + //case '3': return ImGuiKey_Keypad3; + //case '4': return ImGuiKey_Keypad4; + //case '5': return ImGuiKey_Keypad5; + //case '6': return ImGuiKey_Keypad6; + //case '7': return ImGuiKey_Keypad7; + //case '8': return ImGuiKey_Keypad8; + //case '9': return ImGuiKey_Keypad9; + //case 46: return ImGuiKey_KeypadDecimal; + //case 47: return ImGuiKey_KeypadDivide; + case 42: return ImGuiKey_KeypadMultiply; + //case 45: return ImGuiKey_KeypadSubtract; + case 43: return ImGuiKey_KeypadAdd; + //case 13: return ImGuiKey_KeypadEnter; + //case 0: return ImGuiKey_KeypadEqual; + case 256 + 0x0072: return ImGuiKey_LeftCtrl; + case 256 + 0x0070: return ImGuiKey_LeftShift; + case 256 + 0x0074: return ImGuiKey_LeftAlt; + //case 0: return ImGuiKey_LeftSuper; + case 256 + 0x0073: return ImGuiKey_RightCtrl; + case 256 + 0x0071: return ImGuiKey_RightShift; + case 256 + 0x0075: return ImGuiKey_RightAlt; + //case 0: return ImGuiKey_RightSuper; + //case 0: return ImGuiKey_Menu; + case '0': return ImGuiKey_0; + case '1': return ImGuiKey_1; + case '2': return ImGuiKey_2; + case '3': return ImGuiKey_3; + case '4': return ImGuiKey_4; + case '5': return ImGuiKey_5; + case '6': return ImGuiKey_6; + case '7': return ImGuiKey_7; + case '8': return ImGuiKey_8; + case '9': return ImGuiKey_9; + case 'A': case 'a': return ImGuiKey_A; + case 'B': case 'b': return ImGuiKey_B; + case 'C': case 'c': return ImGuiKey_C; + case 'D': case 'd': return ImGuiKey_D; + case 'E': case 'e': return ImGuiKey_E; + case 'F': case 'f': return ImGuiKey_F; + case 'G': case 'g': return ImGuiKey_G; + case 'H': case 'h': return ImGuiKey_H; + case 'I': case 'i': return ImGuiKey_I; + case 'J': case 'j': return ImGuiKey_J; + case 'K': case 'k': return ImGuiKey_K; + case 'L': case 'l': return ImGuiKey_L; + case 'M': case 'm': return ImGuiKey_M; + case 'N': case 'n': return ImGuiKey_N; + case 'O': case 'o': return ImGuiKey_O; + case 'P': case 'p': return ImGuiKey_P; + case 'Q': case 'q': return ImGuiKey_Q; + case 'R': case 'r': return ImGuiKey_R; + case 'S': case 's': return ImGuiKey_S; + case 'T': case 't': return ImGuiKey_T; + case 'U': case 'u': return ImGuiKey_U; + case 'V': case 'v': return ImGuiKey_V; + case 'W': case 'w': return ImGuiKey_W; + case 'X': case 'x': return ImGuiKey_X; + case 'Y': case 'y': return ImGuiKey_Y; + case 'Z': case 'z': return ImGuiKey_Z; + case 256 + GLUT_KEY_F1: return ImGuiKey_F1; + case 256 + GLUT_KEY_F2: return ImGuiKey_F2; + case 256 + GLUT_KEY_F3: return ImGuiKey_F3; + case 256 + GLUT_KEY_F4: return ImGuiKey_F4; + case 256 + GLUT_KEY_F5: return ImGuiKey_F5; + case 256 + GLUT_KEY_F6: return ImGuiKey_F6; + case 256 + GLUT_KEY_F7: return ImGuiKey_F7; + case 256 + GLUT_KEY_F8: return ImGuiKey_F8; + case 256 + GLUT_KEY_F9: return ImGuiKey_F9; + case 256 + GLUT_KEY_F10: return ImGuiKey_F10; + case 256 + GLUT_KEY_F11: return ImGuiKey_F11; + case 256 + GLUT_KEY_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +bool ImGui_ImplGLUT_Init() +{ + ImGuiIO& io = ImGui::GetIO(); + +#ifdef FREEGLUT + io.BackendPlatformName = "imgui_impl_glut (freeglut)"; +#else + io.BackendPlatformName = "imgui_impl_glut"; +#endif + g_Time = 0; + + return true; +} + +void ImGui_ImplGLUT_InstallFuncs() +{ + glutReshapeFunc(ImGui_ImplGLUT_ReshapeFunc); + glutMotionFunc(ImGui_ImplGLUT_MotionFunc); + glutPassiveMotionFunc(ImGui_ImplGLUT_MotionFunc); + glutMouseFunc(ImGui_ImplGLUT_MouseFunc); +#ifdef __FREEGLUT_EXT_H__ + glutMouseWheelFunc(ImGui_ImplGLUT_MouseWheelFunc); +#endif + glutKeyboardFunc(ImGui_ImplGLUT_KeyboardFunc); + glutKeyboardUpFunc(ImGui_ImplGLUT_KeyboardUpFunc); + glutSpecialFunc(ImGui_ImplGLUT_SpecialFunc); + glutSpecialUpFunc(ImGui_ImplGLUT_SpecialUpFunc); +} + +void ImGui_ImplGLUT_Shutdown() +{ +} + +void ImGui_ImplGLUT_NewFrame() +{ + // Setup time step + ImGuiIO& io = ImGui::GetIO(); + int current_time = glutGet(GLUT_ELAPSED_TIME); + int delta_time_ms = (current_time - g_Time); + if (delta_time_ms <= 0) + delta_time_ms = 1; + io.DeltaTime = delta_time_ms / 1000.0f; + g_Time = current_time; + + // Start the frame + ImGui::NewFrame(); +} + +static void ImGui_ImplGLUT_UpdateKeyModifiers() +{ + ImGuiIO& io = ImGui::GetIO(); + int glut_key_mods = glutGetModifiers(); + io.AddKeyEvent(ImGuiMod_Ctrl, (glut_key_mods & GLUT_ACTIVE_CTRL) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (glut_key_mods & GLUT_ACTIVE_SHIFT) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (glut_key_mods & GLUT_ACTIVE_ALT) != 0); +} + +static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(key, down); + io.SetKeyEventNativeData(key, native_keycode, -1); // To support legacy indexing (<1.87 user code) +} + +void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y) +{ + // Send character to imgui + //printf("char_down_func %d '%c'\n", c, c); + ImGuiIO& io = ImGui::GetIO(); + if (c >= 32) + io.AddInputCharacter((unsigned int)c); + + ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c); + ImGui_ImplGLUT_AddKeyEvent(key, true, c); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y) +{ + //printf("char_up_func %d '%c'\n", c, c); + ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c); + ImGui_ImplGLUT_AddKeyEvent(key, false, c); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y) +{ + //printf("key_down_func %d\n", key); + ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256); + ImGui_ImplGLUT_AddKeyEvent(imgui_key, true, key + 256); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y) +{ + //printf("key_up_func %d\n", key); + ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256); + ImGui_ImplGLUT_AddKeyEvent(imgui_key, false, key + 256); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddMousePosEvent((float)x, (float)y); + int button = -1; + if (glut_button == GLUT_LEFT_BUTTON) button = 0; + if (glut_button == GLUT_RIGHT_BUTTON) button = 1; + if (glut_button == GLUT_MIDDLE_BUTTON) button = 2; + if (button != -1 && (state == GLUT_DOWN || state == GLUT_UP)) + io.AddMouseButtonEvent(button, state == GLUT_DOWN); +} + +#ifdef __FREEGLUT_EXT_H__ +void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddMousePosEvent((float)x, (float)y); + if (dir != 0) + io.AddMouseWheelEvent(0.0f, dir > 0 ? 1.0f : -1.0f); + (void)button; // Unused +} +#endif + +void ImGui_ImplGLUT_ReshapeFunc(int w, int h) +{ + ImGuiIO& io = ImGui::GetIO(); + io.DisplaySize = ImVec2((float)w, (float)h); +} + +void ImGui_ImplGLUT_MotionFunc(int x, int y) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddMousePosEvent((float)x, (float)y); +} diff --git a/Dependencies/imgui/backends/imgui_impl_glut.h b/Dependencies/imgui/backends/imgui_impl_glut.h new file mode 100644 index 000000000..98d4e5989 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_glut.h @@ -0,0 +1,39 @@ +// dear imgui: Platform Backend for GLUT/FreeGLUT +// This needs to be used along with a Renderer (e.g. OpenGL2) + +// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! +// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!! +// !!! Nowadays, prefer using GLFW or SDL instead! + +// Implemented features: +// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// Issues: +// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I +// [ ] Platform: Missing mouse cursor shape/visibility support. +// [ ] Platform: Missing clipboard support (not supported by Glut). +// [ ] Platform: Missing gamepad support. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +IMGUI_IMPL_API bool ImGui_ImplGLUT_Init(); +IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs(); +IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame(); + +// You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically, +// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency.. +//---------------------------------------- GLUT name --------------------------------------------- Decent Name --------- +IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc diff --git a/Dependencies/imgui/backends/imgui_impl_metal.h b/Dependencies/imgui/backends/imgui_impl_metal.h new file mode 100644 index 000000000..495844432 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_metal.h @@ -0,0 +1,64 @@ +// dear imgui: Renderer Backend for Metal +// This needs to be used along with a Platform Backend (e.g. OSX) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#include "imgui.h" // IMGUI_IMPL_API + +//----------------------------------------------------------------------------- +// ObjC API +//----------------------------------------------------------------------------- + +#ifdef __OBJC__ + +@class MTLRenderPassDescriptor; +@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder; + +IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id device); +IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor); +IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, + id commandBuffer, + id commandEncoder); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); + +#endif + +//----------------------------------------------------------------------------- +// C++ API +//----------------------------------------------------------------------------- + +// Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file +// More info about using Metal from C++: https://developer.apple.com/metal/cpp/ + +#ifdef IMGUI_IMPL_METAL_CPP +#include +#ifndef __OBJC__ + +IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device); +IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor); +IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, + MTL::CommandBuffer* commandBuffer, + MTL::RenderCommandEncoder* commandEncoder); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); + +#endif +#endif diff --git a/Dependencies/imgui/backends/imgui_impl_metal.mm b/Dependencies/imgui/backends/imgui_impl_metal.mm new file mode 100644 index 000000000..3f8c77607 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_metal.mm @@ -0,0 +1,575 @@ +// dear imgui: Renderer Backend for Metal +// This needs to be used along with a Platform Backend (e.g. OSX) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. +// 2022-07-05: Metal: Add dispatch synchronization. +// 2022-06-30: Metal: Use __bridge for ARC based systems. +// 2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler. +// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts. +// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code). +// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file. +// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464) +// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer. +// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst. +// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-07-05: Metal: Added new Metal backend implementation. + +#include "imgui.h" +#include "imgui_impl_metal.h" +#import +#import + +#pragma mark - Support classes + +// A wrapper around a MTLBuffer object that knows the last time it was reused +@interface MetalBuffer : NSObject +@property (nonatomic, strong) id buffer; +@property (nonatomic, assign) double lastReuseTime; +- (instancetype)initWithBuffer:(id)buffer; +@end + +// An object that encapsulates the data necessary to uniquely identify a +// render pipeline state. These are used as cache keys. +@interface FramebufferDescriptor : NSObject +@property (nonatomic, assign) unsigned long sampleCount; +@property (nonatomic, assign) MTLPixelFormat colorPixelFormat; +@property (nonatomic, assign) MTLPixelFormat depthPixelFormat; +@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat; +- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor; +@end + +// A singleton that stores long-lived objects that are needed by the Metal +// renderer backend. Stores the render pipeline state cache and the default +// font texture, and manages the reusable buffer cache. +@interface MetalContext : NSObject +@property (nonatomic, strong) id device; +@property (nonatomic, strong) id depthStencilState; +@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient +@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors +@property (nonatomic, strong, nullable) id fontTexture; +@property (nonatomic, strong) NSMutableArray* bufferCache; +@property (nonatomic, assign) double lastBufferCachePurge; +- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device; +- (id)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id)device; +@end + +struct ImGui_ImplMetal_Data +{ + MetalContext* SharedMetalContext; + + ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); } +}; + +static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); } +static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : NULL; } +static void ImGui_ImplMetal_DestroyBackendData() { IM_DELETE(ImGui_ImplMetal_GetBackendData()); } + +static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return static_cast(static_cast(clock_gettime_nsec_np(CLOCK_UPTIME_RAW)) / 1e9); } + +#ifdef IMGUI_IMPL_METAL_CPP + +#pragma mark - Dear ImGui Metal C++ Backend API + +bool ImGui_ImplMetal_Init(MTL::Device* device) +{ + return ImGui_ImplMetal_Init((__bridge id)(device)); +} + +void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor) +{ + ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor)); +} + +void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, + MTL::CommandBuffer* commandBuffer, + MTL::RenderCommandEncoder* commandEncoder) +{ + ImGui_ImplMetal_RenderDrawData(draw_data, + (__bridge id)(commandBuffer), + (__bridge id)(commandEncoder)); + +} + +bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device) +{ + return ImGui_ImplMetal_CreateFontsTexture((__bridge id)(device)); +} + +bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device) +{ + return ImGui_ImplMetal_CreateDeviceObjects((__bridge id)(device)); +} + +#endif // #ifdef IMGUI_IMPL_METAL_CPP + +#pragma mark - Dear ImGui Metal Backend API + +bool ImGui_ImplMetal_Init(id device) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData(); + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_metal"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->SharedMetalContext = [[MetalContext alloc] init]; + bd->SharedMetalContext.device = device; + + return true; +} + +void ImGui_ImplMetal_Shutdown() +{ + ImGui_ImplMetal_DestroyDeviceObjects(); + ImGui_ImplMetal_DestroyBackendData(); +} + +void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?"); + bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]; + + if (bd->SharedMetalContext.depthStencilState == nil) + ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device); +} + +static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id commandBuffer, + id commandEncoder, id renderPipelineState, + MetalBuffer* vertexBuffer, size_t vertexBufferOffset) +{ + IM_UNUSED(commandBuffer); + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + [commandEncoder setCullMode:MTLCullModeNone]; + [commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState]; + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to + // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + MTLViewport viewport = + { + .originX = 0.0, + .originY = 0.0, + .width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x), + .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y), + .znear = 0.0, + .zfar = 1.0 + }; + [commandEncoder setViewport:viewport]; + + float L = drawData->DisplayPos.x; + float R = drawData->DisplayPos.x + drawData->DisplaySize.x; + float T = drawData->DisplayPos.y; + float B = drawData->DisplayPos.y + drawData->DisplaySize.y; + float N = (float)viewport.znear; + float F = (float)viewport.zfar; + const float ortho_projection[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 1/(F-N), 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f }, + }; + [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1]; + + [commandEncoder setRenderPipelineState:renderPipelineState]; + + [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0]; + [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0]; +} + +// Metal Render function. +void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id commandBuffer, id commandEncoder) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + MetalContext* ctx = bd->SharedMetalContext; + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x); + int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) + return; + + // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame + // The hit rate for this cache should be very near 100%. + id renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor]; + if (renderPipelineState == nil) + { + // No luck; make a new render pipeline state + renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device]; + + // Cache render pipeline state for later reuse + ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState; + } + + size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert); + size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx); + MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; + MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; + + ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + size_t vertexBufferOffset = 0; + size_t indexBufferOffset = 0; + for (int n = 0; n < drawData->CmdListsCount; n++) + { + const ImDrawList* cmd_list = drawData->CmdLists[n]; + + memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + + // Clamp to viewport as setScissorRect() won't accept values that are off bounds + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this + continue; + + // Apply scissor/clipping rectangle + MTLScissorRect scissorRect = + { + .x = NSUInteger(clip_min.x), + .y = NSUInteger(clip_min.y), + .width = NSUInteger(clip_max.x - clip_min.x), + .height = NSUInteger(clip_max.y - clip_min.y) + }; + [commandEncoder setScissorRect:scissorRect]; + + // Bind texture, Draw + if (ImTextureID tex_id = pcmd->GetTexID()) + [commandEncoder setFragmentTexture:(__bridge id)(tex_id) atIndex:0]; + + [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0]; + [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle + indexCount:pcmd->ElemCount + indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32 + indexBuffer:indexBuffer.buffer + indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)]; + } + } + + vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); + indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); + } + + [commandBuffer addCompletedHandler:^(id) + { + dispatch_async(dispatch_get_main_queue(), ^{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + if (bd != NULL) + { + @synchronized(bd->SharedMetalContext.bufferCache) + { + [bd->SharedMetalContext.bufferCache addObject:vertexBuffer]; + [bd->SharedMetalContext.bufferCache addObject:indexBuffer]; + } + } + }); + }]; +} + +bool ImGui_ImplMetal_CreateFontsTexture(id device) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here. + // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. + // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. + // You can make that change in your implementation. + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm + width:(NSUInteger)width + height:(NSUInteger)height + mipmapped:NO]; + textureDescriptor.usage = MTLTextureUsageShaderRead; +#if TARGET_OS_OSX || TARGET_OS_MACCATALYST + textureDescriptor.storageMode = MTLStorageModeManaged; +#else + textureDescriptor.storageMode = MTLStorageModeShared; +#endif + id texture = [device newTextureWithDescriptor:textureDescriptor]; + [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4]; + bd->SharedMetalContext.fontTexture = texture; + io.Fonts->SetTexID((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void* + + return (bd->SharedMetalContext.fontTexture != nil); +} + +void ImGui_ImplMetal_DestroyFontsTexture() +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + bd->SharedMetalContext.fontTexture = nil; + io.Fonts->SetTexID(nullptr); +} + +bool ImGui_ImplMetal_CreateDeviceObjects(id device) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init]; + depthStencilDescriptor.depthWriteEnabled = NO; + depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; + bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; + ImGui_ImplMetal_CreateFontsTexture(device); + + return true; +} + +void ImGui_ImplMetal_DestroyDeviceObjects() +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + ImGui_ImplMetal_DestroyFontsTexture(); + [bd->SharedMetalContext.renderPipelineStateCache removeAllObjects]; +} + +#pragma mark - MetalBuffer implementation + +@implementation MetalBuffer +- (instancetype)initWithBuffer:(id)buffer +{ + if ((self = [super init])) + { + _buffer = buffer; + _lastReuseTime = GetMachAbsoluteTimeInSeconds(); + } + return self; +} +@end + +#pragma mark - FramebufferDescriptor implementation + +@implementation FramebufferDescriptor +- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor +{ + if ((self = [super init])) + { + _sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount; + _colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat; + _depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat; + _stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat; + } + return self; +} + +- (nonnull id)copyWithZone:(nullable NSZone*)zone +{ + FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init]; + copy.sampleCount = self.sampleCount; + copy.colorPixelFormat = self.colorPixelFormat; + copy.depthPixelFormat = self.depthPixelFormat; + copy.stencilPixelFormat = self.stencilPixelFormat; + return copy; +} + +- (NSUInteger)hash +{ + NSUInteger sc = _sampleCount & 0x3; + NSUInteger cf = _colorPixelFormat & 0x3FF; + NSUInteger df = _depthPixelFormat & 0x3FF; + NSUInteger sf = _stencilPixelFormat & 0x3FF; + NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc; + return hash; +} + +- (BOOL)isEqual:(id)object +{ + FramebufferDescriptor* other = object; + if (![other isKindOfClass:[FramebufferDescriptor class]]) + return NO; + return other.sampleCount == self.sampleCount && + other.colorPixelFormat == self.colorPixelFormat && + other.depthPixelFormat == self.depthPixelFormat && + other.stencilPixelFormat == self.stencilPixelFormat; +} + +@end + +#pragma mark - MetalContext implementation + +@implementation MetalContext +- (instancetype)init +{ + if ((self = [super init])) + { + self.renderPipelineStateCache = [NSMutableDictionary dictionary]; + self.bufferCache = [NSMutableArray array]; + _lastBufferCachePurge = GetMachAbsoluteTimeInSeconds(); + } + return self; +} + +- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device +{ + uint64_t now = GetMachAbsoluteTimeInSeconds(); + + @synchronized(self.bufferCache) + { + // Purge old buffers that haven't been useful for a while + if (now - self.lastBufferCachePurge > 1.0) + { + NSMutableArray* survivors = [NSMutableArray array]; + for (MetalBuffer* candidate in self.bufferCache) + if (candidate.lastReuseTime > self.lastBufferCachePurge) + [survivors addObject:candidate]; + self.bufferCache = [survivors mutableCopy]; + self.lastBufferCachePurge = now; + } + + // See if we have a buffer we can reuse + MetalBuffer* bestCandidate = nil; + for (MetalBuffer* candidate in self.bufferCache) + if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime)) + bestCandidate = candidate; + + if (bestCandidate != nil) + { + [self.bufferCache removeObject:bestCandidate]; + bestCandidate.lastReuseTime = now; + return bestCandidate; + } + } + + // No luck; make a new buffer + id backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared]; + return [[MetalBuffer alloc] initWithBuffer:backing]; +} + +// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. +- (id)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id)device +{ + NSError* error = nil; + + NSString* shaderSource = @"" + "#include \n" + "using namespace metal;\n" + "\n" + "struct Uniforms {\n" + " float4x4 projectionMatrix;\n" + "};\n" + "\n" + "struct VertexIn {\n" + " float2 position [[attribute(0)]];\n" + " float2 texCoords [[attribute(1)]];\n" + " uchar4 color [[attribute(2)]];\n" + "};\n" + "\n" + "struct VertexOut {\n" + " float4 position [[position]];\n" + " float2 texCoords;\n" + " float4 color;\n" + "};\n" + "\n" + "vertex VertexOut vertex_main(VertexIn in [[stage_in]],\n" + " constant Uniforms &uniforms [[buffer(1)]]) {\n" + " VertexOut out;\n" + " out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n" + " out.texCoords = in.texCoords;\n" + " out.color = float4(in.color) / float4(255.0);\n" + " return out;\n" + "}\n" + "\n" + "fragment half4 fragment_main(VertexOut in [[stage_in]],\n" + " texture2d texture [[texture(0)]]) {\n" + " constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n" + " half4 texColor = texture.sample(linearSampler, in.texCoords);\n" + " return half4(in.color) * texColor;\n" + "}\n"; + + id library = [device newLibraryWithSource:shaderSource options:nil error:&error]; + if (library == nil) + { + NSLog(@"Error: failed to create Metal library: %@", error); + return nil; + } + + id vertexFunction = [library newFunctionWithName:@"vertex_main"]; + id fragmentFunction = [library newFunctionWithName:@"fragment_main"]; + + if (vertexFunction == nil || fragmentFunction == nil) + { + NSLog(@"Error: failed to find Metal shader functions in library: %@", error); + return nil; + } + + MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor]; + vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos); + vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position + vertexDescriptor.attributes[0].bufferIndex = 0; + vertexDescriptor.attributes[1].offset = IM_OFFSETOF(ImDrawVert, uv); + vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords + vertexDescriptor.attributes[1].bufferIndex = 0; + vertexDescriptor.attributes[2].offset = IM_OFFSETOF(ImDrawVert, col); + vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color + vertexDescriptor.attributes[2].bufferIndex = 0; + vertexDescriptor.layouts[0].stepRate = 1; + vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex; + vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert); + + MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init]; + pipelineDescriptor.vertexFunction = vertexFunction; + pipelineDescriptor.fragmentFunction = fragmentFunction; + pipelineDescriptor.vertexDescriptor = vertexDescriptor; + pipelineDescriptor.rasterSampleCount = self.framebufferDescriptor.sampleCount; + pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat; + pipelineDescriptor.colorAttachments[0].blendingEnabled = YES; + pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd; + pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha; + pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha; + pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd; + pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne; + pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha; + pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat; + pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat; + + id renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error]; + if (error != nil) + NSLog(@"Error: failed to create Metal pipeline state: %@", error); + + return renderPipelineState; +} + +@end diff --git a/Dependencies/imgui/backends/imgui_impl_opengl2.cpp b/Dependencies/imgui/backends/imgui_impl_opengl2.cpp new file mode 100644 index 000000000..eb26307ec --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_opengl2.cpp @@ -0,0 +1,287 @@ +// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in imgui_impl_opengl3.cpp** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications. +// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications. +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. +// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples. +// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself. +// 2017-09-01: OpenGL: Save and restore current polygon mode. +// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. + +#include "imgui.h" +#include "imgui_impl_opengl2.h" +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#define GL_SILENCE_DEPRECATION +#include +#else +#include +#endif + +struct ImGui_ImplOpenGL2_Data +{ + GLuint FontTexture; + + ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +bool ImGui_ImplOpenGL2_Init() +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_opengl2"; + + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplOpenGL2_DestroyDeviceObjects(); + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + IM_DELETE(bd); +} + +void ImGui_ImplOpenGL2_NewFrame() +{ + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplOpenGL2_CreateDeviceObjects(); +} + +static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) +{ + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + //glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); + glDisable(GL_LIGHTING); + glDisable(GL_COLOR_MATERIAL); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_NORMAL_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + glShadeModel(GL_SMOOTH); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + + // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), + // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below. + // (DO NOT MODIFY THIS FILE! Add the code in your calling function) + // GLint last_program; + // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + // glUseProgram(0); + // ImGui_ImplOpenGL2_RenderDrawData(...); + // glUseProgram(last_program) + // There are potentially many more states you could need to clear/setup that we can't access from default headers. + // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP). + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); +} + +// OpenGL2 Render function. +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. +// This is in order to be able to run within an OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Backup GL state + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model); + GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + + // Setup desired GL state + ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle (Y is inverted in OpenGL) + glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); + + // Bind texture, Draw + glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset); + } + } + } + + // Restore modified GL state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); + glShadeModel(last_shade_model); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode); +} + +bool ImGui_ImplOpenGL2_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + GLint last_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGenTextures(1, &bd->FontTexture); + glBindTexture(GL_TEXTURE_2D, bd->FontTexture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); + + // Restore state + glBindTexture(GL_TEXTURE_2D, last_texture); + + return true; +} + +void ImGui_ImplOpenGL2_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + if (bd->FontTexture) + { + glDeleteTextures(1, &bd->FontTexture); + io.Fonts->SetTexID(0); + bd->FontTexture = 0; + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return ImGui_ImplOpenGL2_CreateFontsTexture(); +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL2_DestroyFontsTexture(); +} diff --git a/Dependencies/imgui/backends/imgui_impl_opengl2.h b/Dependencies/imgui/backends/imgui_impl_opengl2.h new file mode 100644 index 000000000..d00d27f1f --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_opengl2.h @@ -0,0 +1,32 @@ +// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in imgui_impl_opengl3.cpp** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); diff --git a/Dependencies/imgui/backends/imgui_impl_opengl3.cpp b/Dependencies/imgui/backends/imgui_impl_opengl3.cpp new file mode 100644 index 000000000..5f5bb4272 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_opengl3.cpp @@ -0,0 +1,890 @@ +// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 2.x 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes). +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'. +// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127). +// 2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. +// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers. +// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. +// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state. +// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader. +// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version. +// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater. +// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer. +// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state. +// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state. +// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x) +// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader. +// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. +// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX. +// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix. +// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset. +// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader. +// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader. +// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders. +// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. +// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. +// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. +// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. +// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). +// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. +// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN. +// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used. +// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". +// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. +// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link. +// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. +// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. +// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer. +// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". +// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-05-01: OpenGL: Fixed save and restore of current blend func state. +// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) + +//---------------------------------------- +// OpenGL GLSL GLSL +// version version string +//---------------------------------------- +// 2.0 110 "#version 110" +// 2.1 120 "#version 120" +// 3.0 130 "#version 130" +// 3.1 140 "#version 140" +// 3.2 150 "#version 150" +// 3.3 330 "#version 330 core" +// 4.0 400 "#version 400 core" +// 4.1 410 "#version 410 core" +// 4.2 420 "#version 410 core" +// 4.3 430 "#version 430 core" +// ES 2.0 100 "#version 100" = WebGL 1.0 +// ES 3.0 300 "#version 300 es" = WebGL 2.0 +//---------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#include "imgui_impl_opengl3.h" +#include +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif +#if defined(__APPLE__) +#include +#endif + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + +// GL includes +#if defined(IMGUI_IMPL_OPENGL_ES2) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include // Use GL ES 2 +#else +#include // Use GL ES 2 +#endif +#if defined(__EMSCRIPTEN__) +#ifndef GL_GLEXT_PROTOTYPES +#define GL_GLEXT_PROTOTYPES +#endif +#include +#endif +#elif defined(IMGUI_IMPL_OPENGL_ES3) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include // Use GL ES 3 +#else +#include // Use GL ES 3 +#endif +#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w. +// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.). +// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp): +// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped +// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases +// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version. +#define IMGL3W_IMPL +#include "imgui_impl_opengl3_loader.h" +#endif + +// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension +#ifndef IMGUI_IMPL_OPENGL_ES2 +#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +#elif defined(__EMSCRIPTEN__) +#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +#define glBindVertexArray glBindVertexArrayOES +#define glGenVertexArrays glGenVertexArraysOES +#define glDeleteVertexArrays glDeleteVertexArraysOES +#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES +#endif + +// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have. +#ifdef GL_POLYGON_MODE +#define IMGUI_IMPL_HAS_POLYGON_MODE +#endif + +// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET +#endif + +// Desktop GL 3.3+ has glBindSampler() +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER +#endif + +// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART +#endif + +// Desktop GL use extension detection +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS +#endif + +// [Debugging] +//#define IMGUI_IMPL_OPENGL_DEBUG +#ifdef IMGUI_IMPL_OPENGL_DEBUG +#include +#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check +#else +#define GL_CALL(_CALL) _CALL // Call without error check +#endif + +// OpenGL Data +struct ImGui_ImplOpenGL3_Data +{ + GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) + char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings. + GLuint FontTexture; + GLuint ShaderHandle; + GLint AttribLocationTex; // Uniforms location + GLint AttribLocationProjMtx; + GLuint AttribLocationVtxPos; // Vertex attributes location + GLuint AttribLocationVtxUV; + GLuint AttribLocationVtxColor; + unsigned int VboHandle, ElementsHandle; + GLsizeiptr VertexBufferSize; + GLsizeiptr IndexBufferSize; + bool HasClipOrigin; + bool UseBufferSubData; + + ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only) +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +struct ImGui_ImplOpenGL3_VtxAttribState +{ + GLint Enabled, Size, Type, Normalized, Stride; + GLvoid* Ptr; + + void GetState(GLint index) + { + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride); + glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr); + } + void SetState(GLint index) + { + glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr); + if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index); + } +}; +#endif + +// Functions +bool ImGui_ImplOpenGL3_Init(const char* glsl_version) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Initialize our loader +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) + if (imgl3wInit() != 0) + { + fprintf(stderr, "Failed to initialize OpenGL loader!\n"); + return false; + } +#endif + + // Setup backend capabilities flags + ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_opengl3"; + + // Query for GL version (e.g. 320 for GL 3.2) +#if !defined(IMGUI_IMPL_OPENGL_ES2) + GLint major = 0; + GLint minor = 0; + glGetIntegerv(GL_MAJOR_VERSION, &major); + glGetIntegerv(GL_MINOR_VERSION, &minor); + if (major == 0 && minor == 0) + { + // Query GL_VERSION in desktop GL 2.x, the string will start with "." + const char* gl_version = (const char*)glGetString(GL_VERSION); + sscanf(gl_version, "%d.%d", &major, &minor); + } + bd->GlVersion = (GLuint)(major * 100 + minor * 10); + + bd->UseBufferSubData = false; + /* + // Query vendor to enable glBufferSubData kludge +#ifdef _WIN32 + if (const char* vendor = (const char*)glGetString(GL_VENDOR)) + if (strncmp(vendor, "Intel", 5) == 0) + bd->UseBufferSubData = true; +#endif + */ +#else + bd->GlVersion = 200; // GLES 2 +#endif + +#ifdef IMGUI_IMPL_OPENGL_DEBUG + printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] +#endif + +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET + if (bd->GlVersion >= 320) + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. +#endif + + // Store GLSL version string so we can refer to it later in case we recreate shaders. + // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure. + if (glsl_version == nullptr) + { +#if defined(IMGUI_IMPL_OPENGL_ES2) + glsl_version = "#version 100"; +#elif defined(IMGUI_IMPL_OPENGL_ES3) + glsl_version = "#version 300 es"; +#elif defined(__APPLE__) + glsl_version = "#version 150"; +#else + glsl_version = "#version 130"; +#endif + } + IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString)); + strcpy(bd->GlslVersionString, glsl_version); + strcat(bd->GlslVersionString, "\n"); + + // Make an arbitrary GL call (we don't actually need the result) + // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know! + GLint current_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); + + // Detect extensions we support + bd->HasClipOrigin = (bd->GlVersion >= 450); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS + GLint num_extensions = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); + for (GLint i = 0; i < num_extensions; i++) + { + const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i); + if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0) + bd->HasClipOrigin = true; + } +#endif + + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplOpenGL3_DestroyDeviceObjects(); + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + IM_DELETE(bd); +} + +void ImGui_ImplOpenGL3_NewFrame() +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?"); + + if (!bd->ShaderHandle) + ImGui_ImplOpenGL3_CreateDeviceObjects(); +} + +static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); + glEnable(GL_SCISSOR_TEST); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART + if (bd->GlVersion >= 310) + glDisable(GL_PRIMITIVE_RESTART); +#endif +#ifdef IMGUI_IMPL_HAS_POLYGON_MODE + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#endif + + // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) +#if defined(GL_CLIP_ORIGIN) + bool clip_origin_lower_left = true; + if (bd->HasClipOrigin) + { + GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); + if (current_clip_origin == GL_UPPER_LEFT) + clip_origin_lower_left = false; + } +#endif + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height)); + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; +#if defined(GL_CLIP_ORIGIN) + if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left +#endif + const float ortho_projection[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, + }; + glUseProgram(bd->ShaderHandle); + glUniform1i(bd->AttribLocationTex, 0); + glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + if (bd->GlVersion >= 330) + glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. +#endif + + (void)vertex_array_object; +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindVertexArray(vertex_array_object); +#endif + + // Bind vertex/index buffers and setup attributes for ImDrawVert + GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle)); + GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor)); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos))); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv))); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col))); +} + +// OpenGL3 Render function. +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. +// This is in order to be able to run within an OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0) + return; + + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); + GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } +#endif + GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+. + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor); +#endif +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); +#endif +#ifdef IMGUI_IMPL_HAS_POLYGON_MODE + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); +#endif + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART + GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; +#endif + + // Setup desired GL state + // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) + // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. + GLuint vertex_array_object = 0; +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GL_CALL(glGenVertexArrays(1, &vertex_array_object)); +#endif + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + + // Upload vertex/index buffers + // - OpenGL drivers are in a very sorry state nowadays.... + // During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports + // of leaks on Intel GPU when using multi-viewports on Windows. + // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel. + // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code. + // We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path. + // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues. + const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); + const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); + if (bd->UseBufferSubData) + { + if (bd->VertexBufferSize < vtx_buffer_size) + { + bd->VertexBufferSize = vtx_buffer_size; + GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW)); + } + if (bd->IndexBufferSize < idx_buffer_size) + { + bd->IndexBufferSize = idx_buffer_size; + GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW)); + } + GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data)); + GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data)); + } + else + { + GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW)); + GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW)); + } + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle (Y is inverted in OpenGL) + GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y))); + + // Bind texture, Draw + GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID())); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET + if (bd->GlVersion >= 320) + GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset)); + else +#endif + GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)))); + } + } + } + + // Destroy the temporary VAO +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GL_CALL(glDeleteVertexArrays(1, &vertex_array_object)); +#endif + + // Restore modified GL state + glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + if (bd->GlVersion >= 330) + glBindSampler(0, last_sampler); +#endif + glActiveTexture(last_active_texture); +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindVertexArray(last_vertex_array_object); +#endif + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos); + last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV); + last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor); +#endif + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART + if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } +#endif + +#ifdef IMGUI_IMPL_HAS_POLYGON_MODE + glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); +#endif + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); + (void)bd; // Not all compilation paths use this +} + +bool ImGui_ImplOpenGL3_CreateFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Build texture atlas + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + GL_CALL(glGenTextures(1, &bd->FontTexture)); + GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); +#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); +#endif + GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); + + // Restore state + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); + + return true; +} + +void ImGui_ImplOpenGL3_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + if (bd->FontTexture) + { + glDeleteTextures(1, &bd->FontTexture); + io.Fonts->SetTexID(0); + bd->FontTexture = 0; + } +} + +// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. +static bool CheckShader(GLuint handle, const char* desc) +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + GLint status = 0, log_length = 0; + glGetShaderiv(handle, GL_COMPILE_STATUS, &status); + glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); + if ((GLboolean)status == GL_FALSE) + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString); + if (log_length > 1) + { + ImVector buf; + buf.resize((int)(log_length + 1)); + glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin()); + fprintf(stderr, "%s\n", buf.begin()); + } + return (GLboolean)status == GL_TRUE; +} + +// If you get an error please report on GitHub. You may try different GL context version or GLSL version. +static bool CheckProgram(GLuint handle, const char* desc) +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + GLint status = 0, log_length = 0; + glGetProgramiv(handle, GL_LINK_STATUS, &status); + glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); + if ((GLboolean)status == GL_FALSE) + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString); + if (log_length > 1) + { + ImVector buf; + buf.resize((int)(log_length + 1)); + glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin()); + fprintf(stderr, "%s\n", buf.begin()); + } + return (GLboolean)status == GL_TRUE; +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Backup GL state + GLint last_texture, last_array_buffer; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GLint last_vertex_array; + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); +#endif + + // Parse GLSL version string + int glsl_version = 130; + sscanf(bd->GlslVersionString, "#version %d", &glsl_version); + + const GLchar* vertex_shader_glsl_120 = + "uniform mat4 ProjMtx;\n" + "attribute vec2 Position;\n" + "attribute vec2 UV;\n" + "attribute vec4 Color;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_130 = + "uniform mat4 ProjMtx;\n" + "in vec2 Position;\n" + "in vec2 UV;\n" + "in vec4 Color;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_300_es = + "precision highp float;\n" + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_410_core = + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_120 = + "#ifdef GL_ES\n" + " precision mediump float;\n" + "#endif\n" + "uniform sampler2D Texture;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_130 = + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_300_es = + "precision mediump float;\n" + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_410_core = + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "uniform sampler2D Texture;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + // Select shaders matching our GLSL versions + const GLchar* vertex_shader = nullptr; + const GLchar* fragment_shader = nullptr; + if (glsl_version < 130) + { + vertex_shader = vertex_shader_glsl_120; + fragment_shader = fragment_shader_glsl_120; + } + else if (glsl_version >= 410) + { + vertex_shader = vertex_shader_glsl_410_core; + fragment_shader = fragment_shader_glsl_410_core; + } + else if (glsl_version == 300) + { + vertex_shader = vertex_shader_glsl_300_es; + fragment_shader = fragment_shader_glsl_300_es; + } + else + { + vertex_shader = vertex_shader_glsl_130; + fragment_shader = fragment_shader_glsl_130; + } + + // Create shaders + const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader }; + GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr); + glCompileShader(vert_handle); + CheckShader(vert_handle, "vertex shader"); + + const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader }; + GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr); + glCompileShader(frag_handle); + CheckShader(frag_handle, "fragment shader"); + + // Link + bd->ShaderHandle = glCreateProgram(); + glAttachShader(bd->ShaderHandle, vert_handle); + glAttachShader(bd->ShaderHandle, frag_handle); + glLinkProgram(bd->ShaderHandle); + CheckProgram(bd->ShaderHandle, "shader program"); + + glDetachShader(bd->ShaderHandle, vert_handle); + glDetachShader(bd->ShaderHandle, frag_handle); + glDeleteShader(vert_handle); + glDeleteShader(frag_handle); + + bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture"); + bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx"); + bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position"); + bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV"); + bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color"); + + // Create buffers + glGenBuffers(1, &bd->VboHandle); + glGenBuffers(1, &bd->ElementsHandle); + + ImGui_ImplOpenGL3_CreateFontsTexture(); + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindVertexArray(last_vertex_array); +#endif + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; } + if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; } + if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; } + ImGui_ImplOpenGL3_DestroyFontsTexture(); +} + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif diff --git a/Dependencies/imgui/backends/imgui_impl_opengl3.h b/Dependencies/imgui/backends/imgui_impl_opengl3.h new file mode 100644 index 000000000..5baf5abd6 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_opengl3.h @@ -0,0 +1,55 @@ +// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 2.x 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// About GLSL version: +// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string. +// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" +// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +// Backend API +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// (Optional) Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); + +// Specific OpenGL ES versions +//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten +//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android + +// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. +#if !defined(IMGUI_IMPL_OPENGL_ES2) \ + && !defined(IMGUI_IMPL_OPENGL_ES3) + +// Try to detect GLES on matching platforms +#if defined(__APPLE__) +#include +#endif +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) +#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" +#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__) +#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" +#else +// Otherwise imgui_impl_opengl3_loader.h will be used. +#endif + +#endif diff --git a/Dependencies/imgui/backends/imgui_impl_opengl3_loader.h b/Dependencies/imgui/backends/imgui_impl_opengl3_loader.h new file mode 100644 index 000000000..5b6615e94 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_opengl3_loader.h @@ -0,0 +1,794 @@ +//----------------------------------------------------------------------------- +// About imgui_impl_opengl3_loader.h: +// +// We embed our own OpenGL loader to not require user to provide their own or to have to use ours, +// which proved to be endless problems for users. +// Our loader is custom-generated, based on gl3w but automatically filtered to only include +// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small. +// +// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY. +// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE. +// +// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions): +// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h' +// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER. +// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS) +// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT. +// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp +// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT. +// +// Regenerate with: +// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt +// +// More info: +// https://github.com/dearimgui/gl3w_stripped +// https://github.com/ocornut/imgui/issues/4445 +//----------------------------------------------------------------------------- + +/* + * This file was generated with gl3w_gen.py, part of imgl3w + * (hosted at https://github.com/dearimgui/gl3w_stripped) + * + * This is free and unencumbered software released into the public domain. + * + * Anyone is free to copy, modify, publish, use, compile, sell, or + * distribute this software, either in source code form or as a compiled + * binary, for any purpose, commercial or non-commercial, and by any + * means. + * + * In jurisdictions that recognize copyright laws, the author or authors + * of this software dedicate any and all copyright interest in the + * software to the public domain. We make this dedication for the benefit + * of the public at large and to the detriment of our heirs and + * successors. We intend this dedication to be an overt act of + * relinquishment in perpetuity of all present and future rights to this + * software under copyright law. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, + * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. + * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR + * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, + * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR + * OTHER DEALINGS IN THE SOFTWARE. + */ + +#ifndef __gl3w_h_ +#define __gl3w_h_ + +// Adapted from KHR/khrplatform.h to avoid including entire file. +#ifndef __khrplatform_h_ +typedef float khronos_float_t; +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; +#ifdef _WIN64 +typedef signed long long int khronos_intptr_t; +typedef signed long long int khronos_ssize_t; +#else +typedef signed long int khronos_intptr_t; +typedef signed long int khronos_ssize_t; +#endif + +#if defined(_MSC_VER) && !defined(__clang__) +typedef signed __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) +#include +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#else +typedef signed long long khronos_int64_t; +typedef unsigned long long khronos_uint64_t; +#endif +#endif // __khrplatform_h_ + +#ifndef __gl_glcorearb_h_ +#define __gl_glcorearb_h_ 1 +#ifdef __cplusplus +extern "C" { +#endif +/* +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: MIT +** +** This header is generated from the Khronos OpenGL / OpenGL ES XML +** API Registry. The current version of the Registry, generator scripts +** used to make the header, and the header can be found at +** https://github.com/KhronosGroup/OpenGL-Registry +*/ +#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#include +#endif +#ifndef APIENTRY +#define APIENTRY +#endif +#ifndef APIENTRYP +#define APIENTRYP APIENTRY * +#endif +#ifndef GLAPI +#define GLAPI extern +#endif +/* glcorearb.h is for use with OpenGL core profile implementations. +** It should should be placed in the same directory as gl.h and +** included as . +** +** glcorearb.h includes only APIs in the latest OpenGL core profile +** implementation together with APIs in newer ARB extensions which +** can be supported by the core profile. It does not, and never will +** include functionality removed from the core profile, such as +** fixed-function vertex and fragment processing. +** +** Do not #include both and either of or +** in the same source file. +*/ +/* Generated C header for: + * API: gl + * Profile: core + * Versions considered: .* + * Versions emitted: .* + * Default extensions included: glcore + * Additional extensions included: _nomatch_^ + * Extensions removed: _nomatch_^ + */ +#ifndef GL_VERSION_1_0 +typedef void GLvoid; +typedef unsigned int GLenum; + +typedef khronos_float_t GLfloat; +typedef int GLint; +typedef int GLsizei; +typedef unsigned int GLbitfield; +typedef double GLdouble; +typedef unsigned int GLuint; +typedef unsigned char GLboolean; +typedef khronos_uint8_t GLubyte; +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_FALSE 0 +#define GL_TRUE 1 +#define GL_TRIANGLES 0x0004 +#define GL_ONE 1 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_POLYGON_MODE 0x0B40 +#define GL_CULL_FACE 0x0B44 +#define GL_DEPTH_TEST 0x0B71 +#define GL_STENCIL_TEST 0x0B90 +#define GL_VIEWPORT 0x0BA2 +#define GL_BLEND 0x0BE2 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_RGBA 0x1908 +#define GL_FILL 0x1B02 +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 +#define GL_LINEAR 0x2601 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode); +typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask); +typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLFLUSHPROC) (void); +typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void); +typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data); +typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name); +typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode); +GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glClear (GLbitfield mask); +GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI void APIENTRY glDisable (GLenum cap); +GLAPI void APIENTRY glEnable (GLenum cap); +GLAPI void APIENTRY glFlush (void); +GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param); +GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +GLAPI GLenum APIENTRY glGetError (void); +GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data); +GLAPI const GLubyte *APIENTRY glGetString (GLenum name); +GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap); +GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); +#endif +#endif /* GL_VERSION_1_0 */ +#ifndef GL_VERSION_1_1 +typedef khronos_float_t GLclampf; +typedef double GLclampd; +#define GL_TEXTURE_BINDING_2D 0x8069 +typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices); +typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture); +typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures); +typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices); +GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture); +GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures); +GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures); +#endif +#endif /* GL_VERSION_1_1 */ +#ifndef GL_VERSION_1_3 +#define GL_TEXTURE0 0x84C0 +#define GL_ACTIVE_TEXTURE 0x84E0 +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glActiveTexture (GLenum texture); +#endif +#endif /* GL_VERSION_1_3 */ +#ifndef GL_VERSION_1_4 +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_FUNC_ADD 0x8006 +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +GLAPI void APIENTRY glBlendEquation (GLenum mode); +#endif +#endif /* GL_VERSION_1_4 */ +#ifndef GL_VERSION_1_5 +typedef khronos_ssize_t GLsizeiptr; +typedef khronos_intptr_t GLintptr; +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_STREAM_DRAW 0x88E0 +typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); +typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); +typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); +typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer); +GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers); +GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers); +GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +#endif +#endif /* GL_VERSION_1_5 */ +#ifndef GL_VERSION_2_0 +typedef char GLchar; +typedef khronos_int16_t GLshort; +typedef khronos_int8_t GLbyte; +typedef khronos_uint16_t GLushort; +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_LINK_STATUS 0x8B82 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_UPPER_LEFT 0x8CA2 +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); +typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader); +typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void); +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type); +typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); +typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer); +typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha); +GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glCompileShader (GLuint shader); +GLAPI GLuint APIENTRY glCreateProgram (void); +GLAPI GLuint APIENTRY glCreateShader (GLenum type); +GLAPI void APIENTRY glDeleteProgram (GLuint program); +GLAPI void APIENTRY glDeleteShader (GLuint shader); +GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index); +GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index); +GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer); +GLAPI void APIENTRY glLinkProgram (GLuint program); +GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +GLAPI void APIENTRY glUseProgram (GLuint program); +GLAPI void APIENTRY glUniform1i (GLint location, GLint v0); +GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +#endif +#endif /* GL_VERSION_2_0 */ +#ifndef GL_VERSION_3_0 +typedef khronos_uint16_t GLhalf; +#define GL_MAJOR_VERSION 0x821B +#define GL_MINOR_VERSION 0x821C +#define GL_NUM_EXTENSIONS 0x821D +#define GL_FRAMEBUFFER_SRGB 0x8DB9 +#define GL_VERTEX_ARRAY_BINDING 0x85B5 +typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data); +typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data); +typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index); +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array); +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays); +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index); +GLAPI void APIENTRY glBindVertexArray (GLuint array); +GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays); +GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays); +#endif +#endif /* GL_VERSION_3_0 */ +#ifndef GL_VERSION_3_1 +#define GL_VERSION_3_1 1 +#define GL_PRIMITIVE_RESTART 0x8F9D +#endif /* GL_VERSION_3_1 */ +#ifndef GL_VERSION_3_2 +#define GL_VERSION_3_2 1 +typedef struct __GLsync *GLsync; +typedef khronos_uint64_t GLuint64; +typedef khronos_int64_t GLint64; +typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +#endif +#endif /* GL_VERSION_3_2 */ +#ifndef GL_VERSION_3_3 +#define GL_VERSION_3_3 1 +#define GL_SAMPLER_BINDING 0x8919 +typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler); +#endif +#endif /* GL_VERSION_3_3 */ +#ifndef GL_VERSION_4_1 +typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data); +typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data); +#endif /* GL_VERSION_4_1 */ +#ifndef GL_VERSION_4_3 +typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#endif /* GL_VERSION_4_3 */ +#ifndef GL_VERSION_4_5 +#define GL_CLIP_ORIGIN 0x935C +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param); +#endif /* GL_VERSION_4_5 */ +#ifndef GL_ARB_bindless_texture +typedef khronos_uint64_t GLuint64EXT; +#endif /* GL_ARB_bindless_texture */ +#ifndef GL_ARB_cl_event +struct _cl_context; +struct _cl_event; +#endif /* GL_ARB_cl_event */ +#ifndef GL_ARB_clip_control +#define GL_ARB_clip_control 1 +#endif /* GL_ARB_clip_control */ +#ifndef GL_ARB_debug_output +typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#endif /* GL_ARB_debug_output */ +#ifndef GL_EXT_EGL_image_storage +typedef void *GLeglImageOES; +#endif /* GL_EXT_EGL_image_storage */ +#ifndef GL_EXT_direct_state_access +typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params); +typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params); +typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param); +#endif /* GL_EXT_direct_state_access */ +#ifndef GL_NV_draw_vulkan_image +typedef void (APIENTRY *GLVULKANPROCNV)(void); +#endif /* GL_NV_draw_vulkan_image */ +#ifndef GL_NV_gpu_shader5 +typedef khronos_int64_t GLint64EXT; +#endif /* GL_NV_gpu_shader5 */ +#ifndef GL_NV_vertex_buffer_unified_memory +typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result); +#endif /* GL_NV_vertex_buffer_unified_memory */ +#ifdef __cplusplus +} +#endif +#endif + +#ifndef GL3W_API +#define GL3W_API +#endif + +#ifndef __gl_h_ +#define __gl_h_ +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +#define GL3W_OK 0 +#define GL3W_ERROR_INIT -1 +#define GL3W_ERROR_LIBRARY_OPEN -2 +#define GL3W_ERROR_OPENGL_VERSION -3 + +typedef void (*GL3WglProc)(void); +typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc); + +/* gl3w api */ +GL3W_API int imgl3wInit(void); +GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc); +GL3W_API int imgl3wIsSupported(int major, int minor); +GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc); + +/* gl3w internal state */ +union GL3WProcs { + GL3WglProc ptr[58]; + struct { + PFNGLACTIVETEXTUREPROC ActiveTexture; + PFNGLATTACHSHADERPROC AttachShader; + PFNGLBINDBUFFERPROC BindBuffer; + PFNGLBINDSAMPLERPROC BindSampler; + PFNGLBINDTEXTUREPROC BindTexture; + PFNGLBINDVERTEXARRAYPROC BindVertexArray; + PFNGLBLENDEQUATIONPROC BlendEquation; + PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate; + PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate; + PFNGLBUFFERDATAPROC BufferData; + PFNGLBUFFERSUBDATAPROC BufferSubData; + PFNGLCLEARPROC Clear; + PFNGLCLEARCOLORPROC ClearColor; + PFNGLCOMPILESHADERPROC CompileShader; + PFNGLCREATEPROGRAMPROC CreateProgram; + PFNGLCREATESHADERPROC CreateShader; + PFNGLDELETEBUFFERSPROC DeleteBuffers; + PFNGLDELETEPROGRAMPROC DeleteProgram; + PFNGLDELETESHADERPROC DeleteShader; + PFNGLDELETETEXTURESPROC DeleteTextures; + PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays; + PFNGLDETACHSHADERPROC DetachShader; + PFNGLDISABLEPROC Disable; + PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray; + PFNGLDRAWELEMENTSPROC DrawElements; + PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex; + PFNGLENABLEPROC Enable; + PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray; + PFNGLFLUSHPROC Flush; + PFNGLGENBUFFERSPROC GenBuffers; + PFNGLGENTEXTURESPROC GenTextures; + PFNGLGENVERTEXARRAYSPROC GenVertexArrays; + PFNGLGETATTRIBLOCATIONPROC GetAttribLocation; + PFNGLGETERRORPROC GetError; + PFNGLGETINTEGERVPROC GetIntegerv; + PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog; + PFNGLGETPROGRAMIVPROC GetProgramiv; + PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog; + PFNGLGETSHADERIVPROC GetShaderiv; + PFNGLGETSTRINGPROC GetString; + PFNGLGETSTRINGIPROC GetStringi; + PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation; + PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv; + PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv; + PFNGLISENABLEDPROC IsEnabled; + PFNGLLINKPROGRAMPROC LinkProgram; + PFNGLPIXELSTOREIPROC PixelStorei; + PFNGLPOLYGONMODEPROC PolygonMode; + PFNGLREADPIXELSPROC ReadPixels; + PFNGLSCISSORPROC Scissor; + PFNGLSHADERSOURCEPROC ShaderSource; + PFNGLTEXIMAGE2DPROC TexImage2D; + PFNGLTEXPARAMETERIPROC TexParameteri; + PFNGLUNIFORM1IPROC Uniform1i; + PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv; + PFNGLUSEPROGRAMPROC UseProgram; + PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer; + PFNGLVIEWPORTPROC Viewport; + } gl; +}; + +GL3W_API extern union GL3WProcs imgl3wProcs; + +/* OpenGL functions */ +#define glActiveTexture imgl3wProcs.gl.ActiveTexture +#define glAttachShader imgl3wProcs.gl.AttachShader +#define glBindBuffer imgl3wProcs.gl.BindBuffer +#define glBindSampler imgl3wProcs.gl.BindSampler +#define glBindTexture imgl3wProcs.gl.BindTexture +#define glBindVertexArray imgl3wProcs.gl.BindVertexArray +#define glBlendEquation imgl3wProcs.gl.BlendEquation +#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate +#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate +#define glBufferData imgl3wProcs.gl.BufferData +#define glBufferSubData imgl3wProcs.gl.BufferSubData +#define glClear imgl3wProcs.gl.Clear +#define glClearColor imgl3wProcs.gl.ClearColor +#define glCompileShader imgl3wProcs.gl.CompileShader +#define glCreateProgram imgl3wProcs.gl.CreateProgram +#define glCreateShader imgl3wProcs.gl.CreateShader +#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers +#define glDeleteProgram imgl3wProcs.gl.DeleteProgram +#define glDeleteShader imgl3wProcs.gl.DeleteShader +#define glDeleteTextures imgl3wProcs.gl.DeleteTextures +#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays +#define glDetachShader imgl3wProcs.gl.DetachShader +#define glDisable imgl3wProcs.gl.Disable +#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray +#define glDrawElements imgl3wProcs.gl.DrawElements +#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex +#define glEnable imgl3wProcs.gl.Enable +#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray +#define glFlush imgl3wProcs.gl.Flush +#define glGenBuffers imgl3wProcs.gl.GenBuffers +#define glGenTextures imgl3wProcs.gl.GenTextures +#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays +#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation +#define glGetError imgl3wProcs.gl.GetError +#define glGetIntegerv imgl3wProcs.gl.GetIntegerv +#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog +#define glGetProgramiv imgl3wProcs.gl.GetProgramiv +#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog +#define glGetShaderiv imgl3wProcs.gl.GetShaderiv +#define glGetString imgl3wProcs.gl.GetString +#define glGetStringi imgl3wProcs.gl.GetStringi +#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation +#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv +#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv +#define glIsEnabled imgl3wProcs.gl.IsEnabled +#define glLinkProgram imgl3wProcs.gl.LinkProgram +#define glPixelStorei imgl3wProcs.gl.PixelStorei +#define glPolygonMode imgl3wProcs.gl.PolygonMode +#define glReadPixels imgl3wProcs.gl.ReadPixels +#define glScissor imgl3wProcs.gl.Scissor +#define glShaderSource imgl3wProcs.gl.ShaderSource +#define glTexImage2D imgl3wProcs.gl.TexImage2D +#define glTexParameteri imgl3wProcs.gl.TexParameteri +#define glUniform1i imgl3wProcs.gl.Uniform1i +#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv +#define glUseProgram imgl3wProcs.gl.UseProgram +#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer +#define glViewport imgl3wProcs.gl.Viewport + +#ifdef __cplusplus +} +#endif + +#endif + +#ifdef IMGL3W_IMPL +#ifdef __cplusplus +extern "C" { +#endif + +#include + +#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0])) + +#if defined(_WIN32) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#include + +static HMODULE libgl; +typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR); +static GL3WglGetProcAddr wgl_get_proc_address; + +static int open_libgl(void) +{ + libgl = LoadLibraryA("opengl32.dll"); + if (!libgl) + return GL3W_ERROR_LIBRARY_OPEN; + wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress"); + return GL3W_OK; +} + +static void close_libgl(void) { FreeLibrary(libgl); } +static GL3WglProc get_proc(const char *proc) +{ + GL3WglProc res; + res = (GL3WglProc)wgl_get_proc_address(proc); + if (!res) + res = (GL3WglProc)GetProcAddress(libgl, proc); + return res; +} +#elif defined(__APPLE__) +#include + +static void *libgl; +static int open_libgl(void) +{ + libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL); + if (!libgl) + return GL3W_ERROR_LIBRARY_OPEN; + return GL3W_OK; +} + +static void close_libgl(void) { dlclose(libgl); } + +static GL3WglProc get_proc(const char *proc) +{ + GL3WglProc res; + *(void **)(&res) = dlsym(libgl, proc); + return res; +} +#else +#include + +static void *libgl; +static GL3WglProc (*glx_get_proc_address)(const GLubyte *); + +static int open_libgl(void) +{ + libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL); + if (!libgl) + return GL3W_ERROR_LIBRARY_OPEN; + *(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB"); + return GL3W_OK; +} + +static void close_libgl(void) { dlclose(libgl); } + +static GL3WglProc get_proc(const char *proc) +{ + GL3WglProc res; + res = glx_get_proc_address((const GLubyte *)proc); + if (!res) + *(void **)(&res) = dlsym(libgl, proc); + return res; +} +#endif + +static struct { int major, minor; } version; + +static int parse_version(void) +{ + if (!glGetIntegerv) + return GL3W_ERROR_INIT; + glGetIntegerv(GL_MAJOR_VERSION, &version.major); + glGetIntegerv(GL_MINOR_VERSION, &version.minor); + if (version.major < 3) + return GL3W_ERROR_OPENGL_VERSION; + return GL3W_OK; +} + +static void load_procs(GL3WGetProcAddressProc proc); + +int imgl3wInit(void) +{ + int res = open_libgl(); + if (res) + return res; + atexit(close_libgl); + return imgl3wInit2(get_proc); +} + +int imgl3wInit2(GL3WGetProcAddressProc proc) +{ + load_procs(proc); + return parse_version(); +} + +int imgl3wIsSupported(int major, int minor) +{ + if (major < 3) + return 0; + if (version.major == major) + return version.minor >= minor; + return version.major >= major; +} + +GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); } + +static const char *proc_names[] = { + "glActiveTexture", + "glAttachShader", + "glBindBuffer", + "glBindSampler", + "glBindTexture", + "glBindVertexArray", + "glBlendEquation", + "glBlendEquationSeparate", + "glBlendFuncSeparate", + "glBufferData", + "glBufferSubData", + "glClear", + "glClearColor", + "glCompileShader", + "glCreateProgram", + "glCreateShader", + "glDeleteBuffers", + "glDeleteProgram", + "glDeleteShader", + "glDeleteTextures", + "glDeleteVertexArrays", + "glDetachShader", + "glDisable", + "glDisableVertexAttribArray", + "glDrawElements", + "glDrawElementsBaseVertex", + "glEnable", + "glEnableVertexAttribArray", + "glFlush", + "glGenBuffers", + "glGenTextures", + "glGenVertexArrays", + "glGetAttribLocation", + "glGetError", + "glGetIntegerv", + "glGetProgramInfoLog", + "glGetProgramiv", + "glGetShaderInfoLog", + "glGetShaderiv", + "glGetString", + "glGetStringi", + "glGetUniformLocation", + "glGetVertexAttribPointerv", + "glGetVertexAttribiv", + "glIsEnabled", + "glLinkProgram", + "glPixelStorei", + "glPolygonMode", + "glReadPixels", + "glScissor", + "glShaderSource", + "glTexImage2D", + "glTexParameteri", + "glUniform1i", + "glUniformMatrix4fv", + "glUseProgram", + "glVertexAttribPointer", + "glViewport", +}; + +GL3W_API union GL3WProcs imgl3wProcs; + +static void load_procs(GL3WGetProcAddressProc proc) +{ + size_t i; + for (i = 0; i < ARRAY_SIZE(proc_names); i++) + imgl3wProcs.ptr[i] = proc(proc_names[i]); +} + +#ifdef __cplusplus +} +#endif +#endif diff --git a/Dependencies/imgui/backends/imgui_impl_osx.h b/Dependencies/imgui/backends/imgui_impl_osx.h new file mode 100644 index 000000000..70619e39c --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_osx.h @@ -0,0 +1,43 @@ +// dear imgui: Platform Backend for OSX / Cocoa +// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) +// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac. + +// Implemented features: +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: IME support. +// +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#include "imgui.h" // IMGUI_IMPL_API + +#ifdef __OBJC__ + +@class NSEvent; +@class NSView; + +IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view); +IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view); + +#endif + +//----------------------------------------------------------------------------- +// C++ API +//----------------------------------------------------------------------------- + +#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS +// #include +#ifndef __OBJC__ + +IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view); +IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view); + +#endif +#endif diff --git a/Dependencies/imgui/backends/imgui_impl_osx.mm b/Dependencies/imgui/backends/imgui_impl_osx.mm new file mode 100644 index 000000000..2505bbd3b --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_osx.mm @@ -0,0 +1,766 @@ +// dear imgui: Platform Backend for OSX / Cocoa +// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) +// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac. + +// Implemented features: +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: IME support. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#import "imgui.h" +#import "imgui_impl_osx.h" +#import +#import +#import +#import + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-11-02: Fixed mouse coordinates before clicking the host window. +// 2022-10-06: Fixed mouse inputs on flipped views. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-05-03: Inputs: Removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. +// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts. +// 2022-03-22: Inputs: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key +// 2022-02-07: Inputs: Forward keyDown/keyUp events to OS when unused by dear imgui. +// 2022-01-31: Fixed building with old Xcode versions that are missing gamepad features. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-12: Inputs: Added basic Platform IME support, hooking the io.SetPlatformImeDataFn() function. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-13: *BREAKING CHANGE* Add NSView parameter to ImGui_ImplOSX_Init(). Generally fix keyboard support. Using kVK_* codes for keyboard keys. +// 2021-12-13: Add game controller support. +// 2021-09-21: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards. +// 2021-08-17: Calling io.AddFocusEvent() on NSApplicationDidBecomeActiveNotification/NSApplicationDidResignActiveNotification events. +// 2021-06-23: Inputs: Added a fix for shortcuts using CTRL key instead of CMD key. +// 2021-04-19: Inputs: Added a fix for keys remaining stuck in pressed state when CMD-tabbing into different application. +// 2021-01-27: Inputs: Added a fix for mouse position not being reported when mouse buttons other than left one are down. +// 2020-10-28: Inputs: Added a fix for handling keypad-enter key. +// 2020-05-25: Inputs: Added a fix for missing trackpad clicks when done with "soft tap". +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-10-11: Inputs: Fix using Backspace key. +// 2019-07-21: Re-added clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change). +// 2019-05-28: Inputs: Added mouse cursor shape and visibility support. +// 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp. +// 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-07-07: Initial version. + +#define APPLE_HAS_BUTTON_OPTIONS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 130000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101500 || __TV_OS_VERSION_MIN_REQUIRED >= 130000) +#define APPLE_HAS_CONTROLLER (__IPHONE_OS_VERSION_MIN_REQUIRED >= 140000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 110000 || __TV_OS_VERSION_MIN_REQUIRED >= 140000) +#define APPLE_HAS_THUMBSTICKS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 120100 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101401 || __TV_OS_VERSION_MIN_REQUIRED >= 120100) + +@class ImGuiObserver; +@class KeyEventResponder; + +// Data +struct ImGui_ImplOSX_Data +{ + CFTimeInterval Time; + NSCursor* MouseCursors[ImGuiMouseCursor_COUNT]; + bool MouseCursorHidden; + ImGuiObserver* Observer; + KeyEventResponder* KeyEventResponder; + NSTextInputContext* InputContext; + id Monitor; + + ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); } +}; + +static ImGui_ImplOSX_Data* ImGui_ImplOSX_CreateBackendData() { return IM_NEW(ImGui_ImplOSX_Data)(); } +static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; } +static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); } + +static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return static_cast(static_cast(clock_gettime_nsec_np(CLOCK_UPTIME_RAW)) / 1e9); } + +// Forward Declarations +static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view); +static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view); + +// Undocumented methods for creating cursors. +@interface NSCursor() ++ (id)_windowResizeNorthWestSouthEastCursor; ++ (id)_windowResizeNorthEastSouthWestCursor; ++ (id)_windowResizeNorthSouthCursor; ++ (id)_windowResizeEastWestCursor; +@end + +/** + KeyEventResponder implements the NSTextInputClient protocol as is required by the macOS text input manager. + + The macOS text input manager is invoked by calling the interpretKeyEvents method from the keyDown method. + Keyboard events are then evaluated by the macOS input manager and valid text input is passed back via the + insertText:replacementRange method. + + This is the same approach employed by other cross-platform libraries such as SDL2: + https://github.com/spurious/SDL-mirror/blob/e17aacbd09e65a4fd1e166621e011e581fb017a8/src/video/cocoa/SDL_cocoakeyboard.m#L53 + and GLFW: + https://github.com/glfw/glfw/blob/b55a517ae0c7b5127dffa79a64f5406021bf9076/src/cocoa_window.m#L722-L723 + */ +@interface KeyEventResponder: NSView +@end + +@implementation KeyEventResponder +{ + float _posX; + float _posY; + NSRect _imeRect; +} + +#pragma mark - Public + +- (void)setImePosX:(float)posX imePosY:(float)posY +{ + _posX = posX; + _posY = posY; +} + +- (void)updateImePosWithView:(NSView *)view +{ + NSWindow *window = view.window; + if (!window) + return; + NSRect contentRect = [window contentRectForFrameRect:window.frame]; + NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0); + _imeRect = [window convertRectToScreen:rect]; +} + +- (void)viewDidMoveToWindow +{ + // Ensure self is a first responder to receive the input events. + [self.window makeFirstResponder:self]; +} + +- (void)keyDown:(NSEvent*)event +{ + if (!ImGui_ImplOSX_HandleEvent(event, self)) + [super keyDown:event]; + + // Call to the macOS input manager system. + [self interpretKeyEvents:@[event]]; +} + +- (void)keyUp:(NSEvent*)event +{ + if (!ImGui_ImplOSX_HandleEvent(event, self)) + [super keyUp:event]; +} + +- (void)insertText:(id)aString replacementRange:(NSRange)replacementRange +{ + ImGuiIO& io = ImGui::GetIO(); + + NSString* characters; + if ([aString isKindOfClass:[NSAttributedString class]]) + characters = [aString string]; + else + characters = (NSString*)aString; + + io.AddInputCharactersUTF8(characters.UTF8String); +} + +- (BOOL)acceptsFirstResponder +{ + return YES; +} + +- (void)doCommandBySelector:(SEL)myselector +{ +} + +- (nullable NSAttributedString*)attributedSubstringForProposedRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange +{ + return nil; +} + +- (NSUInteger)characterIndexForPoint:(NSPoint)point +{ + return 0; +} + +- (NSRect)firstRectForCharacterRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange +{ + return _imeRect; +} + +- (BOOL)hasMarkedText +{ + return NO; +} + +- (NSRange)markedRange +{ + return NSMakeRange(NSNotFound, 0); +} + +- (NSRange)selectedRange +{ + return NSMakeRange(NSNotFound, 0); +} + +- (void)setMarkedText:(nonnull id)string selectedRange:(NSRange)selectedRange replacementRange:(NSRange)replacementRange +{ +} + +- (void)unmarkText +{ +} + +- (nonnull NSArray*)validAttributesForMarkedText +{ + return @[]; +} + +@end + +@interface ImGuiObserver : NSObject + +- (void)onApplicationBecomeActive:(NSNotification*)aNotification; +- (void)onApplicationBecomeInactive:(NSNotification*)aNotification; + +@end + +@implementation ImGuiObserver + +- (void)onApplicationBecomeActive:(NSNotification*)aNotification +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(true); +} + +- (void)onApplicationBecomeInactive:(NSNotification*)aNotification +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(false); +} + +@end + +// Functions +static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code) +{ + switch (key_code) + { + case kVK_ANSI_A: return ImGuiKey_A; + case kVK_ANSI_S: return ImGuiKey_S; + case kVK_ANSI_D: return ImGuiKey_D; + case kVK_ANSI_F: return ImGuiKey_F; + case kVK_ANSI_H: return ImGuiKey_H; + case kVK_ANSI_G: return ImGuiKey_G; + case kVK_ANSI_Z: return ImGuiKey_Z; + case kVK_ANSI_X: return ImGuiKey_X; + case kVK_ANSI_C: return ImGuiKey_C; + case kVK_ANSI_V: return ImGuiKey_V; + case kVK_ANSI_B: return ImGuiKey_B; + case kVK_ANSI_Q: return ImGuiKey_Q; + case kVK_ANSI_W: return ImGuiKey_W; + case kVK_ANSI_E: return ImGuiKey_E; + case kVK_ANSI_R: return ImGuiKey_R; + case kVK_ANSI_Y: return ImGuiKey_Y; + case kVK_ANSI_T: return ImGuiKey_T; + case kVK_ANSI_1: return ImGuiKey_1; + case kVK_ANSI_2: return ImGuiKey_2; + case kVK_ANSI_3: return ImGuiKey_3; + case kVK_ANSI_4: return ImGuiKey_4; + case kVK_ANSI_6: return ImGuiKey_6; + case kVK_ANSI_5: return ImGuiKey_5; + case kVK_ANSI_Equal: return ImGuiKey_Equal; + case kVK_ANSI_9: return ImGuiKey_9; + case kVK_ANSI_7: return ImGuiKey_7; + case kVK_ANSI_Minus: return ImGuiKey_Minus; + case kVK_ANSI_8: return ImGuiKey_8; + case kVK_ANSI_0: return ImGuiKey_0; + case kVK_ANSI_RightBracket: return ImGuiKey_RightBracket; + case kVK_ANSI_O: return ImGuiKey_O; + case kVK_ANSI_U: return ImGuiKey_U; + case kVK_ANSI_LeftBracket: return ImGuiKey_LeftBracket; + case kVK_ANSI_I: return ImGuiKey_I; + case kVK_ANSI_P: return ImGuiKey_P; + case kVK_ANSI_L: return ImGuiKey_L; + case kVK_ANSI_J: return ImGuiKey_J; + case kVK_ANSI_Quote: return ImGuiKey_Apostrophe; + case kVK_ANSI_K: return ImGuiKey_K; + case kVK_ANSI_Semicolon: return ImGuiKey_Semicolon; + case kVK_ANSI_Backslash: return ImGuiKey_Backslash; + case kVK_ANSI_Comma: return ImGuiKey_Comma; + case kVK_ANSI_Slash: return ImGuiKey_Slash; + case kVK_ANSI_N: return ImGuiKey_N; + case kVK_ANSI_M: return ImGuiKey_M; + case kVK_ANSI_Period: return ImGuiKey_Period; + case kVK_ANSI_Grave: return ImGuiKey_GraveAccent; + case kVK_ANSI_KeypadDecimal: return ImGuiKey_KeypadDecimal; + case kVK_ANSI_KeypadMultiply: return ImGuiKey_KeypadMultiply; + case kVK_ANSI_KeypadPlus: return ImGuiKey_KeypadAdd; + case kVK_ANSI_KeypadClear: return ImGuiKey_NumLock; + case kVK_ANSI_KeypadDivide: return ImGuiKey_KeypadDivide; + case kVK_ANSI_KeypadEnter: return ImGuiKey_KeypadEnter; + case kVK_ANSI_KeypadMinus: return ImGuiKey_KeypadSubtract; + case kVK_ANSI_KeypadEquals: return ImGuiKey_KeypadEqual; + case kVK_ANSI_Keypad0: return ImGuiKey_Keypad0; + case kVK_ANSI_Keypad1: return ImGuiKey_Keypad1; + case kVK_ANSI_Keypad2: return ImGuiKey_Keypad2; + case kVK_ANSI_Keypad3: return ImGuiKey_Keypad3; + case kVK_ANSI_Keypad4: return ImGuiKey_Keypad4; + case kVK_ANSI_Keypad5: return ImGuiKey_Keypad5; + case kVK_ANSI_Keypad6: return ImGuiKey_Keypad6; + case kVK_ANSI_Keypad7: return ImGuiKey_Keypad7; + case kVK_ANSI_Keypad8: return ImGuiKey_Keypad8; + case kVK_ANSI_Keypad9: return ImGuiKey_Keypad9; + case kVK_Return: return ImGuiKey_Enter; + case kVK_Tab: return ImGuiKey_Tab; + case kVK_Space: return ImGuiKey_Space; + case kVK_Delete: return ImGuiKey_Backspace; + case kVK_Escape: return ImGuiKey_Escape; + case kVK_CapsLock: return ImGuiKey_CapsLock; + case kVK_Control: return ImGuiKey_LeftCtrl; + case kVK_Shift: return ImGuiKey_LeftShift; + case kVK_Option: return ImGuiKey_LeftAlt; + case kVK_Command: return ImGuiKey_LeftSuper; + case kVK_RightControl: return ImGuiKey_RightCtrl; + case kVK_RightShift: return ImGuiKey_RightShift; + case kVK_RightOption: return ImGuiKey_RightAlt; + case kVK_RightCommand: return ImGuiKey_RightSuper; +// case kVK_Function: return ImGuiKey_; +// case kVK_F17: return ImGuiKey_; +// case kVK_VolumeUp: return ImGuiKey_; +// case kVK_VolumeDown: return ImGuiKey_; +// case kVK_Mute: return ImGuiKey_; +// case kVK_F18: return ImGuiKey_; +// case kVK_F19: return ImGuiKey_; +// case kVK_F20: return ImGuiKey_; + case kVK_F5: return ImGuiKey_F5; + case kVK_F6: return ImGuiKey_F6; + case kVK_F7: return ImGuiKey_F7; + case kVK_F3: return ImGuiKey_F3; + case kVK_F8: return ImGuiKey_F8; + case kVK_F9: return ImGuiKey_F9; + case kVK_F11: return ImGuiKey_F11; + case kVK_F13: return ImGuiKey_PrintScreen; +// case kVK_F16: return ImGuiKey_; +// case kVK_F14: return ImGuiKey_; + case kVK_F10: return ImGuiKey_F10; + case 0x6E: return ImGuiKey_Menu; + case kVK_F12: return ImGuiKey_F12; +// case kVK_F15: return ImGuiKey_; + case kVK_Help: return ImGuiKey_Insert; + case kVK_Home: return ImGuiKey_Home; + case kVK_PageUp: return ImGuiKey_PageUp; + case kVK_ForwardDelete: return ImGuiKey_Delete; + case kVK_F4: return ImGuiKey_F4; + case kVK_End: return ImGuiKey_End; + case kVK_F2: return ImGuiKey_F2; + case kVK_PageDown: return ImGuiKey_PageDown; + case kVK_F1: return ImGuiKey_F1; + case kVK_LeftArrow: return ImGuiKey_LeftArrow; + case kVK_RightArrow: return ImGuiKey_RightArrow; + case kVK_DownArrow: return ImGuiKey_DownArrow; + case kVK_UpArrow: return ImGuiKey_UpArrow; + default: return ImGuiKey_None; + } +} + +#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS + +IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view) { + return ImGui_ImplOSX_Init((__bridge NSView*)(view)); +} + +IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) { + return ImGui_ImplOSX_NewFrame((__bridge NSView*)(view)); +} + +#endif + + +bool ImGui_ImplOSX_Init(NSView* view) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_CreateBackendData(); + io.BackendPlatformUserData = (void*)bd; + + // Setup backend capabilities flags + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + //io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + //io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy) + io.BackendPlatformName = "imgui_impl_osx"; + + bd->Observer = [ImGuiObserver new]; + + // Load cursors. Some of them are undocumented. + bd->MouseCursorHidden = false; + bd->MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor]; + bd->MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor]; + + // Note that imgui.cpp also include default OSX clipboard handlers which can be enabled + // by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line. + // Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api. + io.SetClipboardTextFn = [](void*, const char* str) -> void + { + NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; + [pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil]; + [pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString]; + }; + + io.GetClipboardTextFn = [](void*) -> const char* + { + NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; + NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]]; + if (![available isEqualToString:NSPasteboardTypeString]) + return NULL; + + NSString* string = [pasteboard stringForType:NSPasteboardTypeString]; + if (string == nil) + return NULL; + + const char* string_c = (const char*)[string UTF8String]; + size_t string_len = strlen(string_c); + static ImVector s_clipboard; + s_clipboard.resize((int)string_len + 1); + strcpy(s_clipboard.Data, string_c); + return s_clipboard.Data; + }; + + [[NSNotificationCenter defaultCenter] addObserver:bd->Observer + selector:@selector(onApplicationBecomeActive:) + name:NSApplicationDidBecomeActiveNotification + object:nil]; + [[NSNotificationCenter defaultCenter] addObserver:bd->Observer + selector:@selector(onApplicationBecomeInactive:) + name:NSApplicationDidResignActiveNotification + object:nil]; + + // Add the NSTextInputClient to the view hierarchy, + // to receive keyboard events and translate them to input text. + bd->KeyEventResponder = [[KeyEventResponder alloc] initWithFrame:NSZeroRect]; + bd->InputContext = [[NSTextInputContext alloc] initWithClient:bd->KeyEventResponder]; + [view addSubview:bd->KeyEventResponder]; + ImGui_ImplOSX_AddTrackingArea(view); + + io.SetPlatformImeDataFn = [](ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void + { + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + if (data->WantVisible) + { + [bd->InputContext activate]; + } + else + { + [bd->InputContext discardMarkedText]; + [bd->InputContext invalidateCharacterCoordinates]; + [bd->InputContext deactivate]; + } + [bd->KeyEventResponder setImePosX:data->InputPos.x imePosY:data->InputPos.y + data->InputLineHeight]; + }; + + return true; +} + +void ImGui_ImplOSX_Shutdown() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + bd->Observer = NULL; + if (bd->Monitor != NULL) + { + [NSEvent removeMonitor:bd->Monitor]; + bd->Monitor = NULL; + } + ImGui_ImplOSX_DestroyBackendData(); +} + +static void ImGui_ImplOSX_UpdateMouseCursor() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + if (!bd->MouseCursorHidden) + { + bd->MouseCursorHidden = true; + [NSCursor hide]; + } + } + else + { + NSCursor* desired = bd->MouseCursors[imgui_cursor] ?: bd->MouseCursors[ImGuiMouseCursor_Arrow]; + // -[NSCursor set] generates measureable overhead if called unconditionally. + if (desired != NSCursor.currentCursor) + { + [desired set]; + } + if (bd->MouseCursorHidden) + { + bd->MouseCursorHidden = false; + [NSCursor unhide]; + } + } +} + +static void ImGui_ImplOSX_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + return; + +#if APPLE_HAS_CONTROLLER + GCController* controller = GCController.current; +#else + GCController* controller = GCController.controllers.firstObject; +#endif + if (controller == nil || controller.extendedGamepad == nil) + { + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + return; + } + + GCExtendedGamepad* gp = controller.extendedGamepad; + + // Update gamepad inputs + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_NAME) { io.AddKeyEvent(KEY_NO, gp.BUTTON_NAME.isPressed); } + #define MAP_ANALOG(KEY_NO, AXIS_NAME, V0, V1) { float vn = (float)(gp.AXIS_NAME.value - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } + const float thumb_dead_zone = 0.0f; + +#if APPLE_HAS_BUTTON_OPTIONS + MAP_BUTTON(ImGuiKey_GamepadBack, buttonOptions); +#endif + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, buttonX); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceUp, buttonY); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, dpad.left); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, dpad.right); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, dpad.up); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, dpad.down); + MAP_ANALOG(ImGuiKey_GamepadL1, leftShoulder, 0.0f, 1.0f); + MAP_ANALOG(ImGuiKey_GamepadR1, rightShoulder, 0.0f, 1.0f); + MAP_ANALOG(ImGuiKey_GamepadL2, leftTrigger, 0.0f, 1.0f); + MAP_ANALOG(ImGuiKey_GamepadR2, rightTrigger, 0.0f, 1.0f); +#if APPLE_HAS_THUMBSTICKS + MAP_BUTTON(ImGuiKey_GamepadL3, leftThumbstickButton); + MAP_BUTTON(ImGuiKey_GamepadR3, rightThumbstickButton); +#endif + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, leftThumbstick.xAxis, -thumb_dead_zone, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, leftThumbstick.xAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, leftThumbstick.yAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, leftThumbstick.yAxis, -thumb_dead_zone, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, rightThumbstick.xAxis, -thumb_dead_zone, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, rightThumbstick.xAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, rightThumbstick.yAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, rightThumbstick.yAxis, -thumb_dead_zone, -1.0f); + #undef MAP_BUTTON + #undef MAP_ANALOG + + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; +} + +static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + if (io.WantTextInput) + [bd->KeyEventResponder updateImePosWithView:view]; +} + +void ImGui_ImplOSX_NewFrame(NSView* view) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size + if (view) + { + const float dpi = (float)[view.window backingScaleFactor]; + io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height); + io.DisplayFramebufferScale = ImVec2(dpi, dpi); + } + + // Setup time step + if (bd->Time == 0.0) + bd->Time = GetMachAbsoluteTimeInSeconds(); + + double current_time = GetMachAbsoluteTimeInSeconds(); + io.DeltaTime = (float)(current_time - bd->Time); + bd->Time = current_time; + + ImGui_ImplOSX_UpdateMouseCursor(); + ImGui_ImplOSX_UpdateGamepads(); + ImGui_ImplOSX_UpdateImePosWithView(view); +} + +static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) +{ + ImGuiIO& io = ImGui::GetIO(); + + if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown) + { + int button = (int)[event buttonNumber]; + if (button >= 0 && button < ImGuiMouseButton_COUNT) + io.AddMouseButtonEvent(button, true); + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeLeftMouseUp || event.type == NSEventTypeRightMouseUp || event.type == NSEventTypeOtherMouseUp) + { + int button = (int)[event buttonNumber]; + if (button >= 0 && button < ImGuiMouseButton_COUNT) + io.AddMouseButtonEvent(button, false); + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged) + { + NSPoint mousePoint = event.locationInWindow; + if (event.window == nil) + mousePoint = [[view window] convertPointFromScreen:mousePoint]; + mousePoint = [view convertPoint:mousePoint fromView:nil]; + if ([view isFlipped]) + mousePoint = NSMakePoint(mousePoint.x, mousePoint.y); + else + mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y); + io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y); + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeScrollWheel) + { + // Ignore canceled events. + // + // From macOS 12.1, scrolling with two fingers and then decelerating + // by tapping two fingers results in two events appearing: + // + // 1. A scroll wheel NSEvent, with a phase == NSEventPhaseMayBegin, when the user taps + // two fingers to decelerate or stop the scroll events. + // + // 2. A scroll wheel NSEvent, with a phase == NSEventPhaseCancelled, when the user releases the + // two-finger tap. It is this event that sometimes contains large values for scrollingDeltaX and + // scrollingDeltaY. When these are added to the current x and y positions of the scrolling view, + // it appears to jump up or down. It can be observed in Preview, various JetBrains IDEs and here. + if (event.phase == NSEventPhaseCancelled) + return false; + + double wheel_dx = 0.0; + double wheel_dy = 0.0; + + #if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070 + if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6) + { + wheel_dx = [event scrollingDeltaX]; + wheel_dy = [event scrollingDeltaY]; + if ([event hasPreciseScrollingDeltas]) + { + wheel_dx *= 0.1; + wheel_dy *= 0.1; + } + } + else + #endif // MAC_OS_X_VERSION_MAX_ALLOWED + { + wheel_dx = [event deltaX]; + wheel_dy = [event deltaY]; + } + if (wheel_dx != 0.0 || wheel_dy != 0.0) + io.AddMouseWheelEvent((float)wheel_dx * 0.1f, (float)wheel_dy * 0.1f); + + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeKeyDown || event.type == NSEventTypeKeyUp) + { + if ([event isARepeat]) + return io.WantCaptureKeyboard; + + int key_code = (int)[event keyCode]; + ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code); + io.AddKeyEvent(key, event.type == NSEventTypeKeyDown); + io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code) + + return io.WantCaptureKeyboard; + } + + if (event.type == NSEventTypeFlagsChanged) + { + unsigned short key_code = [event keyCode]; + NSEventModifierFlags modifier_flags = [event modifierFlags]; + + io.AddKeyEvent(ImGuiMod_Shift, (modifier_flags & NSEventModifierFlagShift) != 0); + io.AddKeyEvent(ImGuiMod_Ctrl, (modifier_flags & NSEventModifierFlagControl) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (modifier_flags & NSEventModifierFlagOption) != 0); + io.AddKeyEvent(ImGuiMod_Super, (modifier_flags & NSEventModifierFlagCommand) != 0); + + ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code); + if (key != ImGuiKey_None) + { + // macOS does not generate down/up event for modifiers. We're trying + // to use hardware dependent masks to extract that information. + // 'imgui_mask' is left as a fallback. + NSEventModifierFlags mask = 0; + switch (key) + { + case ImGuiKey_LeftCtrl: mask = 0x0001; break; + case ImGuiKey_RightCtrl: mask = 0x2000; break; + case ImGuiKey_LeftShift: mask = 0x0002; break; + case ImGuiKey_RightShift: mask = 0x0004; break; + case ImGuiKey_LeftSuper: mask = 0x0008; break; + case ImGuiKey_RightSuper: mask = 0x0010; break; + case ImGuiKey_LeftAlt: mask = 0x0020; break; + case ImGuiKey_RightAlt: mask = 0x0040; break; + default: + return io.WantCaptureKeyboard; + } + + NSEventModifierFlags modifier_flags = [event modifierFlags]; + io.AddKeyEvent(key, (modifier_flags & mask) != 0); + io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code) + } + + return io.WantCaptureKeyboard; + } + + return false; +} + +static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view) +{ + // If we want to receive key events, we either need to be in the responder chain of the key view, + // or else we can install a local monitor. The consequence of this heavy-handed approach is that + // we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our + // window, we'd want to be much more careful than just ingesting the complete event stream. + // To match the behavior of other backends, we pass every event down to the OS. + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + if (bd->Monitor) + return; + NSEventMask eventMask = 0; + eventMask |= NSEventMaskMouseMoved | NSEventMaskScrollWheel; + eventMask |= NSEventMaskLeftMouseDown | NSEventMaskLeftMouseUp | NSEventMaskLeftMouseDragged; + eventMask |= NSEventMaskRightMouseDown | NSEventMaskRightMouseUp | NSEventMaskRightMouseDragged; + eventMask |= NSEventMaskOtherMouseDown | NSEventMaskOtherMouseUp | NSEventMaskOtherMouseDragged; + eventMask |= NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged; + bd->Monitor = [NSEvent addLocalMonitorForEventsMatchingMask:eventMask + handler:^NSEvent* _Nullable(NSEvent* event) + { + ImGui_ImplOSX_HandleEvent(event, view); + return event; + }]; +} diff --git a/Dependencies/imgui/backends/imgui_impl_sdl.cpp b/Dependencies/imgui/backends/imgui_impl_sdl.cpp new file mode 100644 index 000000000..fc26bf31d --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_sdl.cpp @@ -0,0 +1,571 @@ +// dear imgui: Platform Backend for SDL2 +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) +// (Prefer SDL 2.0.5+ for full feature support.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Missing features: +// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710) +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations. +// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). +// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. +// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) +// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) +// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends. +// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). +// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state). +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. +// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. +// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. +// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). +// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. + +#include "imgui.h" +#include "imgui_impl_sdl.h" + +// SDL +#include +#include +#if defined(__APPLE__) +#include +#endif + +#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 +#else +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 +#endif +#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) + +// SDL Data +struct ImGui_ImplSDL2_Data +{ + SDL_Window* Window; + SDL_Renderer* Renderer; + Uint64 Time; + int MouseButtonsDown; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + int PendingMouseLeaveFrame; + char* ClipboardTextData; + bool MouseCanUseGlobalState; + + ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} + +// Functions +static const char* ImGui_ImplSDL2_GetClipboardText(void*) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + bd->ClipboardTextData = SDL_GetClipboardText(); + return bd->ClipboardTextData; +} + +static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) +{ + SDL_SetClipboardText(text); +} + +static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode) +{ + switch (keycode) + { + case SDLK_TAB: return ImGuiKey_Tab; + case SDLK_LEFT: return ImGuiKey_LeftArrow; + case SDLK_RIGHT: return ImGuiKey_RightArrow; + case SDLK_UP: return ImGuiKey_UpArrow; + case SDLK_DOWN: return ImGuiKey_DownArrow; + case SDLK_PAGEUP: return ImGuiKey_PageUp; + case SDLK_PAGEDOWN: return ImGuiKey_PageDown; + case SDLK_HOME: return ImGuiKey_Home; + case SDLK_END: return ImGuiKey_End; + case SDLK_INSERT: return ImGuiKey_Insert; + case SDLK_DELETE: return ImGuiKey_Delete; + case SDLK_BACKSPACE: return ImGuiKey_Backspace; + case SDLK_SPACE: return ImGuiKey_Space; + case SDLK_RETURN: return ImGuiKey_Enter; + case SDLK_ESCAPE: return ImGuiKey_Escape; + case SDLK_QUOTE: return ImGuiKey_Apostrophe; + case SDLK_COMMA: return ImGuiKey_Comma; + case SDLK_MINUS: return ImGuiKey_Minus; + case SDLK_PERIOD: return ImGuiKey_Period; + case SDLK_SLASH: return ImGuiKey_Slash; + case SDLK_SEMICOLON: return ImGuiKey_Semicolon; + case SDLK_EQUALS: return ImGuiKey_Equal; + case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; + case SDLK_BACKSLASH: return ImGuiKey_Backslash; + case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; + case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent; + case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; + case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; + case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; + case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; + case SDLK_PAUSE: return ImGuiKey_Pause; + case SDLK_KP_0: return ImGuiKey_Keypad0; + case SDLK_KP_1: return ImGuiKey_Keypad1; + case SDLK_KP_2: return ImGuiKey_Keypad2; + case SDLK_KP_3: return ImGuiKey_Keypad3; + case SDLK_KP_4: return ImGuiKey_Keypad4; + case SDLK_KP_5: return ImGuiKey_Keypad5; + case SDLK_KP_6: return ImGuiKey_Keypad6; + case SDLK_KP_7: return ImGuiKey_Keypad7; + case SDLK_KP_8: return ImGuiKey_Keypad8; + case SDLK_KP_9: return ImGuiKey_Keypad9; + case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal; + case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract; + case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd; + case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter; + case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual; + case SDLK_LCTRL: return ImGuiKey_LeftCtrl; + case SDLK_LSHIFT: return ImGuiKey_LeftShift; + case SDLK_LALT: return ImGuiKey_LeftAlt; + case SDLK_LGUI: return ImGuiKey_LeftSuper; + case SDLK_RCTRL: return ImGuiKey_RightCtrl; + case SDLK_RSHIFT: return ImGuiKey_RightShift; + case SDLK_RALT: return ImGuiKey_RightAlt; + case SDLK_RGUI: return ImGuiKey_RightSuper; + case SDLK_APPLICATION: return ImGuiKey_Menu; + case SDLK_0: return ImGuiKey_0; + case SDLK_1: return ImGuiKey_1; + case SDLK_2: return ImGuiKey_2; + case SDLK_3: return ImGuiKey_3; + case SDLK_4: return ImGuiKey_4; + case SDLK_5: return ImGuiKey_5; + case SDLK_6: return ImGuiKey_6; + case SDLK_7: return ImGuiKey_7; + case SDLK_8: return ImGuiKey_8; + case SDLK_9: return ImGuiKey_9; + case SDLK_a: return ImGuiKey_A; + case SDLK_b: return ImGuiKey_B; + case SDLK_c: return ImGuiKey_C; + case SDLK_d: return ImGuiKey_D; + case SDLK_e: return ImGuiKey_E; + case SDLK_f: return ImGuiKey_F; + case SDLK_g: return ImGuiKey_G; + case SDLK_h: return ImGuiKey_H; + case SDLK_i: return ImGuiKey_I; + case SDLK_j: return ImGuiKey_J; + case SDLK_k: return ImGuiKey_K; + case SDLK_l: return ImGuiKey_L; + case SDLK_m: return ImGuiKey_M; + case SDLK_n: return ImGuiKey_N; + case SDLK_o: return ImGuiKey_O; + case SDLK_p: return ImGuiKey_P; + case SDLK_q: return ImGuiKey_Q; + case SDLK_r: return ImGuiKey_R; + case SDLK_s: return ImGuiKey_S; + case SDLK_t: return ImGuiKey_T; + case SDLK_u: return ImGuiKey_U; + case SDLK_v: return ImGuiKey_V; + case SDLK_w: return ImGuiKey_W; + case SDLK_x: return ImGuiKey_X; + case SDLK_y: return ImGuiKey_Y; + case SDLK_z: return ImGuiKey_Z; + case SDLK_F1: return ImGuiKey_F1; + case SDLK_F2: return ImGuiKey_F2; + case SDLK_F3: return ImGuiKey_F3; + case SDLK_F4: return ImGuiKey_F4; + case SDLK_F5: return ImGuiKey_F5; + case SDLK_F6: return ImGuiKey_F6; + case SDLK_F7: return ImGuiKey_F7; + case SDLK_F8: return ImGuiKey_F8; + case SDLK_F9: return ImGuiKey_F9; + case SDLK_F10: return ImGuiKey_F10; + case SDLK_F11: return ImGuiKey_F11; + case SDLK_F12: return ImGuiKey_F12; + } + return ImGuiKey_None; +} + +static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0); + io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0); +} + +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field. +bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + + switch (event->type) + { + case SDL_MOUSEMOTION: + { + io.AddMousePosEvent((float)event->motion.x, (float)event->motion.y); + return true; + } + case SDL_MOUSEWHEEL: + { + float wheel_x = (event->wheel.x > 0) ? 1.0f : (event->wheel.x < 0) ? -1.0f : 0.0f; + float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f; + io.AddMouseWheelEvent(wheel_x, wheel_y); + return true; + } + case SDL_MOUSEBUTTONDOWN: + case SDL_MOUSEBUTTONUP: + { + int mouse_button = -1; + if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } + if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } + if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } + if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; } + if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } + if (mouse_button == -1) + break; + io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN)); + bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); + return true; + } + case SDL_TEXTINPUT: + { + io.AddInputCharactersUTF8(event->text.text); + return true; + } + case SDL_KEYDOWN: + case SDL_KEYUP: + { + ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); + ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym); + io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); + io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. + return true; + } + case SDL_WINDOWEVENT: + { + // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. + // - However we won't get a correct LEAVE event for a captured window. + // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, + // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why + // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. + Uint8 window_event = event->window.event; + if (window_event == SDL_WINDOWEVENT_ENTER) + bd->PendingMouseLeaveFrame = 0; + if (window_event == SDL_WINDOWEVENT_LEAVE) + bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; + if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) + io.AddFocusEvent(true); + else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) + io.AddFocusEvent(false); + return true; + } + } + return false; +} + +static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + // Check and store if we are on a SDL backend that supports global mouse position + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bool mouse_can_use_global_state = false; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++) + if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0) + mouse_can_use_global_state = true; +#endif + + // Setup backend capabilities flags + ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_sdl"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + bd->Window = window; + bd->Renderer = renderer; + bd->MouseCanUseGlobalState = mouse_can_use_global_state; + + io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; + io.ClipboardUserData = nullptr; + + // Load mouse cursors + bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); + + // Set platform dependent data in viewport +#ifdef _WIN32 + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(window, &info)) + ImGui::GetMainViewport()->PlatformHandleRaw = (void*)info.info.win.window; +#else + (void)window; +#endif + + // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. + // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. + // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. + // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: + // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) +#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH + SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); +#endif + + // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) +#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE + SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); +#endif + + return true; +} + +bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) +{ + IM_UNUSED(sdl_gl_context); // Viewport branch will need this. + return ImGui_ImplSDL2_Init(window, nullptr); +} + +bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) +{ +#if !SDL_HAS_VULKAN + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL2_Init(window, nullptr); +} + +bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) +{ +#if !defined(_WIN32) + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL2_Init(window, nullptr); +} + +bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) +{ + return ImGui_ImplSDL2_Init(window, nullptr); +} + +bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) +{ + return ImGui_ImplSDL2_Init(window, renderer); +} + +void ImGui_ImplSDL2_Shutdown() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + SDL_FreeCursor(bd->MouseCursors[cursor_n]); + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + IM_DELETE(bd); +} + +static void ImGui_ImplSDL2_UpdateMouseData() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside + SDL_CaptureMouse((bd->MouseButtonsDown != 0 && ImGui::GetDragDropPayload() == nullptr) ? SDL_TRUE : SDL_FALSE); + SDL_Window* focused_window = SDL_GetKeyboardFocus(); + const bool is_app_focused = (bd->Window == focused_window); +#else + const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only +#endif + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) + SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); + + // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured) + if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0) + { + int window_x, window_y, mouse_x_global, mouse_y_global; + SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); + SDL_GetWindowPosition(bd->Window, &window_x, &window_y); + io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); + } + } +} + +static void ImGui_ImplSDL2_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + SDL_ShowCursor(SDL_FALSE); + } + else + { + // Show OS mouse cursor + SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); + SDL_ShowCursor(SDL_TRUE); + } +} + +static void ImGui_ImplSDL2_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + return; + + // Get gamepad + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + SDL_GameController* game_controller = SDL_GameControllerOpen(0); + if (!game_controller) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + // Update gamepad inputs + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); } + #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } + const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. + MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); + MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); + MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); + MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); + MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); + MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); + MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); + MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); + #undef MAP_BUTTON + #undef MAP_ANALOG +} + +void ImGui_ImplSDL2_NewFrame() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + SDL_GetWindowSize(bd->Window, &w, &h); + if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED) + w = h = 0; + if (bd->Renderer != nullptr) + SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h); + else + SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + + // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) + static Uint64 frequency = SDL_GetPerformanceFrequency(); + Uint64 current_time = SDL_GetPerformanceCounter(); + io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) + { + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + bd->PendingMouseLeaveFrame = 0; + } + + ImGui_ImplSDL2_UpdateMouseData(); + ImGui_ImplSDL2_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplSDL2_UpdateGamepads(); +} diff --git a/Dependencies/imgui/backends/imgui_impl_sdl.h b/Dependencies/imgui/backends/imgui_impl_sdl.h new file mode 100644 index 000000000..dc18c2cc9 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_sdl.h @@ -0,0 +1,36 @@ +// dear imgui: Platform Backend for SDL2 +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Missing features: +// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +struct SDL_Window; +struct SDL_Renderer; +typedef union SDL_Event SDL_Event; + +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); +IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter +#endif diff --git a/Dependencies/imgui/backends/imgui_impl_sdlrenderer.cpp b/Dependencies/imgui/backends/imgui_impl_sdlrenderer.cpp new file mode 100644 index 000000000..87381f27d --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_sdlrenderer.cpp @@ -0,0 +1,251 @@ +// dear imgui: Renderer Backend for SDL_Renderer +// (Requires: SDL 2.0.17+) + +// Important to understand: SDL_Renderer is an _optional_ component of SDL. +// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. +// If your application will want to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might +// be difficult to step out of those boundaries. +// However, we understand it is a convenient choice to get an app started easily. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// Missing features: + +// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19. +// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2021-10-06: Backup and restore modified ClipRect/Viewport. +// 2021-09-21: Initial version. + +#include "imgui.h" +#include "imgui_impl_sdlrenderer.h" +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// SDL +#include +#if !SDL_VERSION_ATLEAST(2,0,17) +#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function +#endif + +// SDL_Renderer data +struct ImGui_ImplSDLRenderer_Data +{ + SDL_Renderer* SDLRenderer; + SDL_Texture* FontTexture; + ImGui_ImplSDLRenderer_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); + + // Setup backend capabilities flags + ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_sdlrenderer"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + bd->SDLRenderer = renderer; + + return true; +} + +void ImGui_ImplSDLRenderer_Shutdown() +{ + ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplSDLRenderer_DestroyDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + IM_DELETE(bd); +} + +static void ImGui_ImplSDLRenderer_SetupRenderState() +{ + ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + + // Clear out any viewports and cliprect set by the user + // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. + SDL_RenderSetViewport(bd->SDLRenderer, nullptr); + SDL_RenderSetClipRect(bd->SDLRenderer, nullptr); +} + +void ImGui_ImplSDLRenderer_NewFrame() +{ + ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer_Init()?"); + + if (!bd->FontTexture) + ImGui_ImplSDLRenderer_CreateDeviceObjects(); +} + +void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data) +{ + ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + + // If there's a scale factor set by the user, use that instead + // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass + // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. + float rsx = 1.0f; + float rsy = 1.0f; + SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy); + ImVec2 render_scale; + render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; + render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); + int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Backup SDL_Renderer state that will be modified to restore it afterwards + struct BackupSDLRendererState + { + SDL_Rect Viewport; + bool ClipEnabled; + SDL_Rect ClipRect; + }; + BackupSDLRendererState old = {}; + old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE; + SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport); + SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = render_scale; + + // Render command lists + ImGui_ImplSDLRenderer_SetupRenderState(); + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; + + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplSDLRenderer_SetupRenderState(); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; + SDL_RenderSetClipRect(bd->SDLRenderer, &r); + + const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos)); + const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv)); +#if SDL_VERSION_ATLEAST(2,0,19) + const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+ +#else + const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18 +#endif + + // Bind texture, Draw + SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); + SDL_RenderGeometryRaw(bd->SDLRenderer, tex, + xy, (int)sizeof(ImDrawVert), + color, (int)sizeof(ImDrawVert), + uv, (int)sizeof(ImDrawVert), + cmd_list->VtxBuffer.Size - pcmd->VtxOffset, + idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); + } + } + } + + // Restore modified SDL_Renderer state + SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport); + SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr); +} + +// Called by Init/NewFrame/Shutdown +bool ImGui_ImplSDLRenderer_CreateFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + + // Build texture atlas + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); + if (bd->FontTexture == nullptr) + { + SDL_Log("error creating texture"); + return false; + } + SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width); + SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); + SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear); + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); + + return true; +} + +void ImGui_ImplSDLRenderer_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + if (bd->FontTexture) + { + io.Fonts->SetTexID(0); + SDL_DestroyTexture(bd->FontTexture); + bd->FontTexture = nullptr; + } +} + +bool ImGui_ImplSDLRenderer_CreateDeviceObjects() +{ + return ImGui_ImplSDLRenderer_CreateFontsTexture(); +} + +void ImGui_ImplSDLRenderer_DestroyDeviceObjects() +{ + ImGui_ImplSDLRenderer_DestroyFontsTexture(); +} diff --git a/Dependencies/imgui/backends/imgui_impl_sdlrenderer.h b/Dependencies/imgui/backends/imgui_impl_sdlrenderer.h new file mode 100644 index 000000000..51a1c45f9 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_sdlrenderer.h @@ -0,0 +1,29 @@ +// dear imgui: Renderer Backend for SDL_Renderer +// (Requires: SDL 2.0.17+) + +// Important to understand: SDL_Renderer is an _optional_ component of SDL. +// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. +// If your application will want to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might +// be difficult to step out of those boundaries. +// However, we understand it is a convenient choice to get an app started easily. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +struct SDL_Renderer; + +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyDeviceObjects(); diff --git a/Dependencies/imgui/backends/imgui_impl_vulkan.cpp b/Dependencies/imgui/backends/imgui_impl_vulkan.cpp new file mode 100644 index 000000000..e45b94910 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_vulkan.cpp @@ -0,0 +1,1518 @@ +// dear imgui: Renderer Backend for Vulkan +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. + +// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. +// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. +// To build this on 32-bit systems and support texture changes: +// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in our .vcxproj files) +// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. +// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) +// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in our batch files) + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738). +// 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914). +// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize. +// 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer. +// 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions(). +// 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation. +// 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init). +// 2020-05-04: Vulkan: Fixed crash if initial frame has no vertices. +// 2020-04-26: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData didn't have vertices. +// 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. +// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount(). +// 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper. +// 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. +// 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int). +// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case. +// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends. +// 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example. +// 2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-03-03: Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use. +// 2018-03-01: Vulkan: Renamed ImGui_ImplVulkan_Init_Info to ImGui_ImplVulkan_InitInfo and fields to match more closely Vulkan terminology. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2017-05-15: Vulkan: Fix scissor offset being negative. Fix new Vulkan validation warnings. Set required depth member for buffer image copy. +// 2016-11-13: Vulkan: Fix validation layer warnings and errors and redeclare gl_PerVertex. +// 2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources. +// 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active. + +#include "imgui_impl_vulkan.h" +#include + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#endif + +// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData() +// [Please zero-clear before use!] +struct ImGui_ImplVulkanH_FrameRenderBuffers +{ + VkDeviceMemory VertexBufferMemory; + VkDeviceMemory IndexBufferMemory; + VkDeviceSize VertexBufferSize; + VkDeviceSize IndexBufferSize; + VkBuffer VertexBuffer; + VkBuffer IndexBuffer; +}; + +// Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers +// [Please zero-clear before use!] +struct ImGui_ImplVulkanH_WindowRenderBuffers +{ + uint32_t Index; + uint32_t Count; + ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers; +}; + +// Vulkan data +struct ImGui_ImplVulkan_Data +{ + ImGui_ImplVulkan_InitInfo VulkanInitInfo; + VkRenderPass RenderPass; + VkDeviceSize BufferMemoryAlignment; + VkPipelineCreateFlags PipelineCreateFlags; + VkDescriptorSetLayout DescriptorSetLayout; + VkPipelineLayout PipelineLayout; + VkPipeline Pipeline; + uint32_t Subpass; + VkShaderModule ShaderModuleVert; + VkShaderModule ShaderModuleFrag; + + // Font data + VkSampler FontSampler; + VkDeviceMemory FontMemory; + VkImage FontImage; + VkImageView FontView; + VkDescriptorSet FontDescriptorSet; + VkDeviceMemory UploadBufferMemory; + VkBuffer UploadBuffer; + + // Render buffers + ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers; + + ImGui_ImplVulkan_Data() + { + memset((void*)this, 0, sizeof(*this)); + BufferMemoryAlignment = 256; + } +}; + +// Forward Declarations +bool ImGui_ImplVulkan_CreateDeviceObjects(); +void ImGui_ImplVulkan_DestroyDeviceObjects(); +void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); + +// Vulkan prototypes for use with custom loaders +// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h +#ifdef VK_NO_PROTOTYPES +static bool g_FunctionsLoaded = false; +#else +static bool g_FunctionsLoaded = true; +#endif +#ifdef VK_NO_PROTOTYPES +#define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateGraphicsPipelines) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImage) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImageView) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreatePipelineLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSampler) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSemaphore) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateShaderModule) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImage) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImageView) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipeline) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipelineLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySampler) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySemaphore) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyShaderModule) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) + +// Define function pointers +#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func; +IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF) +#undef IMGUI_VULKAN_FUNC_DEF +#endif // VK_NO_PROTOTYPES + +//----------------------------------------------------------------------------- +// SHADERS +//----------------------------------------------------------------------------- + +// glsl_shader.vert, compiled with: +// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert +/* +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; +layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc; + +out gl_PerVertex { vec4 gl_Position; }; +layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); +} +*/ +static uint32_t __glsl_shader_vert_spv[] = +{ + 0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, + 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015, + 0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, + 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43, + 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f, + 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005, + 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000, + 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00040005,0x0000001c, + 0x736f5061,0x00000000,0x00060005,0x0000001e,0x73755075,0x6e6f4368,0x6e617473,0x00000074, + 0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001, + 0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b, + 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015, + 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047, + 0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e, + 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008, + 0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002, + 0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017, + 0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020, + 0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015, + 0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020, + 0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020, + 0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020, + 0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020, + 0x00000017,0x00000003,0x00000008,0x0003001e,0x00000019,0x00000007,0x00040020,0x0000001a, + 0x00000003,0x00000019,0x0004003b,0x0000001a,0x0000001b,0x00000003,0x0004003b,0x00000014, + 0x0000001c,0x00000001,0x0004001e,0x0000001e,0x00000008,0x00000008,0x00040020,0x0000001f, + 0x00000009,0x0000001e,0x0004003b,0x0000001f,0x00000020,0x00000009,0x00040020,0x00000021, + 0x00000009,0x00000008,0x0004002b,0x00000006,0x00000028,0x00000000,0x0004002b,0x00000006, + 0x00000029,0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8, + 0x00000005,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012, + 0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016, + 0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018, + 0x00000016,0x0004003d,0x00000008,0x0000001d,0x0000001c,0x00050041,0x00000021,0x00000022, + 0x00000020,0x0000000d,0x0004003d,0x00000008,0x00000023,0x00000022,0x00050085,0x00000008, + 0x00000024,0x0000001d,0x00000023,0x00050041,0x00000021,0x00000025,0x00000020,0x00000013, + 0x0004003d,0x00000008,0x00000026,0x00000025,0x00050081,0x00000008,0x00000027,0x00000024, + 0x00000026,0x00050051,0x00000006,0x0000002a,0x00000027,0x00000000,0x00050051,0x00000006, + 0x0000002b,0x00000027,0x00000001,0x00070050,0x00000007,0x0000002c,0x0000002a,0x0000002b, + 0x00000028,0x00000029,0x00050041,0x00000011,0x0000002d,0x0000001b,0x0000000d,0x0003003e, + 0x0000002d,0x0000002c,0x000100fd,0x00010038 +}; + +// glsl_shader.frag, compiled with: +// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag +/* +#version 450 core +layout(location = 0) out vec4 fColor; +layout(set=0, binding=0) uniform sampler2D sTexture; +layout(location = 0) in struct { vec4 Color; vec2 UV; } In; +void main() +{ + fColor = In.Color * texture(sTexture, In.UV.st); +} +*/ +static uint32_t __glsl_shader_frag_spv[] = +{ + 0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, + 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010, + 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, + 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000, + 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001, + 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574, + 0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e, + 0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021, + 0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006, + 0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003, + 0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006, + 0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001, + 0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020, + 0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001, + 0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000, + 0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000, + 0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018, + 0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004, + 0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d, + 0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017, + 0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a, + 0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085, + 0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd, + 0x00010038 +}; + +//----------------------------------------------------------------------------- +// FUNCTIONS +//----------------------------------------------------------------------------- + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not tested and probably dysfunctional in this backend. +static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkPhysicalDeviceMemoryProperties prop; + vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop); + for (uint32_t i = 0; i < prop.memoryTypeCount; i++) + if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1 << i)) + return i; + return 0xFFFFFFFF; // Unable to find memoryType +} + +static void check_vk_result(VkResult err) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (!bd) + return; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (v->CheckVkResultFn) + v->CheckVkResultFn(err); +} + +static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& p_buffer_size, size_t new_size, VkBufferUsageFlagBits usage) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + if (buffer != VK_NULL_HANDLE) + vkDestroyBuffer(v->Device, buffer, v->Allocator); + if (buffer_memory != VK_NULL_HANDLE) + vkFreeMemory(v->Device, buffer_memory, v->Allocator); + + VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / bd->BufferMemoryAlignment + 1) * bd->BufferMemoryAlignment; + VkBufferCreateInfo buffer_info = {}; + buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; + buffer_info.size = vertex_buffer_size_aligned; + buffer_info.usage = usage; + buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer); + check_vk_result(err); + + VkMemoryRequirements req; + vkGetBufferMemoryRequirements(v->Device, buffer, &req); + bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = req.size; + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory); + check_vk_result(err); + + err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0); + check_vk_result(err); + p_buffer_size = req.size; +} + +static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + + // Bind pipeline: + { + vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); + } + + // Bind Vertex And Index Buffer: + if (draw_data->TotalVtxCount > 0) + { + VkBuffer vertex_buffers[1] = { rb->VertexBuffer }; + VkDeviceSize vertex_offset[1] = { 0 }; + vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset); + vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32); + } + + // Setup viewport: + { + VkViewport viewport; + viewport.x = 0; + viewport.y = 0; + viewport.width = (float)fb_width; + viewport.height = (float)fb_height; + viewport.minDepth = 0.0f; + viewport.maxDepth = 1.0f; + vkCmdSetViewport(command_buffer, 0, 1, &viewport); + } + + // Setup scale and translation: + // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + { + float scale[2]; + scale[0] = 2.0f / draw_data->DisplaySize.x; + scale[1] = 2.0f / draw_data->DisplaySize.y; + float translate[2]; + translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0]; + translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1]; + vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale); + vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate); + } +} + +// Render function +void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0) + return; + + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (pipeline == VK_NULL_HANDLE) + pipeline = bd->Pipeline; + + // Allocate array to store enough vertex/index buffers + ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers; + if (wrb->FrameRenderBuffers == nullptr) + { + wrb->Index = 0; + wrb->Count = v->ImageCount; + wrb->FrameRenderBuffers = (ImGui_ImplVulkanH_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count); + memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkanH_FrameRenderBuffers) * wrb->Count); + } + IM_ASSERT(wrb->Count == v->ImageCount); + wrb->Index = (wrb->Index + 1) % wrb->Count; + ImGui_ImplVulkanH_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index]; + + if (draw_data->TotalVtxCount > 0) + { + // Create or resize the vertex/index buffers + size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); + size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx); + if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size) + CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT); + if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size) + CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT); + + // Upload vertex/index data into a single contiguous GPU buffer + ImDrawVert* vtx_dst = nullptr; + ImDrawIdx* idx_dst = nullptr; + VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, rb->VertexBufferSize, 0, (void**)(&vtx_dst)); + check_vk_result(err); + err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, rb->IndexBufferSize, 0, (void**)(&idx_dst)); + check_vk_result(err); + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += cmd_list->VtxBuffer.Size; + idx_dst += cmd_list->IdxBuffer.Size; + } + VkMappedMemoryRange range[2] = {}; + range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[0].memory = rb->VertexBufferMemory; + range[0].size = VK_WHOLE_SIZE; + range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[1].memory = rb->IndexBufferMemory; + range[1].size = VK_WHOLE_SIZE; + err = vkFlushMappedMemoryRanges(v->Device, 2, range); + check_vk_result(err); + vkUnmapMemory(v->Device, rb->VertexBufferMemory); + vkUnmapMemory(v->Device, rb->IndexBufferMemory); + } + + // Setup desired Vulkan state + ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + + // Clamp to viewport as vkCmdSetScissor() won't accept values that are off bounds + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + VkRect2D scissor; + scissor.offset.x = (int32_t)(clip_min.x); + scissor.offset.y = (int32_t)(clip_min.y); + scissor.extent.width = (uint32_t)(clip_max.x - clip_min.x); + scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y); + vkCmdSetScissor(command_buffer, 0, 1, &scissor); + + // Bind DescriptorSet with font or user texture + VkDescriptorSet desc_set[1] = { (VkDescriptorSet)pcmd->TextureId }; + if (sizeof(ImTextureID) < sizeof(ImU64)) + { + // We don't support texture switches if ImTextureID hasn't been redefined to be 64-bit. Do a flaky check that other textures haven't been used. + IM_ASSERT(pcmd->TextureId == (ImTextureID)bd->FontDescriptorSet); + desc_set[0] = bd->FontDescriptorSet; + } + vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, nullptr); + + // Draw + vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; + } + + // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called. + // Our last values will leak into user/application rendering IF: + // - Your app uses a pipeline with VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR dynamic state + // - And you forgot to call vkCmdSetViewport() and vkCmdSetScissor() yourself to explicitly set that state. + // If you use VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR you are responsible for setting the values before rendering. + // In theory we should aim to backup/restore those values but I am not sure this is possible. + // We perform a call to vkCmdSetScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644) + VkRect2D scissor = { { 0, 0 }, { (uint32_t)fb_width, (uint32_t)fb_height } }; + vkCmdSetScissor(command_buffer, 0, 1, &scissor); +} + +bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + size_t upload_size = width * height * 4 * sizeof(char); + + VkResult err; + + // Create the Image: + { + VkImageCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; + info.imageType = VK_IMAGE_TYPE_2D; + info.format = VK_FORMAT_R8G8B8A8_UNORM; + info.extent.width = width; + info.extent.height = height; + info.extent.depth = 1; + info.mipLevels = 1; + info.arrayLayers = 1; + info.samples = VK_SAMPLE_COUNT_1_BIT; + info.tiling = VK_IMAGE_TILING_OPTIMAL; + info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; + info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; + err = vkCreateImage(v->Device, &info, v->Allocator, &bd->FontImage); + check_vk_result(err); + VkMemoryRequirements req; + vkGetImageMemoryRequirements(v->Device, bd->FontImage, &req); + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = req.size; + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->FontMemory); + check_vk_result(err); + err = vkBindImageMemory(v->Device, bd->FontImage, bd->FontMemory, 0); + check_vk_result(err); + } + + // Create the Image View: + { + VkImageViewCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; + info.image = bd->FontImage; + info.viewType = VK_IMAGE_VIEW_TYPE_2D; + info.format = VK_FORMAT_R8G8B8A8_UNORM; + info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + info.subresourceRange.levelCount = 1; + info.subresourceRange.layerCount = 1; + err = vkCreateImageView(v->Device, &info, v->Allocator, &bd->FontView); + check_vk_result(err); + } + + // Create the Descriptor Set: + bd->FontDescriptorSet = (VkDescriptorSet)ImGui_ImplVulkan_AddTexture(bd->FontSampler, bd->FontView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); + + // Create the Upload Buffer: + { + VkBufferCreateInfo buffer_info = {}; + buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; + buffer_info.size = upload_size; + buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; + buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &bd->UploadBuffer); + check_vk_result(err); + VkMemoryRequirements req; + vkGetBufferMemoryRequirements(v->Device, bd->UploadBuffer, &req); + bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = req.size; + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->UploadBufferMemory); + check_vk_result(err); + err = vkBindBufferMemory(v->Device, bd->UploadBuffer, bd->UploadBufferMemory, 0); + check_vk_result(err); + } + + // Upload to Buffer: + { + char* map = nullptr; + err = vkMapMemory(v->Device, bd->UploadBufferMemory, 0, upload_size, 0, (void**)(&map)); + check_vk_result(err); + memcpy(map, pixels, upload_size); + VkMappedMemoryRange range[1] = {}; + range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[0].memory = bd->UploadBufferMemory; + range[0].size = upload_size; + err = vkFlushMappedMemoryRanges(v->Device, 1, range); + check_vk_result(err); + vkUnmapMemory(v->Device, bd->UploadBufferMemory); + } + + // Copy to Image: + { + VkImageMemoryBarrier copy_barrier[1] = {}; + copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; + copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; + copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; + copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + copy_barrier[0].image = bd->FontImage; + copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + copy_barrier[0].subresourceRange.levelCount = 1; + copy_barrier[0].subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier); + + VkBufferImageCopy region = {}; + region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + region.imageSubresource.layerCount = 1; + region.imageExtent.width = width; + region.imageExtent.height = height; + region.imageExtent.depth = 1; + vkCmdCopyBufferToImage(command_buffer, bd->UploadBuffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion); + + VkImageMemoryBarrier use_barrier[1] = {}; + use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; + use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT; + use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; + use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; + use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + use_barrier[0].image = bd->FontImage; + use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + use_barrier[0].subresourceRange.levelCount = 1; + use_barrier[0].subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier); + } + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)bd->FontDescriptorSet); + + return true; +} + +static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator) +{ + // Create the shader modules + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (bd->ShaderModuleVert == VK_NULL_HANDLE) + { + VkShaderModuleCreateInfo vert_info = {}; + vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; + vert_info.codeSize = sizeof(__glsl_shader_vert_spv); + vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv; + VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &bd->ShaderModuleVert); + check_vk_result(err); + } + if (bd->ShaderModuleFrag == VK_NULL_HANDLE) + { + VkShaderModuleCreateInfo frag_info = {}; + frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; + frag_info.codeSize = sizeof(__glsl_shader_frag_spv); + frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv; + VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &bd->ShaderModuleFrag); + check_vk_result(err); + } +} + +static void ImGui_ImplVulkan_CreateFontSampler(VkDevice device, const VkAllocationCallbacks* allocator) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (bd->FontSampler) + return; + + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. + VkSamplerCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; + info.magFilter = VK_FILTER_LINEAR; + info.minFilter = VK_FILTER_LINEAR; + info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; + info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT; + info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT; + info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT; + info.minLod = -1000; + info.maxLod = 1000; + info.maxAnisotropy = 1.0f; + VkResult err = vkCreateSampler(device, &info, allocator, &bd->FontSampler); + check_vk_result(err); +} + +static void ImGui_ImplVulkan_CreateDescriptorSetLayout(VkDevice device, const VkAllocationCallbacks* allocator) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (bd->DescriptorSetLayout) + return; + + ImGui_ImplVulkan_CreateFontSampler(device, allocator); + VkSampler sampler[1] = { bd->FontSampler }; + VkDescriptorSetLayoutBinding binding[1] = {}; + binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + binding[0].descriptorCount = 1; + binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; + binding[0].pImmutableSamplers = sampler; + VkDescriptorSetLayoutCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; + info.bindingCount = 1; + info.pBindings = binding; + VkResult err = vkCreateDescriptorSetLayout(device, &info, allocator, &bd->DescriptorSetLayout); + check_vk_result(err); +} + +static void ImGui_ImplVulkan_CreatePipelineLayout(VkDevice device, const VkAllocationCallbacks* allocator) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (bd->PipelineLayout) + return; + + // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix + ImGui_ImplVulkan_CreateDescriptorSetLayout(device, allocator); + VkPushConstantRange push_constants[1] = {}; + push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; + push_constants[0].offset = sizeof(float) * 0; + push_constants[0].size = sizeof(float) * 4; + VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout }; + VkPipelineLayoutCreateInfo layout_info = {}; + layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; + layout_info.setLayoutCount = 1; + layout_info.pSetLayouts = set_layout; + layout_info.pushConstantRangeCount = 1; + layout_info.pPushConstantRanges = push_constants; + VkResult err = vkCreatePipelineLayout(device, &layout_info, allocator, &bd->PipelineLayout); + check_vk_result(err); +} + +static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline, uint32_t subpass) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_CreateShaderModules(device, allocator); + + VkPipelineShaderStageCreateInfo stage[2] = {}; + stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; + stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT; + stage[0].module = bd->ShaderModuleVert; + stage[0].pName = "main"; + stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; + stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT; + stage[1].module = bd->ShaderModuleFrag; + stage[1].pName = "main"; + + VkVertexInputBindingDescription binding_desc[1] = {}; + binding_desc[0].stride = sizeof(ImDrawVert); + binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX; + + VkVertexInputAttributeDescription attribute_desc[3] = {}; + attribute_desc[0].location = 0; + attribute_desc[0].binding = binding_desc[0].binding; + attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT; + attribute_desc[0].offset = IM_OFFSETOF(ImDrawVert, pos); + attribute_desc[1].location = 1; + attribute_desc[1].binding = binding_desc[0].binding; + attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT; + attribute_desc[1].offset = IM_OFFSETOF(ImDrawVert, uv); + attribute_desc[2].location = 2; + attribute_desc[2].binding = binding_desc[0].binding; + attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM; + attribute_desc[2].offset = IM_OFFSETOF(ImDrawVert, col); + + VkPipelineVertexInputStateCreateInfo vertex_info = {}; + vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; + vertex_info.vertexBindingDescriptionCount = 1; + vertex_info.pVertexBindingDescriptions = binding_desc; + vertex_info.vertexAttributeDescriptionCount = 3; + vertex_info.pVertexAttributeDescriptions = attribute_desc; + + VkPipelineInputAssemblyStateCreateInfo ia_info = {}; + ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; + ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; + + VkPipelineViewportStateCreateInfo viewport_info = {}; + viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; + viewport_info.viewportCount = 1; + viewport_info.scissorCount = 1; + + VkPipelineRasterizationStateCreateInfo raster_info = {}; + raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; + raster_info.polygonMode = VK_POLYGON_MODE_FILL; + raster_info.cullMode = VK_CULL_MODE_NONE; + raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE; + raster_info.lineWidth = 1.0f; + + VkPipelineMultisampleStateCreateInfo ms_info = {}; + ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; + ms_info.rasterizationSamples = (MSAASamples != 0) ? MSAASamples : VK_SAMPLE_COUNT_1_BIT; + + VkPipelineColorBlendAttachmentState color_attachment[1] = {}; + color_attachment[0].blendEnable = VK_TRUE; + color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; + color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD; + color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE; + color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD; + color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; + + VkPipelineDepthStencilStateCreateInfo depth_info = {}; + depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; + + VkPipelineColorBlendStateCreateInfo blend_info = {}; + blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; + blend_info.attachmentCount = 1; + blend_info.pAttachments = color_attachment; + + VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; + VkPipelineDynamicStateCreateInfo dynamic_state = {}; + dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; + dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states); + dynamic_state.pDynamicStates = dynamic_states; + + ImGui_ImplVulkan_CreatePipelineLayout(device, allocator); + + VkGraphicsPipelineCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; + info.flags = bd->PipelineCreateFlags; + info.stageCount = 2; + info.pStages = stage; + info.pVertexInputState = &vertex_info; + info.pInputAssemblyState = &ia_info; + info.pViewportState = &viewport_info; + info.pRasterizationState = &raster_info; + info.pMultisampleState = &ms_info; + info.pDepthStencilState = &depth_info; + info.pColorBlendState = &blend_info; + info.pDynamicState = &dynamic_state; + info.layout = bd->PipelineLayout; + info.renderPass = renderPass; + info.subpass = subpass; + VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline); + check_vk_result(err); +} + +bool ImGui_ImplVulkan_CreateDeviceObjects() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + + if (!bd->FontSampler) + { + VkSamplerCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; + info.magFilter = VK_FILTER_LINEAR; + info.minFilter = VK_FILTER_LINEAR; + info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; + info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT; + info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT; + info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT; + info.minLod = -1000; + info.maxLod = 1000; + info.maxAnisotropy = 1.0f; + err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->FontSampler); + check_vk_result(err); + } + + if (!bd->DescriptorSetLayout) + { + VkSampler sampler[1] = {bd->FontSampler}; + VkDescriptorSetLayoutBinding binding[1] = {}; + binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + binding[0].descriptorCount = 1; + binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; + binding[0].pImmutableSamplers = sampler; + VkDescriptorSetLayoutCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; + info.bindingCount = 1; + info.pBindings = binding; + err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &bd->DescriptorSetLayout); + check_vk_result(err); + } + + if (!bd->PipelineLayout) + { + // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix + VkPushConstantRange push_constants[1] = {}; + push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; + push_constants[0].offset = sizeof(float) * 0; + push_constants[0].size = sizeof(float) * 4; + VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout }; + VkPipelineLayoutCreateInfo layout_info = {}; + layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; + layout_info.setLayoutCount = 1; + layout_info.pSetLayouts = set_layout; + layout_info.pushConstantRangeCount = 1; + layout_info.pPushConstantRanges = push_constants; + err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &bd->PipelineLayout); + check_vk_result(err); + } + + ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, bd->RenderPass, v->MSAASamples, &bd->Pipeline, bd->Subpass); + + return true; +} + +void ImGui_ImplVulkan_DestroyFontUploadObjects() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (bd->UploadBuffer) + { + vkDestroyBuffer(v->Device, bd->UploadBuffer, v->Allocator); + bd->UploadBuffer = VK_NULL_HANDLE; + } + if (bd->UploadBufferMemory) + { + vkFreeMemory(v->Device, bd->UploadBufferMemory, v->Allocator); + bd->UploadBufferMemory = VK_NULL_HANDLE; + } +} + +void ImGui_ImplVulkan_DestroyDeviceObjects() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator); + ImGui_ImplVulkan_DestroyFontUploadObjects(); + + if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; } + if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; } + if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; } + if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; } + if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; } + if (bd->FontSampler) { vkDestroySampler(v->Device, bd->FontSampler, v->Allocator); bd->FontSampler = VK_NULL_HANDLE; } + if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; } + if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; } + if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; } +} + +bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) +{ + // Load function pointers + // You can use the default Vulkan loader using: + // ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); }); + // But this would be equivalent to not setting VK_NO_PROTOTYPES. +#ifdef VK_NO_PROTOTYPES +#define IMGUI_VULKAN_FUNC_LOAD(func) \ + func = reinterpret_cast(loader_func(#func, user_data)); \ + if (func == nullptr) \ + return false; + IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_LOAD) +#undef IMGUI_VULKAN_FUNC_LOAD +#else + IM_UNUSED(loader_func); + IM_UNUSED(user_data); +#endif + g_FunctionsLoaded = true; + return true; +} + +bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_vulkan"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + IM_ASSERT(info->Instance != VK_NULL_HANDLE); + IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE); + IM_ASSERT(info->Device != VK_NULL_HANDLE); + IM_ASSERT(info->Queue != VK_NULL_HANDLE); + IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE); + IM_ASSERT(info->MinImageCount >= 2); + IM_ASSERT(info->ImageCount >= info->MinImageCount); + IM_ASSERT(render_pass != VK_NULL_HANDLE); + + bd->VulkanInitInfo = *info; + bd->RenderPass = render_pass; + bd->Subpass = info->Subpass; + + ImGui_ImplVulkan_CreateDeviceObjects(); + + return true; +} + +void ImGui_ImplVulkan_Shutdown() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplVulkan_DestroyDeviceObjects(); + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + IM_DELETE(bd); +} + +void ImGui_ImplVulkan_NewFrame() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplVulkan_Init()?"); + IM_UNUSED(bd); +} + +void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + IM_ASSERT(min_image_count >= 2); + if (bd->VulkanInitInfo.MinImageCount == min_image_count) + return; + + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err = vkDeviceWaitIdle(v->Device); + check_vk_result(err); + ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator); + bd->VulkanInitInfo.MinImageCount = min_image_count; +} + +// Register a texture +// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. +VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + // Create Descriptor Set: + VkDescriptorSet descriptor_set; + { + VkDescriptorSetAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; + alloc_info.descriptorPool = v->DescriptorPool; + alloc_info.descriptorSetCount = 1; + alloc_info.pSetLayouts = &bd->DescriptorSetLayout; + VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set); + check_vk_result(err); + } + + // Update the Descriptor Set: + { + VkDescriptorImageInfo desc_image[1] = {}; + desc_image[0].sampler = sampler; + desc_image[0].imageView = image_view; + desc_image[0].imageLayout = image_layout; + VkWriteDescriptorSet write_desc[1] = {}; + write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + write_desc[0].dstSet = descriptor_set; + write_desc[0].descriptorCount = 1; + write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + write_desc[0].pImageInfo = desc_image; + vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, nullptr); + } + return descriptor_set; +} + +void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + vkFreeDescriptorSets(v->Device, v->DescriptorPool, 1, &descriptor_set); +} + +//------------------------------------------------------------------------- +// Internal / Miscellaneous Vulkan Helpers +// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.) +//------------------------------------------------------------------------- +// You probably do NOT need to use or care about those functions. +// Those functions only exist because: +// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. +// 2) the upcoming multi-viewport feature will need them internally. +// Generally we avoid exposing any kind of superfluous high-level helpers in the backends, +// but it is too much code to duplicate everywhere so we exceptionally expose them. +// +// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). +// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. +// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) +//------------------------------------------------------------------------- + +VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + IM_ASSERT(request_formats != nullptr); + IM_ASSERT(request_formats_count > 0); + + // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation + // Assuming that the default behavior is without setting this bit, there is no need for separate Swapchain image and image view format + // Additionally several new color spaces were introduced with Vulkan Spec v1.0.40, + // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used. + uint32_t avail_count; + vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, nullptr); + ImVector avail_format; + avail_format.resize((int)avail_count); + vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, avail_format.Data); + + // First check if only one format, VK_FORMAT_UNDEFINED, is available, which would imply that any format is available + if (avail_count == 1) + { + if (avail_format[0].format == VK_FORMAT_UNDEFINED) + { + VkSurfaceFormatKHR ret; + ret.format = request_formats[0]; + ret.colorSpace = request_color_space; + return ret; + } + else + { + // No point in searching another format + return avail_format[0]; + } + } + else + { + // Request several formats, the first found will be used + for (int request_i = 0; request_i < request_formats_count; request_i++) + for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) + if (avail_format[avail_i].format == request_formats[request_i] && avail_format[avail_i].colorSpace == request_color_space) + return avail_format[avail_i]; + + // If none of the requested image formats could be found, use the first available + return avail_format[0]; + } +} + +VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + IM_ASSERT(request_modes != nullptr); + IM_ASSERT(request_modes_count > 0); + + // Request a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory + uint32_t avail_count = 0; + vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, nullptr); + ImVector avail_modes; + avail_modes.resize((int)avail_count); + vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, avail_modes.Data); + //for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) + // printf("[vulkan] avail_modes[%d] = %d\n", avail_i, avail_modes[avail_i]); + + for (int request_i = 0; request_i < request_modes_count; request_i++) + for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) + if (request_modes[request_i] == avail_modes[avail_i]) + return request_modes[request_i]; + + return VK_PRESENT_MODE_FIFO_KHR; // Always available +} + +void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) +{ + IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); + (void)physical_device; + (void)allocator; + + // Create Command Buffers + VkResult err; + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i]; + { + VkCommandPoolCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; + info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT; + info.queueFamilyIndex = queue_family; + err = vkCreateCommandPool(device, &info, allocator, &fd->CommandPool); + check_vk_result(err); + } + { + VkCommandBufferAllocateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; + info.commandPool = fd->CommandPool; + info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; + info.commandBufferCount = 1; + err = vkAllocateCommandBuffers(device, &info, &fd->CommandBuffer); + check_vk_result(err); + } + { + VkFenceCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; + info.flags = VK_FENCE_CREATE_SIGNALED_BIT; + err = vkCreateFence(device, &info, allocator, &fd->Fence); + check_vk_result(err); + } + { + VkSemaphoreCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; + err = vkCreateSemaphore(device, &info, allocator, &fsd->ImageAcquiredSemaphore); + check_vk_result(err); + err = vkCreateSemaphore(device, &info, allocator, &fsd->RenderCompleteSemaphore); + check_vk_result(err); + } + } +} + +int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode) +{ + if (present_mode == VK_PRESENT_MODE_MAILBOX_KHR) + return 3; + if (present_mode == VK_PRESENT_MODE_FIFO_KHR || present_mode == VK_PRESENT_MODE_FIFO_RELAXED_KHR) + return 2; + if (present_mode == VK_PRESENT_MODE_IMMEDIATE_KHR) + return 1; + IM_ASSERT(0); + return 1; +} + +// Also destroy old swap chain and in-flight frames data, if any. +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count) +{ + VkResult err; + VkSwapchainKHR old_swapchain = wd->Swapchain; + wd->Swapchain = VK_NULL_HANDLE; + err = vkDeviceWaitIdle(device); + check_vk_result(err); + + // We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one. + // Destroy old Framebuffer + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); + ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); + } + IM_FREE(wd->Frames); + IM_FREE(wd->FrameSemaphores); + wd->Frames = nullptr; + wd->FrameSemaphores = nullptr; + wd->ImageCount = 0; + if (wd->RenderPass) + vkDestroyRenderPass(device, wd->RenderPass, allocator); + if (wd->Pipeline) + vkDestroyPipeline(device, wd->Pipeline, allocator); + + // If min image count was not specified, request different count of images dependent on selected present mode + if (min_image_count == 0) + min_image_count = ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(wd->PresentMode); + + // Create Swapchain + { + VkSwapchainCreateInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR; + info.surface = wd->Surface; + info.minImageCount = min_image_count; + info.imageFormat = wd->SurfaceFormat.format; + info.imageColorSpace = wd->SurfaceFormat.colorSpace; + info.imageArrayLayers = 1; + info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; + info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family + info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR; + info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR; + info.presentMode = wd->PresentMode; + info.clipped = VK_TRUE; + info.oldSwapchain = old_swapchain; + VkSurfaceCapabilitiesKHR cap; + err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap); + check_vk_result(err); + if (info.minImageCount < cap.minImageCount) + info.minImageCount = cap.minImageCount; + else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount) + info.minImageCount = cap.maxImageCount; + + if (cap.currentExtent.width == 0xffffffff) + { + info.imageExtent.width = wd->Width = w; + info.imageExtent.height = wd->Height = h; + } + else + { + info.imageExtent.width = wd->Width = cap.currentExtent.width; + info.imageExtent.height = wd->Height = cap.currentExtent.height; + } + err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain); + check_vk_result(err); + err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, nullptr); + check_vk_result(err); + VkImage backbuffers[16] = {}; + IM_ASSERT(wd->ImageCount >= min_image_count); + IM_ASSERT(wd->ImageCount < IM_ARRAYSIZE(backbuffers)); + err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers); + check_vk_result(err); + + IM_ASSERT(wd->Frames == nullptr); + wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount); + wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->ImageCount); + memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount); + memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->ImageCount); + for (uint32_t i = 0; i < wd->ImageCount; i++) + wd->Frames[i].Backbuffer = backbuffers[i]; + } + if (old_swapchain) + vkDestroySwapchainKHR(device, old_swapchain, allocator); + + // Create the Render Pass + { + VkAttachmentDescription attachment = {}; + attachment.format = wd->SurfaceFormat.format; + attachment.samples = VK_SAMPLE_COUNT_1_BIT; + attachment.loadOp = wd->ClearEnable ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_DONT_CARE; + attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; + attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; + attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; + attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; + attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; + VkAttachmentReference color_attachment = {}; + color_attachment.attachment = 0; + color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + VkSubpassDescription subpass = {}; + subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; + subpass.colorAttachmentCount = 1; + subpass.pColorAttachments = &color_attachment; + VkSubpassDependency dependency = {}; + dependency.srcSubpass = VK_SUBPASS_EXTERNAL; + dependency.dstSubpass = 0; + dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + dependency.srcAccessMask = 0; + dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; + VkRenderPassCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO; + info.attachmentCount = 1; + info.pAttachments = &attachment; + info.subpassCount = 1; + info.pSubpasses = &subpass; + info.dependencyCount = 1; + info.pDependencies = &dependency; + err = vkCreateRenderPass(device, &info, allocator, &wd->RenderPass); + check_vk_result(err); + + // We do not create a pipeline by default as this is also used by examples' main.cpp, + // but secondary viewport in multi-viewport mode may want to create one with: + //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, bd->Subpass); + } + + // Create The Image Views + { + VkImageViewCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; + info.viewType = VK_IMAGE_VIEW_TYPE_2D; + info.format = wd->SurfaceFormat.format; + info.components.r = VK_COMPONENT_SWIZZLE_R; + info.components.g = VK_COMPONENT_SWIZZLE_G; + info.components.b = VK_COMPONENT_SWIZZLE_B; + info.components.a = VK_COMPONENT_SWIZZLE_A; + VkImageSubresourceRange image_range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }; + info.subresourceRange = image_range; + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + info.image = fd->Backbuffer; + err = vkCreateImageView(device, &info, allocator, &fd->BackbufferView); + check_vk_result(err); + } + } + + // Create Framebuffer + { + VkImageView attachment[1]; + VkFramebufferCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; + info.renderPass = wd->RenderPass; + info.attachmentCount = 1; + info.pAttachments = attachment; + info.width = wd->Width; + info.height = wd->Height; + info.layers = 1; + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + attachment[0] = fd->BackbufferView; + err = vkCreateFramebuffer(device, &info, allocator, &fd->Framebuffer); + check_vk_result(err); + } + } +} + +// Create or resize window +void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + (void)instance; + ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count); + ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator); +} + +void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator) +{ + vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals) + //vkQueueWaitIdle(bd->Queue); + + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); + ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); + } + IM_FREE(wd->Frames); + IM_FREE(wd->FrameSemaphores); + wd->Frames = nullptr; + wd->FrameSemaphores = nullptr; + vkDestroyPipeline(device, wd->Pipeline, allocator); + vkDestroyRenderPass(device, wd->RenderPass, allocator); + vkDestroySwapchainKHR(device, wd->Swapchain, allocator); + vkDestroySurfaceKHR(instance, wd->Surface, allocator); + + *wd = ImGui_ImplVulkanH_Window(); +} + +void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator) +{ + vkDestroyFence(device, fd->Fence, allocator); + vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer); + vkDestroyCommandPool(device, fd->CommandPool, allocator); + fd->Fence = VK_NULL_HANDLE; + fd->CommandBuffer = VK_NULL_HANDLE; + fd->CommandPool = VK_NULL_HANDLE; + + vkDestroyImageView(device, fd->BackbufferView, allocator); + vkDestroyFramebuffer(device, fd->Framebuffer, allocator); +} + +void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator) +{ + vkDestroySemaphore(device, fsd->ImageAcquiredSemaphore, allocator); + vkDestroySemaphore(device, fsd->RenderCompleteSemaphore, allocator); + fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE; +} + +void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +{ + if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; } + if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; } + if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; } + if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; } + buffers->VertexBufferSize = 0; + buffers->IndexBufferSize = 0; +} + +void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +{ + for (uint32_t n = 0; n < buffers->Count; n++) + ImGui_ImplVulkanH_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator); + IM_FREE(buffers->FrameRenderBuffers); + buffers->FrameRenderBuffers = nullptr; + buffers->Index = 0; + buffers->Count = 0; +} diff --git a/Dependencies/imgui/backends/imgui_impl_vulkan.h b/Dependencies/imgui/backends/imgui_impl_vulkan.h new file mode 100644 index 000000000..99fd0082f --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_vulkan.h @@ -0,0 +1,157 @@ +// dear imgui: Renderer Backend for Vulkan +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. +// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. + +// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. +// See imgui_impl_vulkan.cpp file for details. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +// [Configuration] in order to use a custom Vulkan function loader: +// (1) You'll need to disable default Vulkan function prototypes. +// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag. +// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit: +// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file +// - Or as a compilation flag in your build system +// - Or uncomment here (not recommended because you'd be modifying imgui sources!) +// - Do not simply add it in a .cpp file! +// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function. +// If you have no idea what this is, leave it alone! +//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES + +// Vulkan includes +#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) +#define VK_NO_PROTOTYPES +#endif +#include + +// Initialization data, for ImGui_ImplVulkan_Init() +// [Please zero-clear before use!] +struct ImGui_ImplVulkan_InitInfo +{ + VkInstance Instance; + VkPhysicalDevice PhysicalDevice; + VkDevice Device; + uint32_t QueueFamily; + VkQueue Queue; + VkPipelineCache PipelineCache; + VkDescriptorPool DescriptorPool; + uint32_t Subpass; + uint32_t MinImageCount; // >= 2 + uint32_t ImageCount; // >= MinImageCount + VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT (0 -> default to VK_SAMPLE_COUNT_1_BIT) + const VkAllocationCallbacks* Allocator; + void (*CheckVkResultFn)(VkResult err); +}; + +// Called by user code +IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass); +IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); +IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer); +IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects(); +IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) + +// Register a texture (VkDescriptorSet == ImTextureID) +// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem +// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. +IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); +IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set); + +// Optional: load Vulkan functions with a custom function loader +// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES +IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr); + +//------------------------------------------------------------------------- +// Internal / Miscellaneous Vulkan Helpers +// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.) +//------------------------------------------------------------------------- +// You probably do NOT need to use or care about those functions. +// Those functions only exist because: +// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. +// 2) the upcoming multi-viewport feature will need them internally. +// Generally we avoid exposing any kind of superfluous high-level helpers in the backends, +// but it is too much code to duplicate everywhere so we exceptionally expose them. +// +// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). +// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. +// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) +//------------------------------------------------------------------------- + +struct ImGui_ImplVulkanH_Frame; +struct ImGui_ImplVulkanH_Window; + +// Helpers +IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator); +IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); +IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); +IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); + +// Helper structure to hold the data needed by one rendering frame +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) +// [Please zero-clear before use!] +struct ImGui_ImplVulkanH_Frame +{ + VkCommandPool CommandPool; + VkCommandBuffer CommandBuffer; + VkFence Fence; + VkImage Backbuffer; + VkImageView BackbufferView; + VkFramebuffer Framebuffer; +}; + +struct ImGui_ImplVulkanH_FrameSemaphores +{ + VkSemaphore ImageAcquiredSemaphore; + VkSemaphore RenderCompleteSemaphore; +}; + +// Helper structure to hold the data needed by one rendering context into one OS window +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) +struct ImGui_ImplVulkanH_Window +{ + int Width; + int Height; + VkSwapchainKHR Swapchain; + VkSurfaceKHR Surface; + VkSurfaceFormatKHR SurfaceFormat; + VkPresentModeKHR PresentMode; + VkRenderPass RenderPass; + VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo + bool ClearEnable; + VkClearValue ClearValue; + uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) + uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) + uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) + ImGui_ImplVulkanH_Frame* Frames; + ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; + + ImGui_ImplVulkanH_Window() + { + memset((void*)this, 0, sizeof(*this)); + PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this. + ClearEnable = true; + } +}; + diff --git a/Dependencies/imgui/backends/imgui_impl_wgpu.cpp b/Dependencies/imgui/backends/imgui_impl_wgpu.cpp new file mode 100644 index 000000000..c4bc5c76c --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_wgpu.cpp @@ -0,0 +1,716 @@ +// dear imgui: Renderer for WebGPU +// This needs to be used along with a Platform Binding (e.g. GLFW) +// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init(). +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer(). +// 2021-08-24: Fixed for latest specs. +// 2021-05-24: Add support for draw_data->FramebufferScale. +// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92). +// 2021-02-18: Change blending equation to preserve alpha in output buffer. +// 2021-01-28: Initial version. + +#include "imgui.h" +#include "imgui_impl_wgpu.h" +#include +#include + +// Dear ImGui prototypes from imgui_internal.h +extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0); + +// WebGPU data +static WGPUDevice g_wgpuDevice = nullptr; +static WGPUQueue g_defaultQueue = nullptr; +static WGPUTextureFormat g_renderTargetFormat = WGPUTextureFormat_Undefined; +static WGPUTextureFormat g_depthStencilFormat = WGPUTextureFormat_Undefined; +static WGPURenderPipeline g_pipelineState = nullptr; + +struct RenderResources +{ + WGPUTexture FontTexture; // Font texture + WGPUTextureView FontTextureView; // Texture view for font texture + WGPUSampler Sampler; // Sampler for the font texture + WGPUBuffer Uniforms; // Shader uniforms + WGPUBindGroup CommonBindGroup; // Resources bind-group to bind the common resources to pipeline + ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map) + WGPUBindGroup ImageBindGroup; // Default font-resource of Dear ImGui + WGPUBindGroupLayout ImageBindGroupLayout; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM +}; +static RenderResources g_resources; + +struct FrameResources +{ + WGPUBuffer IndexBuffer; + WGPUBuffer VertexBuffer; + ImDrawIdx* IndexBufferHost; + ImDrawVert* VertexBufferHost; + int IndexBufferSize; + int VertexBufferSize; +}; +static FrameResources* g_pFrameResources = nullptr; +static unsigned int g_numFramesInFlight = 0; +static unsigned int g_frameIndex = UINT_MAX; + +struct Uniforms +{ + float MVP[4][4]; +}; + +//----------------------------------------------------------------------------- +// SHADERS +//----------------------------------------------------------------------------- + +// glsl_shader.vert, compiled with: +// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert +/* +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; +layout(set=0, binding = 0) uniform transform { mat4 mvp; }; + +out gl_PerVertex { vec4 gl_Position; }; +layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = mvp * vec4(aPos, 0, 1); +} +*/ +static uint32_t __glsl_shader_vert_spv[] = +{ + 0x07230203,0x00010000,0x00080007,0x0000002c,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, + 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015, + 0x0000001b,0x00000023,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, + 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43, + 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f, + 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005, + 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000, + 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00050005,0x0000001d, + 0x6e617274,0x726f6673,0x0000006d,0x00040006,0x0000001d,0x00000000,0x0070766d,0x00030005, + 0x0000001f,0x00000000,0x00040005,0x00000023,0x736f5061,0x00000000,0x00040047,0x0000000b, + 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015, + 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047, + 0x00000019,0x00000002,0x00040048,0x0000001d,0x00000000,0x00000005,0x00050048,0x0000001d, + 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001d,0x00000000,0x00000007,0x00000010, + 0x00030047,0x0000001d,0x00000002,0x00040047,0x0000001f,0x00000022,0x00000000,0x00040047, + 0x0000001f,0x00000021,0x00000000,0x00040047,0x00000023,0x0000001e,0x00000000,0x00020013, + 0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017, + 0x00000007,0x00000006,0x00000004,0x00040017,0x00000008,0x00000006,0x00000002,0x0004001e, + 0x00000009,0x00000007,0x00000008,0x00040020,0x0000000a,0x00000003,0x00000009,0x0004003b, + 0x0000000a,0x0000000b,0x00000003,0x00040015,0x0000000c,0x00000020,0x00000001,0x0004002b, + 0x0000000c,0x0000000d,0x00000000,0x00040020,0x0000000e,0x00000001,0x00000007,0x0004003b, + 0x0000000e,0x0000000f,0x00000001,0x00040020,0x00000011,0x00000003,0x00000007,0x0004002b, + 0x0000000c,0x00000013,0x00000001,0x00040020,0x00000014,0x00000001,0x00000008,0x0004003b, + 0x00000014,0x00000015,0x00000001,0x00040020,0x00000017,0x00000003,0x00000008,0x0003001e, + 0x00000019,0x00000007,0x00040020,0x0000001a,0x00000003,0x00000019,0x0004003b,0x0000001a, + 0x0000001b,0x00000003,0x00040018,0x0000001c,0x00000007,0x00000004,0x0003001e,0x0000001d, + 0x0000001c,0x00040020,0x0000001e,0x00000002,0x0000001d,0x0004003b,0x0000001e,0x0000001f, + 0x00000002,0x00040020,0x00000020,0x00000002,0x0000001c,0x0004003b,0x00000014,0x00000023, + 0x00000001,0x0004002b,0x00000006,0x00000025,0x00000000,0x0004002b,0x00000006,0x00000026, + 0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005, + 0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,0x0000000b, + 0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,0x00000015, + 0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,0x00000016, + 0x00050041,0x00000020,0x00000021,0x0000001f,0x0000000d,0x0004003d,0x0000001c,0x00000022, + 0x00000021,0x0004003d,0x00000008,0x00000024,0x00000023,0x00050051,0x00000006,0x00000027, + 0x00000024,0x00000000,0x00050051,0x00000006,0x00000028,0x00000024,0x00000001,0x00070050, + 0x00000007,0x00000029,0x00000027,0x00000028,0x00000025,0x00000026,0x00050091,0x00000007, + 0x0000002a,0x00000022,0x00000029,0x00050041,0x00000011,0x0000002b,0x0000001b,0x0000000d, + 0x0003003e,0x0000002b,0x0000002a,0x000100fd,0x00010038 +}; + +// glsl_shader.frag, compiled with: +// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag +/* +#version 450 core +layout(location = 0) out vec4 fColor; +layout(set=0, binding=1) uniform sampler s; +layout(set=1, binding=0) uniform texture2D t; +layout(location = 0) in struct { vec4 Color; vec2 UV; } In; +void main() +{ + fColor = In.Color * texture(sampler2D(t, s), In.UV.st); +} +*/ +static uint32_t __glsl_shader_frag_spv[] = +{ + 0x07230203,0x00010000,0x00080007,0x00000023,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, + 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010, + 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, + 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000, + 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001, + 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00030005,0x00000015,0x00000074,0x00030005, + 0x00000019,0x00000073,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d, + 0x0000001e,0x00000000,0x00040047,0x00000015,0x00000022,0x00000001,0x00040047,0x00000015, + 0x00000021,0x00000000,0x00040047,0x00000019,0x00000022,0x00000000,0x00040047,0x00000019, + 0x00000021,0x00000001,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016, + 0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008, + 0x00000003,0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a, + 0x00000006,0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c, + 0x00000001,0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e, + 0x00000020,0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010, + 0x00000001,0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000, + 0x00000000,0x00000001,0x00000000,0x00040020,0x00000014,0x00000000,0x00000013,0x0004003b, + 0x00000014,0x00000015,0x00000000,0x0002001a,0x00000017,0x00040020,0x00000018,0x00000000, + 0x00000017,0x0004003b,0x00000018,0x00000019,0x00000000,0x0003001b,0x0000001b,0x00000013, + 0x0004002b,0x0000000e,0x0000001d,0x00000001,0x00040020,0x0000001e,0x00000001,0x0000000a, + 0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041, + 0x00000010,0x00000011,0x0000000d,0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011, + 0x0004003d,0x00000013,0x00000016,0x00000015,0x0004003d,0x00000017,0x0000001a,0x00000019, + 0x00050056,0x0000001b,0x0000001c,0x00000016,0x0000001a,0x00050041,0x0000001e,0x0000001f, + 0x0000000d,0x0000001d,0x0004003d,0x0000000a,0x00000020,0x0000001f,0x00050057,0x00000007, + 0x00000021,0x0000001c,0x00000020,0x00050085,0x00000007,0x00000022,0x00000012,0x00000021, + 0x0003003e,0x00000009,0x00000022,0x000100fd,0x00010038 +}; + +static void SafeRelease(ImDrawIdx*& res) +{ + if (res) + delete[] res; + res = nullptr; +} +static void SafeRelease(ImDrawVert*& res) +{ + if (res) + delete[] res; + res = nullptr; +} +static void SafeRelease(WGPUBindGroupLayout& res) +{ + if (res) + wgpuBindGroupLayoutRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUBindGroup& res) +{ + if (res) + wgpuBindGroupRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUBuffer& res) +{ + if (res) + wgpuBufferRelease(res); + res = nullptr; +} +static void SafeRelease(WGPURenderPipeline& res) +{ + if (res) + wgpuRenderPipelineRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUSampler& res) +{ + if (res) + wgpuSamplerRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUShaderModule& res) +{ + if (res) + wgpuShaderModuleRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUTextureView& res) +{ + if (res) + wgpuTextureViewRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUTexture& res) +{ + if (res) + wgpuTextureRelease(res); + res = nullptr; +} + +static void SafeRelease(RenderResources& res) +{ + SafeRelease(res.FontTexture); + SafeRelease(res.FontTextureView); + SafeRelease(res.Sampler); + SafeRelease(res.Uniforms); + SafeRelease(res.CommonBindGroup); + SafeRelease(res.ImageBindGroup); + SafeRelease(res.ImageBindGroupLayout); +}; + +static void SafeRelease(FrameResources& res) +{ + SafeRelease(res.IndexBuffer); + SafeRelease(res.VertexBuffer); + SafeRelease(res.IndexBufferHost); + SafeRelease(res.VertexBufferHost); +} + +static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(uint32_t* binary_data, uint32_t binary_data_size) +{ + WGPUShaderModuleSPIRVDescriptor spirv_desc = {}; + spirv_desc.chain.sType = WGPUSType_ShaderModuleSPIRVDescriptor; + spirv_desc.codeSize = binary_data_size; + spirv_desc.code = binary_data; + + WGPUShaderModuleDescriptor desc = {}; + desc.nextInChain = reinterpret_cast(&spirv_desc); + + WGPUProgrammableStageDescriptor stage_desc = {}; + stage_desc.module = wgpuDeviceCreateShaderModule(g_wgpuDevice, &desc); + stage_desc.entryPoint = "main"; + return stage_desc; +} + +static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture) +{ + WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } }; + + WGPUBindGroupDescriptor image_bg_descriptor = {}; + image_bg_descriptor.layout = layout; + image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry); + image_bg_descriptor.entries = image_bg_entries; + return wgpuDeviceCreateBindGroup(g_wgpuDevice, &image_bg_descriptor); +} + +static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr) +{ + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + wgpuQueueWriteBuffer(g_defaultQueue, g_resources.Uniforms, 0, mvp, sizeof(mvp)); + } + + // Setup viewport + wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1); + + // Bind shader and vertex buffers + wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert)); + wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx)); + wgpuRenderPassEncoderSetPipeline(ctx, g_pipelineState); + wgpuRenderPassEncoderSetBindGroup(ctx, 0, g_resources.CommonBindGroup, 0, nullptr); + + // Setup blend factor + WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f }; + wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color); +} + +// Render function +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + // FIXME: Assuming that this only gets called once per frame! + // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. + g_frameIndex = g_frameIndex + 1; + FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; + + // Create and grow vertex/index buffers if needed + if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) + { + if (fr->VertexBuffer) + { + wgpuBufferDestroy(fr->VertexBuffer); + wgpuBufferRelease(fr->VertexBuffer); + } + SafeRelease(fr->VertexBufferHost); + fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; + + WGPUBufferDescriptor vb_desc = + { + nullptr, + "Dear ImGui Vertex buffer", + WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, + fr->VertexBufferSize * sizeof(ImDrawVert), + false + }; + fr->VertexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &vb_desc); + if (!fr->VertexBuffer) + return; + + fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize]; + } + if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) + { + if (fr->IndexBuffer) + { + wgpuBufferDestroy(fr->IndexBuffer); + wgpuBufferRelease(fr->IndexBuffer); + } + SafeRelease(fr->IndexBufferHost); + fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; + + WGPUBufferDescriptor ib_desc = + { + nullptr, + "Dear ImGui Index buffer", + WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, + fr->IndexBufferSize * sizeof(ImDrawIdx), + false + }; + fr->IndexBuffer = wgpuDeviceCreateBuffer(g_wgpuDevice, &ib_desc); + if (!fr->IndexBuffer) + return; + + fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize]; + } + + // Upload vertex/index data into a single contiguous GPU buffer + ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost; + ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += cmd_list->VtxBuffer.Size; + idx_dst += cmd_list->IdxBuffer.Size; + } + int64_t vb_write_size = ((char*)vtx_dst - (char*)fr->VertexBufferHost + 3) & ~3; + int64_t ib_write_size = ((char*)idx_dst - (char*)fr->IndexBufferHost + 3) & ~3; + wgpuQueueWriteBuffer(g_defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size); + wgpuQueueWriteBuffer(g_defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size); + + // Setup desired render state + ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_scale = draw_data->FramebufferScale; + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Bind custom texture + ImTextureID tex_id = pcmd->GetTexID(); + ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id)); + auto bind_group = g_resources.ImageBindGroups.GetVoidPtr(tex_id_hash); + if (bind_group) + { + wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr); + } + else + { + WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(g_resources.ImageBindGroupLayout, (WGPUTextureView)tex_id); + g_resources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group); + wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr); + } + + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle, Draw + wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y)); + wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; + } +} + +static void ImGui_ImplWGPU_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height, size_pp; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp); + + // Upload texture to graphics system + { + WGPUTextureDescriptor tex_desc = {}; + tex_desc.label = "Dear ImGui Font Texture"; + tex_desc.dimension = WGPUTextureDimension_2D; + tex_desc.size.width = width; + tex_desc.size.height = height; + tex_desc.size.depthOrArrayLayers = 1; + tex_desc.sampleCount = 1; + tex_desc.format = WGPUTextureFormat_RGBA8Unorm; + tex_desc.mipLevelCount = 1; + tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding; + g_resources.FontTexture = wgpuDeviceCreateTexture(g_wgpuDevice, &tex_desc); + + WGPUTextureViewDescriptor tex_view_desc = {}; + tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm; + tex_view_desc.dimension = WGPUTextureViewDimension_2D; + tex_view_desc.baseMipLevel = 0; + tex_view_desc.mipLevelCount = 1; + tex_view_desc.baseArrayLayer = 0; + tex_view_desc.arrayLayerCount = 1; + tex_view_desc.aspect = WGPUTextureAspect_All; + g_resources.FontTextureView = wgpuTextureCreateView(g_resources.FontTexture, &tex_view_desc); + } + + // Upload texture data + { + WGPUImageCopyTexture dst_view = {}; + dst_view.texture = g_resources.FontTexture; + dst_view.mipLevel = 0; + dst_view.origin = { 0, 0, 0 }; + dst_view.aspect = WGPUTextureAspect_All; + WGPUTextureDataLayout layout = {}; + layout.offset = 0; + layout.bytesPerRow = width * size_pp; + layout.rowsPerImage = height; + WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 }; + wgpuQueueWriteTexture(g_defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size); + } + + // Create the associated sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + { + WGPUSamplerDescriptor sampler_desc = {}; + sampler_desc.minFilter = WGPUFilterMode_Linear; + sampler_desc.magFilter = WGPUFilterMode_Linear; + sampler_desc.mipmapFilter = WGPUFilterMode_Linear; + sampler_desc.addressModeU = WGPUAddressMode_Repeat; + sampler_desc.addressModeV = WGPUAddressMode_Repeat; + sampler_desc.addressModeW = WGPUAddressMode_Repeat; + sampler_desc.maxAnisotropy = 1; + g_resources.Sampler = wgpuDeviceCreateSampler(g_wgpuDevice, &sampler_desc); + } + + // Store our identifier + static_assert(sizeof(ImTextureID) >= sizeof(g_resources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); + io.Fonts->SetTexID((ImTextureID)g_resources.FontTextureView); +} + +static void ImGui_ImplWGPU_CreateUniformBuffer() +{ + WGPUBufferDescriptor ub_desc = + { + nullptr, + "Dear ImGui Uniform buffer", + WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, + sizeof(Uniforms), + false + }; + g_resources.Uniforms = wgpuDeviceCreateBuffer(g_wgpuDevice, &ub_desc); +} + +bool ImGui_ImplWGPU_CreateDeviceObjects() +{ + if (!g_wgpuDevice) + return false; + if (g_pipelineState) + ImGui_ImplWGPU_InvalidateDeviceObjects(); + + // Create render pipeline + WGPURenderPipelineDescriptor graphics_pipeline_desc = {}; + graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList; + graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined; + graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW; + graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None; + graphics_pipeline_desc.multisample.count = 1; + graphics_pipeline_desc.multisample.mask = UINT_MAX; + graphics_pipeline_desc.multisample.alphaToCoverageEnabled = false; + graphics_pipeline_desc.layout = nullptr; // Use automatic layout generation + + // Create the vertex shader + WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_vert_spv, sizeof(__glsl_shader_vert_spv) / sizeof(uint32_t)); + graphics_pipeline_desc.vertex.module = vertex_shader_desc.module; + graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint; + + // Vertex input configuration + WGPUVertexAttribute attribute_desc[] = + { + { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 }, + { WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 }, + { WGPUVertexFormat_Unorm8x4, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 }, + }; + + WGPUVertexBufferLayout buffer_layouts[1]; + buffer_layouts[0].arrayStride = sizeof(ImDrawVert); + buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex; + buffer_layouts[0].attributeCount = 3; + buffer_layouts[0].attributes = attribute_desc; + + graphics_pipeline_desc.vertex.bufferCount = 1; + graphics_pipeline_desc.vertex.buffers = buffer_layouts; + + // Create the pixel shader + WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__glsl_shader_frag_spv, sizeof(__glsl_shader_frag_spv) / sizeof(uint32_t)); + + // Create the blending setup + WGPUBlendState blend_state = {}; + blend_state.alpha.operation = WGPUBlendOperation_Add; + blend_state.alpha.srcFactor = WGPUBlendFactor_One; + blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; + blend_state.color.operation = WGPUBlendOperation_Add; + blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha; + blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; + + WGPUColorTargetState color_state = {}; + color_state.format = g_renderTargetFormat; + color_state.blend = &blend_state; + color_state.writeMask = WGPUColorWriteMask_All; + + WGPUFragmentState fragment_state = {}; + fragment_state.module = pixel_shader_desc.module; + fragment_state.entryPoint = pixel_shader_desc.entryPoint; + fragment_state.targetCount = 1; + fragment_state.targets = &color_state; + + graphics_pipeline_desc.fragment = &fragment_state; + + // Create depth-stencil State + WGPUDepthStencilState depth_stencil_state = {}; + depth_stencil_state.format = g_depthStencilFormat; + depth_stencil_state.depthWriteEnabled = false; + + // Configure disabled depth-stencil state + graphics_pipeline_desc.depthStencil = g_depthStencilFormat == WGPUTextureFormat_Undefined ? nullptr : &depth_stencil_state; + + g_pipelineState = wgpuDeviceCreateRenderPipeline(g_wgpuDevice, &graphics_pipeline_desc); + + ImGui_ImplWGPU_CreateFontsTexture(); + ImGui_ImplWGPU_CreateUniformBuffer(); + + // Create resource bind group + WGPUBindGroupLayout bg_layouts[2]; + bg_layouts[0] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 0); + bg_layouts[1] = wgpuRenderPipelineGetBindGroupLayout(g_pipelineState, 1); + + WGPUBindGroupEntry common_bg_entries[] = + { + { nullptr, 0, g_resources.Uniforms, 0, sizeof(Uniforms), 0, 0 }, + { nullptr, 1, 0, 0, 0, g_resources.Sampler, 0 }, + }; + + WGPUBindGroupDescriptor common_bg_descriptor = {}; + common_bg_descriptor.layout = bg_layouts[0]; + common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry); + common_bg_descriptor.entries = common_bg_entries; + g_resources.CommonBindGroup = wgpuDeviceCreateBindGroup(g_wgpuDevice, &common_bg_descriptor); + + WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], g_resources.FontTextureView); + g_resources.ImageBindGroup = image_bind_group; + g_resources.ImageBindGroupLayout = bg_layouts[1]; + g_resources.ImageBindGroups.SetVoidPtr(ImHashData(&g_resources.FontTextureView, sizeof(ImTextureID)), image_bind_group); + + SafeRelease(vertex_shader_desc.module); + SafeRelease(pixel_shader_desc.module); + SafeRelease(bg_layouts[0]); + + return true; +} + +void ImGui_ImplWGPU_InvalidateDeviceObjects() +{ + if (!g_wgpuDevice) + return; + + SafeRelease(g_pipelineState); + SafeRelease(g_resources); + + ImGuiIO& io = ImGui::GetIO(); + io.Fonts->SetTexID(nullptr); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + + for (unsigned int i = 0; i < g_numFramesInFlight; i++) + SafeRelease(g_pFrameResources[i]); +} + +bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format) +{ + // Setup backend capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendRendererName = "imgui_impl_webgpu"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + + g_wgpuDevice = device; + g_defaultQueue = wgpuDeviceGetQueue(g_wgpuDevice); + g_renderTargetFormat = rt_format; + g_depthStencilFormat = depth_format; + g_pFrameResources = new FrameResources[num_frames_in_flight]; + g_numFramesInFlight = num_frames_in_flight; + g_frameIndex = UINT_MAX; + + g_resources.FontTexture = nullptr; + g_resources.FontTextureView = nullptr; + g_resources.Sampler = nullptr; + g_resources.Uniforms = nullptr; + g_resources.CommonBindGroup = nullptr; + g_resources.ImageBindGroups.Data.reserve(100); + g_resources.ImageBindGroup = nullptr; + g_resources.ImageBindGroupLayout = nullptr; + + // Create buffers with a default size (they will later be grown as needed) + for (int i = 0; i < num_frames_in_flight; i++) + { + FrameResources* fr = &g_pFrameResources[i]; + fr->IndexBuffer = nullptr; + fr->VertexBuffer = nullptr; + fr->IndexBufferHost = nullptr; + fr->VertexBufferHost = nullptr; + fr->IndexBufferSize = 10000; + fr->VertexBufferSize = 5000; + } + + return true; +} + +void ImGui_ImplWGPU_Shutdown() +{ + ImGui_ImplWGPU_InvalidateDeviceObjects(); + delete[] g_pFrameResources; + g_pFrameResources = nullptr; + wgpuQueueRelease(g_defaultQueue); + g_wgpuDevice = nullptr; + g_numFramesInFlight = 0; + g_frameIndex = UINT_MAX; +} + +void ImGui_ImplWGPU_NewFrame() +{ + if (!g_pipelineState) + ImGui_ImplWGPU_CreateDeviceObjects(); +} diff --git a/Dependencies/imgui/backends/imgui_impl_wgpu.h b/Dependencies/imgui/backends/imgui_impl_wgpu.h new file mode 100644 index 000000000..8bc1a39ae --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_wgpu.h @@ -0,0 +1,25 @@ +// dear imgui: Renderer for WebGPU +// This needs to be used along with a Platform Binding (e.g. GLFW) +// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#include + +IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format = WGPUTextureFormat_Undefined); +IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(); diff --git a/Dependencies/imgui/backends/imgui_impl_win32.cpp b/Dependencies/imgui/backends/imgui_impl_win32.cpp new file mode 100644 index 000000000..a4660afde --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_win32.cpp @@ -0,0 +1,805 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#include "imgui.h" +#include "imgui_impl_win32.h" +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#include // GET_X_LPARAM(), GET_Y_LPARAM() +#include +#include + +// Configuration flags to add in your imconfig.h file: +//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant. + +// Using XInput for gamepad (will load DLL dynamically) +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +#include +typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); +typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*); +#endif + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode). +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. +// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness. +// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages. +// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1). +// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). +// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). +// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1. +// 2021-01-25: Inputs: Dynamically loading XInput DLL. +// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. +// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) +// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. +// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). +// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. +// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. +// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). +// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. +// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. +// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. +// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set. + +struct ImGui_ImplWin32_Data +{ + HWND hWnd; + HWND MouseHwnd; + bool MouseTracked; + int MouseButtonsDown; + INT64 Time; + INT64 TicksPerSecond; + ImGuiMouseCursor LastMouseCursor; + +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bool HasGamepad; + bool WantUpdateHasGamepad; + HMODULE XInputDLL; + PFN_XInputGetCapabilities XInputGetCapabilities; + PFN_XInputGetState XInputGetState; +#endif + + ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} + +// Functions +bool ImGui_ImplWin32_Init(void* hwnd) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + INT64 perf_frequency, perf_counter; + if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) + return false; + if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter)) + return false; + + // Setup backend capabilities flags + ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_win32"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + bd->hWnd = (HWND)hwnd; + bd->TicksPerSecond = perf_frequency; + bd->Time = perf_counter; + bd->LastMouseCursor = ImGuiMouseCursor_COUNT; + + // Set platform dependent data in viewport + ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd; + + // Dynamically load XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bd->WantUpdateHasGamepad = true; + const char* xinput_dll_names[] = + { + "xinput1_4.dll", // Windows 8+ + "xinput1_3.dll", // DirectX SDK + "xinput9_1_0.dll", // Windows Vista, Windows 7 + "xinput1_2.dll", // DirectX SDK + "xinput1_1.dll" // DirectX SDK + }; + for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) + if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) + { + bd->XInputDLL = dll; + bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); + bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); + break; + } +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + return true; +} + +void ImGui_ImplWin32_Shutdown() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + // Unload XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if (bd->XInputDLL) + ::FreeLibrary(bd->XInputDLL); +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + IM_DELETE(bd); +} + +static bool ImGui_ImplWin32_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(nullptr); + } + else + { + // Show OS mouse cursor + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; + } + ::SetCursor(::LoadCursor(nullptr, win32_cursor)); + } + return true; +} + +static bool IsVkDown(int vk) +{ + return (::GetKeyState(vk) & 0x8000) != 0; +} + +static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(key, down); + io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code) + IM_UNUSED(native_scancode); +} + +static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds() +{ + // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one. + if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT); + if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT); + + // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW). + if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN); + if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN)) + ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN); +} + +static void ImGui_ImplWin32_UpdateKeyModifiers() +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL)); + io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT)); + io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU)); + io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_APPS)); +} + +static void ImGui_ImplWin32_UpdateMouseData() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(bd->hWnd != 0); + + const bool is_app_focused = (::GetForegroundWindow() == bd->hWnd); + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) + { + POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; + if (::ClientToScreen(bd->hWnd, &pos)) + ::SetCursorPos(pos.x, pos.y); + } + + // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) + if (!io.WantSetMousePos && !bd->MouseTracked) + { + POINT pos; + if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos)) + io.AddMousePosEvent((float)pos.x, (float)pos.y); + } + } +} + +// Gamepad navigation mapping +static void ImGui_ImplWin32_UpdateGamepads() +{ +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. + // return; + + // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. + // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. + if (bd->WantUpdateHasGamepad) + { + XINPUT_CAPABILITIES caps = {}; + bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; + bd->WantUpdateHasGamepad = false; + } + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + XINPUT_STATE xinput_state; + XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); } + #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); } + MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START); + MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X); + MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B); + MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y); + MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A); + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN); + MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER); + MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER); + MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB); + MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + #undef MAP_BUTTON + #undef MAP_ANALOG +#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +} + +void ImGui_ImplWin32_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?"); + + // Setup display size (every frame to accommodate for window resizing) + RECT rect = { 0, 0, 0, 0 }; + ::GetClientRect(bd->hWnd, &rect); + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + + // Setup time step + INT64 current_time = 0; + ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); + io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; + bd->Time = current_time; + + // Update OS mouse position + ImGui_ImplWin32_UpdateMouseData(); + + // Process workarounds for known Windows key handling issues + ImGui_ImplWin32_ProcessKeyEventsWorkarounds(); + + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (bd->LastMouseCursor != mouse_cursor) + { + bd->LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(); + } + + // Update game controllers (if enabled and available) + ImGui_ImplWin32_UpdateGamepads(); +} + +// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255) +#define IM_VK_KEYPAD_ENTER (VK_RETURN + 256) + +// Map VK_xxx to ImGuiKey_xxx. +static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam) +{ + switch (wParam) + { + case VK_TAB: return ImGuiKey_Tab; + case VK_LEFT: return ImGuiKey_LeftArrow; + case VK_RIGHT: return ImGuiKey_RightArrow; + case VK_UP: return ImGuiKey_UpArrow; + case VK_DOWN: return ImGuiKey_DownArrow; + case VK_PRIOR: return ImGuiKey_PageUp; + case VK_NEXT: return ImGuiKey_PageDown; + case VK_HOME: return ImGuiKey_Home; + case VK_END: return ImGuiKey_End; + case VK_INSERT: return ImGuiKey_Insert; + case VK_DELETE: return ImGuiKey_Delete; + case VK_BACK: return ImGuiKey_Backspace; + case VK_SPACE: return ImGuiKey_Space; + case VK_RETURN: return ImGuiKey_Enter; + case VK_ESCAPE: return ImGuiKey_Escape; + case VK_OEM_7: return ImGuiKey_Apostrophe; + case VK_OEM_COMMA: return ImGuiKey_Comma; + case VK_OEM_MINUS: return ImGuiKey_Minus; + case VK_OEM_PERIOD: return ImGuiKey_Period; + case VK_OEM_2: return ImGuiKey_Slash; + case VK_OEM_1: return ImGuiKey_Semicolon; + case VK_OEM_PLUS: return ImGuiKey_Equal; + case VK_OEM_4: return ImGuiKey_LeftBracket; + case VK_OEM_5: return ImGuiKey_Backslash; + case VK_OEM_6: return ImGuiKey_RightBracket; + case VK_OEM_3: return ImGuiKey_GraveAccent; + case VK_CAPITAL: return ImGuiKey_CapsLock; + case VK_SCROLL: return ImGuiKey_ScrollLock; + case VK_NUMLOCK: return ImGuiKey_NumLock; + case VK_SNAPSHOT: return ImGuiKey_PrintScreen; + case VK_PAUSE: return ImGuiKey_Pause; + case VK_NUMPAD0: return ImGuiKey_Keypad0; + case VK_NUMPAD1: return ImGuiKey_Keypad1; + case VK_NUMPAD2: return ImGuiKey_Keypad2; + case VK_NUMPAD3: return ImGuiKey_Keypad3; + case VK_NUMPAD4: return ImGuiKey_Keypad4; + case VK_NUMPAD5: return ImGuiKey_Keypad5; + case VK_NUMPAD6: return ImGuiKey_Keypad6; + case VK_NUMPAD7: return ImGuiKey_Keypad7; + case VK_NUMPAD8: return ImGuiKey_Keypad8; + case VK_NUMPAD9: return ImGuiKey_Keypad9; + case VK_DECIMAL: return ImGuiKey_KeypadDecimal; + case VK_DIVIDE: return ImGuiKey_KeypadDivide; + case VK_MULTIPLY: return ImGuiKey_KeypadMultiply; + case VK_SUBTRACT: return ImGuiKey_KeypadSubtract; + case VK_ADD: return ImGuiKey_KeypadAdd; + case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter; + case VK_LSHIFT: return ImGuiKey_LeftShift; + case VK_LCONTROL: return ImGuiKey_LeftCtrl; + case VK_LMENU: return ImGuiKey_LeftAlt; + case VK_LWIN: return ImGuiKey_LeftSuper; + case VK_RSHIFT: return ImGuiKey_RightShift; + case VK_RCONTROL: return ImGuiKey_RightCtrl; + case VK_RMENU: return ImGuiKey_RightAlt; + case VK_RWIN: return ImGuiKey_RightSuper; + case VK_APPS: return ImGuiKey_Menu; + case '0': return ImGuiKey_0; + case '1': return ImGuiKey_1; + case '2': return ImGuiKey_2; + case '3': return ImGuiKey_3; + case '4': return ImGuiKey_4; + case '5': return ImGuiKey_5; + case '6': return ImGuiKey_6; + case '7': return ImGuiKey_7; + case '8': return ImGuiKey_8; + case '9': return ImGuiKey_9; + case 'A': return ImGuiKey_A; + case 'B': return ImGuiKey_B; + case 'C': return ImGuiKey_C; + case 'D': return ImGuiKey_D; + case 'E': return ImGuiKey_E; + case 'F': return ImGuiKey_F; + case 'G': return ImGuiKey_G; + case 'H': return ImGuiKey_H; + case 'I': return ImGuiKey_I; + case 'J': return ImGuiKey_J; + case 'K': return ImGuiKey_K; + case 'L': return ImGuiKey_L; + case 'M': return ImGuiKey_M; + case 'N': return ImGuiKey_N; + case 'O': return ImGuiKey_O; + case 'P': return ImGuiKey_P; + case 'Q': return ImGuiKey_Q; + case 'R': return ImGuiKey_R; + case 'S': return ImGuiKey_S; + case 'T': return ImGuiKey_T; + case 'U': return ImGuiKey_U; + case 'V': return ImGuiKey_V; + case 'W': return ImGuiKey_W; + case 'X': return ImGuiKey_X; + case 'Y': return ImGuiKey_Y; + case 'Z': return ImGuiKey_Z; + case VK_F1: return ImGuiKey_F1; + case VK_F2: return ImGuiKey_F2; + case VK_F3: return ImGuiKey_F3; + case VK_F4: return ImGuiKey_F4; + case VK_F5: return ImGuiKey_F5; + case VK_F6: return ImGuiKey_F6; + case VK_F7: return ImGuiKey_F7; + case VK_F8: return ImGuiKey_F8; + case VK_F9: return ImGuiKey_F9; + case VK_F10: return ImGuiKey_F10; + case VK_F11: return ImGuiKey_F11; + case VK_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. +#ifndef WM_MOUSEHWHEEL +#define WM_MOUSEHWHEEL 0x020E +#endif +#ifndef DBT_DEVNODES_CHANGED +#define DBT_DEVNODES_CHANGED 0x0007 +#endif + +// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) +// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. +// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. +// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. +#if 0 +// Copy this line into your .cpp file to forward declare the function. +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui::GetCurrentContext() == nullptr) + return 0; + + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + + switch (msg) + { + case WM_MOUSEMOVE: + // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events + bd->MouseHwnd = hwnd; + if (!bd->MouseTracked) + { + TRACKMOUSEEVENT tme = { sizeof(tme), TME_LEAVE, hwnd, 0 }; + ::TrackMouseEvent(&tme); + bd->MouseTracked = true; + } + io.AddMousePosEvent((float)GET_X_LPARAM(lParam), (float)GET_Y_LPARAM(lParam)); + break; + case WM_MOUSELEAVE: + if (bd->MouseHwnd == hwnd) + bd->MouseHwnd = nullptr; + bd->MouseTracked = false; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + break; + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + { + int button = 0; + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } + if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr) + ::SetCapture(hwnd); + bd->MouseButtonsDown |= 1 << button; + io.AddMouseButtonEvent(button, true); + return 0; + } + case WM_LBUTTONUP: + case WM_RBUTTONUP: + case WM_MBUTTONUP: + case WM_XBUTTONUP: + { + int button = 0; + if (msg == WM_LBUTTONUP) { button = 0; } + if (msg == WM_RBUTTONUP) { button = 1; } + if (msg == WM_MBUTTONUP) { button = 2; } + if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + bd->MouseButtonsDown &= ~(1 << button); + if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) + ::ReleaseCapture(); + io.AddMouseButtonEvent(button, false); + return 0; + } + case WM_MOUSEWHEEL: + io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA); + return 0; + case WM_MOUSEHWHEEL: + io.AddMouseWheelEvent((float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f); + return 0; + case WM_KEYDOWN: + case WM_KEYUP: + case WM_SYSKEYDOWN: + case WM_SYSKEYUP: + { + const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN); + if (wParam < 256) + { + // Submit modifiers + ImGui_ImplWin32_UpdateKeyModifiers(); + + // Obtain virtual key code + // (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.) + int vk = (int)wParam; + if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) + vk = IM_VK_KEYPAD_ENTER; + + // Submit key event + const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk); + const int scancode = (int)LOBYTE(HIWORD(lParam)); + if (key != ImGuiKey_None) + ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode); + + // Submit individual left/right modifier events + if (vk == VK_SHIFT) + { + // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds() + if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); } + if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); } + } + else if (vk == VK_CONTROL) + { + if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); } + if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); } + } + else if (vk == VK_MENU) + { + if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); } + if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); } + } + } + return 0; + } + case WM_SETFOCUS: + case WM_KILLFOCUS: + io.AddFocusEvent(msg == WM_SETFOCUS); + return 0; + case WM_CHAR: + if (::IsWindowUnicode(hwnd)) + { + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + if (wParam > 0 && wParam < 0x10000) + io.AddInputCharacterUTF16((unsigned short)wParam); + } + else + { + wchar_t wch = 0; + ::MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1); + io.AddInputCharacter(wch); + } + return 0; + case WM_SETCURSOR: + // This is required to restore cursor when transitioning from e.g resize borders to client area. + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) + return 1; + return 0; + case WM_DEVICECHANGE: +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + bd->WantUpdateHasGamepad = true; +#endif + return 0; + } + return 0; +} + + +//-------------------------------------------------------------------------------------------------------- +// DPI-related helpers (optional) +//-------------------------------------------------------------------------------------------------------- +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +//--------------------------------------------------------------------------------------------------------- +// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. +// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. +// If you are trying to implement your own backend for your own engine, you may ignore that noise. +//--------------------------------------------------------------------------------------------------------- + +// Perform our own check with RtlVerifyVersionInfo() instead of using functions from as they +// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200 +static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) +{ + typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); + static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr; + if (RtlVerifyVersionInfoFn == nullptr) + if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) + RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); + if (RtlVerifyVersionInfoFn == nullptr) + return FALSE; + + RTL_OSVERSIONINFOEXW versionInfo = { }; + ULONGLONG conditionMask = 0; + versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW); + versionInfo.dwMajorVersion = major; + versionInfo.dwMinorVersion = minor; + VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); + VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); + return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; +} + +#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA +#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 +#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE +#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10 + +#ifndef DPI_ENUMS_DECLARED +typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; +typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; +#endif +#ifndef _DPI_AWARENESS_CONTEXTS_ +DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 +#endif +#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 +#endif +typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ +typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ +typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) + +// Helper function to enable DPI awareness without setting up a manifest +void ImGui_ImplWin32_EnableDpiAwareness() +{ + if (_IsWindows10OrGreater()) + { + static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process + if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) + { + SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); + return; + } + } + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) + { + SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); + return; + } + } +#if _WIN32_WINNT >= 0x0600 + ::SetProcessDPIAware(); +#endif +} + +#if defined(_MSC_VER) && !defined(NOGDI) +#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' +#endif + +float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) +{ + UINT xdpi = 96, ydpi = 96; + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr; + if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr) + GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); + if (GetDpiForMonitorFn != nullptr) + { + GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + return xdpi / 96.0f; + } + } +#ifndef NOGDI + const HDC dc = ::GetDC(nullptr); + xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); + ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + ::ReleaseDC(nullptr, dc); +#endif + return xdpi / 96.0f; +} + +float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) +{ + HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); + return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); +} + +//--------------------------------------------------------------------------------------------------------- +// Transparency related helpers (optional) +//-------------------------------------------------------------------------------------------------------- + +#if defined(_MSC_VER) +#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi' +#endif + +// [experimental] +// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c +// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW) +void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) +{ + if (!_IsWindowsVistaOrGreater()) + return; + + BOOL composition; + if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition) + return; + + BOOL opaque; + DWORD color; + if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque)) + { + HRGN region = ::CreateRectRgn(0, 0, -1, -1); + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; + bb.hRgnBlur = region; + bb.fEnable = TRUE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + ::DeleteObject(region); + } + else + { + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + } +} + +//--------------------------------------------------------------------------------------------------------- diff --git a/Dependencies/imgui/backends/imgui_impl_win32.h b/Dependencies/imgui/backends/imgui_impl_win32.h new file mode 100644 index 000000000..082461dd5 --- /dev/null +++ b/Dependencies/imgui/backends/imgui_impl_win32.h @@ -0,0 +1,44 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API + +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); +IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); + +// Win32 message handler your application need to call. +// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper. +// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. +// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. + +#if 0 +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +// DPI-related helpers (optional) +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor + +// Transparency related helpers (optional) [experimental] +// - Use to enable alpha compositing transparency with the desktop. +// - Use together with e.g. clearing your framebuffer with zero-alpha. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd diff --git a/Dependencies/imgui/backends/vulkan/generate_spv.sh b/Dependencies/imgui/backends/vulkan/generate_spv.sh new file mode 100644 index 000000000..948ef773d --- /dev/null +++ b/Dependencies/imgui/backends/vulkan/generate_spv.sh @@ -0,0 +1,6 @@ +#!/bin/bash +## -V: create SPIR-V binary +## -x: save binary output as text-based 32-bit hexadecimal numbers +## -o: output file +glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag +glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert diff --git a/Dependencies/imgui/backends/vulkan/glsl_shader.frag b/Dependencies/imgui/backends/vulkan/glsl_shader.frag new file mode 100644 index 000000000..ce7e6f72b --- /dev/null +++ b/Dependencies/imgui/backends/vulkan/glsl_shader.frag @@ -0,0 +1,14 @@ +#version 450 core +layout(location = 0) out vec4 fColor; + +layout(set=0, binding=0) uniform sampler2D sTexture; + +layout(location = 0) in struct { + vec4 Color; + vec2 UV; +} In; + +void main() +{ + fColor = In.Color * texture(sTexture, In.UV.st); +} diff --git a/Dependencies/imgui/backends/vulkan/glsl_shader.vert b/Dependencies/imgui/backends/vulkan/glsl_shader.vert new file mode 100644 index 000000000..9425365a5 --- /dev/null +++ b/Dependencies/imgui/backends/vulkan/glsl_shader.vert @@ -0,0 +1,25 @@ +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; + +layout(push_constant) uniform uPushConstant { + vec2 uScale; + vec2 uTranslate; +} pc; + +out gl_PerVertex { + vec4 gl_Position; +}; + +layout(location = 0) out struct { + vec4 Color; + vec2 UV; +} Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); +} diff --git a/Dependencies/imgui/docs/BACKENDS.md b/Dependencies/imgui/docs/BACKENDS.md new file mode 100644 index 000000000..6a7fa720c --- /dev/null +++ b/Dependencies/imgui/docs/BACKENDS.md @@ -0,0 +1,144 @@ +_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md or view this file with any Markdown viewer)_ + +## Dear ImGui: Backends + +**The backends/ folder contains backends for popular platforms/graphics API, which you can use in +your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h. + +- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.
+ e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl.cpp)), etc. + +- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.
+ e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc. + +- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.
+ e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same. + +An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources. +For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details. + +**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.** + + +### What are backends? + +Dear ImGui is highly portable and only requires a few things to run and render, typically: + + - Required: providing mouse/keyboard inputs (fed into the `ImGuiIO` structure). + - Required: uploading the font atlas texture into graphics memory. + - Required: rendering indexed textured triangles with a clipping rectangle. + + Extra features are opt-in, our backends try to support as many as possible: + + - Optional: custom texture binding support. + - Optional: clipboard support. + - Optional: gamepad support. + - Optional: mouse cursor shape support. + - Optional: IME support. + - Optional: multi-viewports support. + etc. + +This is essentially what each backend is doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support). + +It is important to understand the difference between the core Dear ImGui library (files in the root folder) +and the backends which we are describing here (backends/ folder). + +- Some issues may only be backend or platform specific. +- You should be able to write backends for pretty much any platform and any 3D graphics API. + e.g. you can get creative and use software rendering or render remotely on a different machine. + + +### Integrating a backend + +See "Getting Started" section of [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for more details. + + +### List of backends + +In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder: + +List of Platforms Backends: + + imgui_impl_android.cpp ; Android native app API + imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/ + imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends) + imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org + imgui_impl_win32.cpp ; Win32 native API (Windows) + imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!) + +List of Renderer Backends: + + imgui_impl_dx9.cpp ; DirectX9 + imgui_impl_dx10.cpp ; DirectX10 + imgui_impl_dx11.cpp ; DirectX11 + imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_metal.mm ; Metal (with ObjC) + imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context) + imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline) + imgui_impl_sdlrenderer.cpp; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+) + imgui_impl_vulkan.cpp ; Vulkan + imgui_impl_wgpu.cpp ; WebGPU + +List of high-level Frameworks Backends (combining Platform + Renderer): + + imgui_impl_allegro5.cpp + +Emscripten is also supported. +The [example_emscripten_opengl3](https://github.com/ocornut/imgui/tree/master/examples/example_emscripten_opengl3) app uses imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp, but other combos are possible. + +### Backends for third-party frameworks, graphics API or other languages + +See https://github.com/ocornut/imgui/wiki/Bindings for the full list (e.g. Adventure Game Studio, Cinder, Cocos2d-x, Game Maker Studio2, Godot, LÖVE+LUA, Magnum, Monogame, Ogre, openFrameworks, OpenSceneGraph, SFML, Sokol, Unity, Unreal Engine and many others). + +### Recommended Backends + +If you are not sure which backend to use, the recommended platform/frameworks for portable applications: + +|Library |Website |Backend |Note | +|--------|--------|--------|-----| +| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | | +| SDL2 | https://www.libsdl.org | imgui_impl_sdl.cpp | | +| Sokol | https://github.com/floooh/sokol | [util/sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) | Lower-level than GLFW/SDL | + + +### Using a custom engine? + +You will likely be tempted to start by rewrite your own backend using your own custom/high-level facilities...
+Think twice! + +If you are new to Dear ImGui, first try using the existing backends as-is. +You will save lots of time integrating the library. +You can LATER decide to rewrite yourself a custom backend if you really need to. +In most situations, custom backends have fewer features and more bugs than the standard backends we provide. +If you want portability, you can use multiple backends and choose between them either at compile time +or at runtime. + +**Example A**: your engine is built over Windows + DirectX11 but you have your own high-level rendering +system layered over DirectX11.
+Suggestion: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first. +Once it works, if you really need it, you can replace the imgui_impl_dx11.cpp code with a +custom renderer using your own rendering functions, and keep using the standard Win32 code etc. + +**Example B**: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, and Vulkan respectively.
+Suggestion: use multiple generic backends! +Once it works, if you really need it, you can replace parts of backends with your own abstractions. + +**Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch), +and you have high-level systems everywhere.
+Suggestion: try using a non-portable backend first (e.g. win32 + underlying graphics API) to get +your desktop builds working first. This will get you running faster and get your acquainted with +how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API... + +Generally: +It is unlikely you will add value to your project by creating your own backend. + +Also: +The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) of the 'docking' branch allows +Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an +extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific +requests such as: "create an additional OS window", "create a render context", "get the OS position of this +window" etc. See 'ImGuiPlatformIO' for details. +Supporting the multi-viewports feature correctly using 100% of your own abstractions is more difficult +than supporting single-viewport. +If you decide to use unmodified imgui_impl_XXXX.cpp files, you can automatically benefit from +improvements and fixes related to viewports and platform windows without extra work on your side. diff --git a/Dependencies/imgui/docs/CHANGELOG.txt b/Dependencies/imgui/docs/CHANGELOG.txt new file mode 100644 index 000000000..9db6158bd --- /dev/null +++ b/Dependencies/imgui/docs/CHANGELOG.txt @@ -0,0 +1,3850 @@ +dear imgui +CHANGELOG + +This document holds the user-facing changelog that we also use in release notes. +We generally fold multiple commits pertaining to the same topic as a single entry. +Changes to backends are also included within the individual .cpp files of each backend. + +RELEASE NOTES: https://github.com/ocornut/imgui/releases +REPORT ISSUES: https://github.com/ocornut/imgui/issues +DISCUSS, ASK QUESTIONS: https://github.com/ocornut/imgui/discussions +FAQ https://www.dearimgui.org/faq/ +WIKI https://github.com/ocornut/imgui/wiki + +WHEN TO UPDATE? + +- Keeping your copy of Dear ImGui updated regularly is recommended. +- It is generally safe to sync to the latest commit in master or docking branches + The library is fairly stable and regressions tends to be fixed fast when reported. + +HOW TO UPDATE? + +- Overwrite every file except imconfig.h (if you have modified it). +- You may also locally branch to modify imconfig.h and merge latest into your branch. +- Read the `Breaking Changes` section (in imgui.cpp or here in the Changelog). +- If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it. +- If you are dropping this repository in your codebase, please leave the demo and text files in there, they will be useful. +- You may diff your previous Changelog with the one you just copied and read that diff. +- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols. + Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development, + and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users. +- Please report any issue! + + +----------------------------------------------------------------------- + VERSION 1.89 (Released 2022-11-15) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89 + +Breaking changes: + + - Layout: Obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. (#5548) + This relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item. + - Previously this would make the window content size ~200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - Instead, please submit an item: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + - Alternative: + Begin(...) + Dummy(ImVec2(200,200)) + End(); + Content size is now only extended when submitting an item. + With '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert. + Without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it. + (This incorrect pattern has been mentioned or suggested in: #4510, #3355, #1760, #1490, #4152, #150, + threads have been amended to refer to this issue). + - Renamed and merged keyboard modifiers key enums and flags into a same set: (#4921, #456) + - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl + - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift + - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt + - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super + Kept inline redirection enums (will obsolete). + This change simplifies a few things, reduces confusion, and will facilitate upcoming + shortcut/input ownership apis. + - The ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends. + - The ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api, + only by third-party extensions. They were however subject to a recent rename + (ImGuiKeyModFlags_XXX -> ImGuiModFlags_XXX) and we are exceptionally commenting out + the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion + and because they were not meant to be used anyway. + - Removed io.NavInputs[] and ImGuiNavInput enum that were used to feed gamepad inputs. + Basically 1.87 already obsoleted them from the backend's point of view, but internally + our navigation code still used this array and enum, so they were still present. + Not anymore! (#4921, #4858, #787, #1599, #323) + Transition guide: + - Official backends from 1.87+ -> no issue. + - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating! + - Custom backends not writing to io.NavInputs[] -> no issue. + - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing! + - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[]. + The ImGuiNavInput enum was essentially 1.60's attempt to combine keyboard and gamepad inputs with named + semantic, but the additional indirection and copy added complexity and got in the way of other + incoming work. User's code (other than backends) should not be affected, unless you have custom + widgets intercepting navigation events via the named enums (in which case you can upgrade your code). + - DragInt()/SliderInt(): Removed runtime patching of invalid "%f"/"%.0f" types of format strings. + This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details. + - Changed signature of ImageButton() function: (#5533, #4471, #2464, #1390) + - Added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter. + - Old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values. + - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer. + - New signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier. + - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this. + - As always we are keeping a redirection function available (will obsolete later). + - Removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)'. (#1057) + Must always pass a pointer value explicitly, NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr); + If you used TreePush() replace with TreePush((void*)NULL); + - Removed support for 1.42-era IMGUI_DISABLE_INCLUDE_IMCONFIG_H / IMGUI_INCLUDE_IMCONFIG_H. (#255) + They only made sense before we could use IMGUI_USER_CONFIG. + + +Other Changes: + +- Popups & Modals: fixed nested Begin() inside a popup being erroneously input-inhibited. + While it is unusual, you can nest a Begin() inside a popup or modal, it is occasionally + useful to achieve certain things (e.g. to implement suggestion popups #718, #4461). +- Inputs: Standard widgets now claim for key/button ownership and test for them. + - Fixes scenario where e.g. a Popup with a Selectable() reacting on mouse down + (e.g. double click) closes, and behind it is another window with an item reacting + on mouse up. Previously this would lead to both items reacting, now the item in the + window behind won't react on the mouse up since the mouse button ownership has already + been claimed earlier. + - Internals: There are MANY more aspects to this changes. Added experimental/internal APIs + to allow handling input/shorting routing and key ownership. Things will be moved into + public APIs over time. For now this release is a way to test the solidity of underlying + systems while letting early adopters adopters toy with internals. + (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641) +- Scrolling: Tweak mouse-wheel locked window timer so it is shorter but also gets reset + whenever scrolling again. Modulate for small (sub-pixel) amounts. (#2604) +- Scrolling: Mitigated issue where multi-axis mouse-wheel inputs (usually from touch pad + events) are incorrectly locking scrolling in a parent window. (#4559, #3795, #2604) +- Scrolling: Exposed SetNextWindowScroll() in public API. Useful to remove a scrolling + delay in some situations where e.g. windows need to be synched. (#1526) +- InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing + Enter keep the input active and select all text. +- InputText: numerical fields automatically accept full-width characters (U+FF01..U+FF5E) + by converting them to half-width (U+0021..U+007E). +- InputText: added ImGuiInputTextFlags_EscapeClearsAll flag: first press on Escape clears + text if any, second press deactivate the InputText(). (#5688, #2620) +- InputText: added support for shift+click style selection. (#5619) [@procedural] +- InputText: clarified that callbacks cannot modify buffer when using the ReadOnly flag. +- InputText: fixed minor one-frame selection glitch when reverting with Escape. +- ColorEdit3: fixed id collision leading to an assertion. (#5707) +- IsItemHovered: Added ImGuiHoveredFlags_DelayNormal and ImGuiHoveredFlags_DelayShort flags, + allowing to introduce a shared delay for tooltip idioms. The delays are respectively + io.HoverDelayNormal (default to 0.30f) and io.HoverDelayFast (default to 0.10f). (#1485) +- IsItemHovered: Added ImGuiHoveredFlags_NoSharedDelay to disable sharing delays between items, + so moving from one item to a nearby one will requires delay to elapse again. (#1485) +- Tables: activating an ID (e.g. clicking button inside) column doesn't prevent columns + output flags from having ImGuiTableColumnFlags_IsHovered set. (#2957) +- Tables,Columns: fixed a layout issue where SameLine() prior to a row change would set the + next row in such state where subsequent SameLine() would move back to previous row. +- Tabs: Fixed a crash when closing multiple windows (possible with docking only) with an + appended TabItemButton(). (#5515, #3291) [@rokups] +- Tabs: Fixed shrinking policy leading to infinite loops when fed unrounded tab widths. (#5652) +- Tabs: Fixed shrinking policy sometimes erroneously making right-most tabs stray a little out + bar boundaries (bug in 1.88). (#5652). +- Tabs: Enforcing minimum size of 1.0f, fixed asserting on zero-tab widths. (#5572) +- Window: Fixed a potential crash when appending to a child window. (#5515, #3496, #4797) [@rokups] +- Window: Fixed an issue where uncollapsed a window would show a scrollbar for a frame. +- Window: Auto-fit size takes account of work rectangle (menu bars eating from viewport). (#5843) +- Window: Fixed position not being clamped while auto-resizing (fixes appearing windows without + .ini data from moving for a frame when using io.ConfigWindowsMoveFromTitleBarOnly). (#5843) +- IO: Added ImGuiMod_Shortcut which is ImGuiMod_Super on Mac and ImGuiMod_Ctrl otherwise. (#456) +- IO: Added ImGuiKey_MouseXXX aliases for mouse buttons/wheel so all operations done on ImGuiKey + can apply to mouse data as well. (#4921) +- IO: Filter duplicate input events during the AddXXX() calls. (#5599, #4921) +- IO: Fixed AddFocusEvent(false) to also clear MouseDown[] state. (#4921) +- Menus: Fixed incorrect sub-menu parent association when opening a menu by closing another. + Among other things, it would accidentally break part of the closing heuristic logic when moving + towards a sub-menu. (#2517, #5614). [@rokups] +- Menus: Fixed gaps in closing logic which would make child-menu erroneously close when crossing + the gap between a menu item inside a window and a child-menu in a secondary viewport. (#5614) +- Menus: Fixed using IsItemHovered()/IsItemClicked() on BeginMenu(). (#5775) +- Menus, Popups: Experimental fix for issue where clicking on an open BeginMenu() item called from + a window which is neither a popup neither a menu used to incorrectly close and reopen the menu + (the fix may have side-effect and is labelld as experimental as we may need to revert). (#5775) +- Menus, Nav: Fixed keyboard/gamepad navigation occasionally erroneously landing on menu-item + in parent window when the parent is not a popup. (#5730) +- Menus, Nav: Fixed not being able to close a menu with Left arrow when parent is not a popup. (#5730) +- Menus, Nav: Fixed using left/right navigation when appending to an existing menu (multiple + BeginMenu() call with same names). (#1207) +- Menus: Fixed a one-frame issue where SetNextWindowXXX data are not consumed by a BeginMenu() + returning false. +- Nav: Fixed moving/resizing window with gamepad or keyboard when running at very high framerate. +- Nav: Pressing Space/GamepadFaceDown on a repeating button uses the same repeating rate as a mouse hold. +- Nav: Fixed an issue opening a menu with Right key from a non-menu window. +- Text: Fixed wrapped-text not doing a fast-forward on lines above the clipping region, + which would result in an abnormal number of vertices created (was slower and more likely to + asserts with 16-bits ImDrawVtx). (#5720) +- Fonts: Added GetGlyphRangesGreek() helper for Greek & Coptic glyph range. (#5676, #5727) [@azonenberg] +- ImDrawList: Not using alloca() anymore, lift single polygon size limits. (#5704, #1811) +- Platform IME: [Windows] Removed call to ImmAssociateContextEx() leading to freeze on some setups. + (#2589, #5535, #5264, #4972) +- Misc: ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. (#4921) +- Misc: better error reporting for PopStyleColor()/PopStyleVar() + easier to recover. (#1651) +- Misc: io.Framerate moving average now converge in 60 frames instead of 120. (#5236, #4138) +- Debug Tools: Debug Log: Visually locate items when hovering a 0xXXXXXXXX value. (#5855) +- Debug Tools: Debug Log: Added 'IO' and 'Clipper' events logging. (#5855) +- Debug Tools: Metrics: Visually locate items when hovering a 0xXXXXXXXX value (in most places). +- Debug Tools: Item Picker: Mouse button can be changed by holding Ctrl+Shift, making it easier + to use the Item Picker in e.g. menus. (#2673) +- Docs: Fixed various typos in comments and documentations. (#5649, #5675, #5679) [@tocic, @lessigsx] +- Demo: Improved "Constrained-resizing window" example, more clearly showcase aspect-ratio. (#5627) +- Demo: Added more explicit "Center window" mode to "Overlay example". (#5618) +- Demo: Fixed Log & Console from losing scrolling position with Auto-Scroll when child is clipped. (#5721) +- Examples: Added all SDL examples to default VS solution. +- Examples: Win32: Always use RegisterClassW() to ensure windows are Unicode. (#5725) +- Examples: Android: Enable .ini file loading/saving into application internal data folder. (#5836) [@rewtio] +- Backends: GLFW: Honor GLFW_CURSOR_DISABLED by not setting mouse position. (#5625) [@scorpion-26] +- Backends: GLFW: Add glfwGetError() call on GLFW 3.3 to inhibit missing mouse cursor errors. (#5785) [@mitchellh] +- Backends: SDL: Disable SDL 2.0.22 new "auto capture" which prevents drag and drop across windows + (e.g. for multi-viewport support) and don't capture mouse when drag and dropping. (#5710) +- Backends: Win32: Convert WM_CHAR values with MultiByteToWideChar() when window class was + registered as MBCS (not Unicode). (#5725, #1807, #471, #2815, #1060) [@or75, @ocornut] +- Backends: OSX: Fixed mouse inputs on flipped views. (#5756) [@Nemirtingas] +- Backends: OSX: Fixed mouse coordinate before clicking on the host window. (#5842) [@maezawa-akira] +- Backends: OSX: Fixes to support full app creation in C++. (#5403) [@stack] +- Backends: OpenGL3: Reverted use of glBufferSubData(), too many corruptions issues were reported, + and old leaks issues seemingly can't be reproed with Intel drivers nowadays (revert earlier changes). + (#4468, #4504, #3381, #2981, #4825, #4832, #5127). +- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack] +- Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz] +- Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. (#5603) [@dcvz] +- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738). +- Backends: WebGPU: fixed rendering when a depth buffer is enabled. (#5869) [@brainlag] + + +----------------------------------------------------------------------- + VERSION 1.88 (Released 2022-06-21) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.88 + +Breaking changes: + +- Renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. + Kept support for old define (will obsolete). +- Renamed CaptureMouseFromApp() and CaptureKeyboardFromApp() to SetNextFrameWantCaptureMouse() + and SetNextFrameWantCaptureKeyboard() to clarify purpose, old name was too misleading. + Kept inline redirection functions (will obsolete). +- Renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). + (This was never used in public API functions but technically present in imgui.h and ImGuiIO). +- Backends: OSX: Removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend + automatically handling event capture. Examples that are using the OSX backend have removed + all the now-unnecessary calls to ImGui_ImplOSX_HandleEvent(), applications can do as well. + [@stuartcarnie] (#4821) +- Internals: calling ButtonBehavior() without calling ItemAdd() now requires a KeepAliveID() + call. This is because the KeepAliveID() call was moved from GetID() to ItemAdd(). (#5181) + +Other Changes: + +- IO: Fixed backward-compatibility regression introduced in 1.87: (#4921, #4858) + - Direct accesses to io.KeysDown[] with legacy indices didn't work (with new backends). + - Direct accesses to io.KeysDown[GetKeyIndex(XXX)] would access invalid data (with old/new backends). + - Calling IsKeyDown() didn't have those problems, and is recommended as io.KeysDown[] is obsolete. +- IO: Fixed input queue trickling of interleaved keys/chars events (which are frequent especially + when holding down a key as OS submits chars repeat events) delaying key presses and mouse movements. + In particular, using the input system for fast game-like actions (e.g. WASD camera move) would + typically have been impacted, as well as holding a key while dragging mouse. Constraints have + been lifted and are now only happening when e.g. an InputText() widget is active. (#4921, #4858) + Note that even thought you shouldn't need to disable io.ConfigInputTrickleEventQueue, you can + technically dynamically change its setting based on the context (e.g. disable only when hovering + or interacting with a game/3D view). +- IO: Fixed input queue trickling of mouse wheel events: multiple wheel events are merged, while + a mouse pos followed by a mouse wheel are now trickled. (#4921, #4821) +- IO: Added io.SetAppAcceptingEvents() to set a master flag for accepting key/mouse/characters + events (default to true). Useful if you have native dialog boxes that are interrupting your + application loop/refresh, and you want to disable events being queued while your app is frozen. +- Windows: Fixed first-time windows appearing in negative coordinates from being initialized + with a wrong size. This would most often be noticeable in multi-viewport mode (docking branch) + when spawning a window in a monitor with negative coordinates. (#5215, #3414) [@DimaKoltun] +- Clipper: Fixed a regression in 1.86 when not calling clipper.End() and late destructing the + clipper instance. High-level languages (Lua,Rust etc.) would typically be affected. (#4822) +- Layout: Fixed mixing up SameLine() and SetCursorPos() together from creating situations where line + height would be emitted from the wrong location (e.g. 'ItemA+SameLine()+SetCursorPos()+ItemB' would + emit ItemA worth of height from the position of ItemB, which is not necessarily aligned with ItemA). +- Sliders: An initial click within the knob/grab doesn't shift its position. (#1946, #5328) +- Sliders, Drags: Fixed dragging when using hexadecimal display format string. (#5165, #3133) +- Sliders, Drags: Fixed manual input when using hexadecimal display format string. (#5165, #3133) +- InputScalar: Fixed manual input when using %03d style width in display format string. (#5165, #3133) +- InputScalar: Automatically allow hexadecimal input when format is %X (without extra flag). +- InputScalar: Automatically allow scientific input when format is float/double (without extra flag). +- Nav: Fixed nav movement in a scope with only one disabled item from focusing the disabled item. (#5189) +- Nav: Fixed issues with nav request being transferred to another window when calling SetKeyboardFocusHere() + and simultaneous changing window focus. (#4449) +- Nav: Changed SetKeyboardFocusHere() to not behave if a drag or window moving is in progress. +- Nav: Fixed inability to cancel nav in modal popups. (#5400) [@rokups] +- IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the + return value is overridden by focus when gamepad/keyboard navigation is active. +- InputText: Fixed pressing Tab emitting two tabs characters because of dual Keys/Chars events being + trickled with the new input queue (happened on some backends only). (#2467, #1336) +- InputText: Fixed a one-frame display glitch where pressing Escape to revert after a deletion + would lead to small garbage being displayed for one frame. Curiously a rather old bug! (#3008) +- InputText: Fixed an undo-state corruption issue when editing main buffer before reactivating item. (#4947) +- InputText: Fixed an undo-state corruption issue when editing in-flight buffer in user callback. + (#4947, #4949] [@JoshuaWebb] +- Tables: Fixed incorrect border height used for logic when resizing one of several synchronized + instance of a same table ID, when instances have a different height. (#3955). +- Tables: Fixed incorrect auto-fit of parent windows when using non-resizable weighted columns. (#5276) +- Tables: Fixed draw-call merging of last column. Depending on some unrelated settings (e.g. BorderH) + merging draw-call of the last column didn't always work (regression since 1.87). (#4843, #4844) [@rokups] +- Inputs: Fixed IsMouseClicked() repeat mode rate being half of keyboard repeat rate. +- ColorEdit: Fixed text baseline alignment after a SameLine() after a ColorEdit() with visible label. +- Tabs: BeginTabItem() now reacts to SetNextItemWidth(). (#5262) +- Tabs: Tweak shrinking policy so that while resizing tabs that don't need shrinking keep their + initial width more precisely (without the occasional +1 worth of width). +- Menus: Adjusted BeginMenu() closing logic so hovering void or non-MenuItem() in parent window + always lead to menu closure. Fixes using items that are not MenuItem() or BeginItem() at the root + level of a popup with a child menu opened. +- Menus: Menus emitted from the main/scrolling layer are not part of the same menu-set as menus emitted + from the menu-bar, avoiding accidental hovering from one to the other. (#3496, #4797) [@rokups] +- Style: Adjust default value of GrabMinSize from 10.0f to 12.0f. +- Stack Tool: Added option to copy item path to clipboard. (#4631) +- Settings: Fixed out-of-bounds read when .ini file on disk is empty. (#5351) [@quantum5] +- Settings: Fixed some SetNextWindowPos/SetNextWindowSize API calls not marking settings as dirty. +- DrawList: Fixed PathArcTo() emitting terminating vertices too close to arc vertices. (#4993) [@thedmd] +- DrawList: Fixed texture-based anti-aliasing path with RGBA textures (#5132, #3245) [@cfillion] +- DrawList: Fixed divide-by-zero or glitches with Radius/Rounding values close to zero. (#5249, #5293, #3491) +- DrawList: Circle with a radius smaller than 0.5f won't appear, to be consistent with other primitives. [@thedmd] +- Debug Tools: Debug Log: Added ShowDebugLogWindow() showing an opt-in synthetic log of principal events + (focus, popup, active id changes) helping to diagnose issues. +- Debug Tools: Added DebugTextEncoding() function to facilitate diagnosing issues when not sure about + whether you have a UTF-8 text encoding issue or a font loading issue. [@LaMarche05, @ocornut] +- Demo: Add better demo of how to use SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). +- Metrics: Added a "UTF-8 Encoding Viewer" section using the aforementioned DebugTextEncoding() function. +- Metrics: Added "InputText" section to visualize internal state (#4947, #4949). +- Misc: Fixed calling GetID("label") _before_ a widget emitting this item inside a group (such as InputInt()) + from causing an assertion when closing the group. (#5181). +- Misc: Fixed IsAnyItemHovered() returning false when using navigation. +- Misc: Allow redefining IM_COL32_XXX layout macros to facilitate use on big-endian systems. (#5190, #767, #844) +- Misc: Added IMGUI_STB_SPRINTF_FILENAME to support custom path to stb_sprintf. (#5068, #2954) [@jakubtomsu] +- Misc: Added constexpr to ImVec2/ImVec4 inline constructors. (#4995) [@Myriachan] +- Misc: Updated stb_truetype.h from 1.20 to 1.26 (many fixes). (#5075) +- Misc: Updated stb_textedit.h from 1.13 to 1.14 (our changes so this effectively is a no-op). (#5075) +- Misc: Updated stb_rect_pack.h from 1.00 to 1.01 (minor). (#5075) +- Misc: binary_to_compressed_c tool: Added -nostatic option. (#5021) [@podsvirov] +- ImVector: Fixed erase() with empty range. (#5009) [@thedmd] +- Backends: Vulkan: Don't use VK_PRESENT_MODE_MAX_ENUM_KHR as specs state it isn't part of the API. (#5254) +- Backends: GLFW: Fixed a regression in 1.87 which resulted in keyboard modifiers events being + reported incorrectly on Linux/X11, due to a bug in GLFW. [@rokups] +- Backends: GLFW: Fixed untranslated keys when pressing lower case letters on OSX (#5260, #5261) [@cpichard] +- Backends: SDL: Fixed dragging out viewport broken on some SDL setups. (#5012) [@rokups] +- Backends: SDL: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). (#5125) [@sgiurgiu] +- Backends: SDL, OpenGL3: Fixes to facilitate building on AmigaOS4. (#5190) [@afxgroup] +- Backends: OSX: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key (#5128) [@thedmd] +- Backends: OSX, Metal: Store backend data in a per-context struct, allowing to use these backends with + multiple contexts. (#5203, #5221, #4141) [@noisewuwei] +- Backends: Metal: Fixed null dereference on exit inside command buffer completion handler. (#5363, #5365) [@warrenm] +- Backends: OpenGL3: Partially revert 1.86 change of using glBufferSubData(): now only done on Windows and + Intel GPU, based on querying glGetString(GL_VENDOR). Essentially we got report of accumulating leaks on Intel + with multi-viewports when using simple glBufferData() without orphaning, and report of corruptions on other + GPUs with multi-viewports when using orphaning and glBufferSubData(), so currently switching technique based + on GPU vendor, which unfortunately reinforce the cargo-cult nature of dealing with OpenGL drivers. + Navigating the space of mysterious OpenGL drivers is particularly difficult as they are known to rely on + application specific whitelisting. (#4468, #3381, #2981, #4825, #4832, #5127). +- Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING + and vertex attribute states. [@rokups] +- Examples: Emscripten+WebGPU: Fix building for latest WebGPU specs. (#3632) +- Examples: OSX+Metal, OSX+OpenGL: Removed now-unnecessary calls to ImGui_ImplOSX_HandleEvent(). (#4821) + + +----------------------------------------------------------------------- + VERSION 1.87 (Released 2022-02-07) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.87 + +Breaking Changes: + +- Removed support for pre-C++11 compilers. We'll stop supporting VS2010. (#4537) +- Reworked IO mouse input API: (#4921, #4858) [@thedmd, @ocornut] + - Added io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions, + obsoleting writing directly to io.MousePos, io.MouseDown[], io.MouseWheel, etc. + - This enable input queue trickling to support low framerates. (#2787, #1992, #3383, #2525, #1320) + - For all calls to IO new functions, the Dear ImGui context should be bound/current. +- Reworked IO keyboard input API: (#4921, #2625, #3724) [@thedmd, @ocornut] + - Added io.AddKeyEvent() function, obsoleting writing directly to io.KeyMap[], io.KeysDown[] arrays. + - For keyboard modifiers, you can call io.AddKeyEvent() with ImGuiKey_ModXXX values, + obsoleting writing directly to io.KeyCtrl, io.KeyShift etc. + - Added io.SetKeyEventNativeData() function (optional) to pass native and old legacy indices. + - Added full range of key enums in ImGuiKey (e.g. ImGuiKey_F1). + - Added GetKeyName() helper function. + - Obsoleted GetKeyIndex(): it is now unnecessary and will now return the same value. + - All keyboard related functions taking 'int user_key_index' now take 'ImGuiKey key': + - IsKeyDown(), IsKeyPressed(), IsKeyReleased(), GetKeyPressedAmount(). + - Added io.ConfigInputTrickleEventQueue (defaulting to true) to disable input queue trickling. + - Backward compatibility: + - All backends updated to use new functions. + - Old backends populating those arrays should still work! + - Calling e.g. IsKeyPressed(MY_NATIVE_KEY_XXX) will still work! (for a while) + - Those legacy arrays will only be disabled if '#define IMGUI_DISABLE_OBSOLETE_KEYIO' is set in your imconfig. + In a few versions, IMGUI_DISABLE_OBSOLETE_FUNCTIONS will automatically enable IMGUI_DISABLE_OBSOLETE_KEYIO, + so this will be moved into the regular obsolescence path. + - BREAKING: If your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") + this is a use case that will now assert and be breaking for your old backend. + - Transition guide: + - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - Backend writing to io.KeyMap[],KeysDown[] -> backend should call io.AddKeyEvent(), if legacy indexing is desired, call io.SetKeyEventNativeData() + - Basically the trick we took advantage of is that we previously only supported native keycode from 0 to 511, + so ImGuiKey values can still express a legacy native keycode, and new named keys are all >= 512. + - This will enable a few things in the future: + - Access to portable keys allows for backend-agnostic keyboard input code. Until now it was difficult + to share code using keyboard across project because of this gap. (#2625, #3724) + - Access to full key ranges will allow us to develop a proper keyboard shortcut system. (#456) + - io.SetKeyEventNativeData() include native keycode/scancode which may later be exposed. (#3141, #2959) +- Reworked IO nav/gamepad input API and unifying inputs sources: (#4921, #4858, #787) + - Added full range of ImGuiKey_GamepadXXXX enums (e.g. ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadR2) to use with + io.AddKeyEvent(), io.AddKeyAnalogEvent(). + - Added io.AddKeyAnalogEvent() function, obsoleting writing directly to io.NavInputs[] arrays. +- Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625) +- Removed support for legacy arithmetic operators (+,+-,*,/) when inputing text into a slider/drag. (#4917, #3184) + This doesn't break any api/code but a feature that was accessible by end-users (which seemingly no one used). + (Instead you may implement custom expression evaluators to provide a better version of this). +- Backends: GLFW: backend now uses glfwSetCursorPosCallback(). + - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: nothing to do. is already done for you. + - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callback + using glfwSetCursorPosCallback() and forward it to the backend function ImGui_ImplGlfw_CursorPosCallback(). +- Backends: SDL: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so backend can call + SDL_GetRendererOutputSize() to obtain framebuffer size valid for hi-dpi. (#4927) [@Clownacy] +- Commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) + - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() + - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x + - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); + - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect + - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex +- Removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn() for IME support. + Because this field was mostly only ever used by Dear ImGui internally, not by backends nor the vast majority + of user code, this should only affect a very small fraction for users who are already very IME-aware. +- Obsoleted 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + This removes an incompatibility between 'master' and 'multi-viewports' backends and toward enabling + better support for IME. Updated backends accordingly. Because the old field is set by existing backends, + we are keeping it (marked as obsolete). + +Other Changes: + +- IO: Added event based input queue API, which now trickles events to support low framerates. [@thedmd, @ocornut] + Previously the most common issue case (button presses in low framerates) was handled by backend. This is now + handled by core automatically for all kind of inputs. (#4858, #2787, #1992, #3383, #2525, #1320) + - New IO functions for keyboard/gamepad: AddKeyEvent(), AddKeyAnalogEvent(). + - New IO functions for mouse: AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent(). +- IO: Unified key enums allow using key functions on key mods and gamepad values. +- Fixed CTRL+Tab into an empty window causing artifacts on the highlight rectangle due to bad reordering on ImDrawCmd. +- Fixed a situation where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with zero triangles, + which would makes the draw operation of some backends assert (e.g. Metal with debugging). (#4857) +- Popups: Fixed a regression crash when a new window is created after a modal on the same frame. (#4920) [@rokups] +- Popups: Fixed an issue when reopening a same popup multiple times would offset them by 1 pixel on the right. (#4936) +- Tables, ImDrawListSplitter: Fixed erroneously stripping trailing ImDrawList::AddCallback() when submitted in + last column or last channel and when there are no other drawing operation. (#4843, #4844) [@hoffstadt] +- Tables: Fixed positioning of Sort icon on right-most column with some settings (not resizable + no borders). (#4918). +- Nav: Fixed gamepad navigation in wrapping popups not wrapping all the way. (#4365) +- Sliders, Drags: Fixed text input of values with a leading sign, common when using a format enforcing sign. (#4917) +- Demo: draw a section of keyboard in "Inputs > Keyboard, Gamepad & Navigation state" to visualize keys. [@thedmd] +- Platform IME: changed io.ImeSetInputScreenPosFn() to io.SetPlatformImeDataFn() API, + now taking a ImGuiPlatformImeData structure which we can more easily extend in the future. +- Platform IME: moved io.ImeWindowHandle to GetMainViewport()->PlatformHandleRaw. +- Platform IME: add ImGuiPlatformImeData::WantVisible, hide IME composition window when not used. (#2589) [@actboy168] +- Platform IME: add ImGuiPlatformImeData::InputLineHeight. (#3113) [@liuliu] +- Platform IME: [windows] call ImmSetCandidateWindow() to position candidate window. +- Backends: GLFW: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts. + We are now converting GLFW untranslated keycodes back to translated keycodes in order to match the behavior of + other backend, and facilitate the use of GLFW with lettered-shortcuts API. (#456, #2625) +- Backends: GLFW: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921) +- Backends: GLFW: Submit mouse data using io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions. (#4921) +- Backends: GLFW: Retrieve mouse position using glfwSetCursorPosCallback() + fallback when focused but not hovered/captured. +- Backends: GLFW: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921) +- Backends: GLFW: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing + callbacks after iniitializing backend. (#4981) +- Backends: Win32: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921) +- Backends: Win32: Retrieve mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured. +- Backends: Win32: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921) +- Backends: Win32: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +- Backends: Win32: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921) +- Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts. (#456, #2625) +- Backends: SDL: Submit key data using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625) +- Backends: SDL: Retrieve mouse position using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback when focused but not hovered/captured. +- Backends: SDL: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921) +- Backends: SDL: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +- Backends: SDL: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921) +- Backends: Allegro5: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625) +- Backends: Allegro5: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921) +- Backends: OSX: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625) +- Backends: OSX: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921) +- Backends: OSX: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921) +- Backends: OSX: Added basic Platform IME support. (#3108, #2598) [@liuliu] +- Backends: OSX: Fix Game Controller nav mapping to use shoulder for both focusing and tweak speed. (#4759) +- Backends: OSX: Fix building with old Xcode versions that are missing gamepad features. [@rokups] +- Backends: OSX: Forward keyDown/keyUp events to OS when unused by Dear ImGui. +- Backends: Android, GLUT: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625) +- Backends: Android, GLUT: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858) +- Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk] + It would generally not have noticeable side-effect at runtime but would be detected by runtime checkers. +- Backends: OpenGL3: Fix OpenGL ES2 includes on Apple systems. [@rokups] +- Backends: Metal: Added Apple Metal C++ API support. (#4824, #4746) [@luigifcruz] + Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file. +- Backends: Metal: Ignore ImDrawCmd where ElemCount == 0, which are normally not emitted by the library but + can theoretically be created by user code manipulating a ImDrawList. (#4857) +- Backends: Vulkan: Added support for ImTextureID as VkDescriptorSet, add ImGui_ImplVulkan_AddTexture(). (#914) [@martty] +- Backends: SDL_Renderer: Fix texture atlas format on big-endian hardware (#4927) [@Clownacy] +- Backends: WebGPU: Fixed incorrect size parameters in wgpuRenderPassEncoderSetIndexBuffer() and + wgpuRenderPassEncoderSetVertexBuffer() calls. (#4891) [@FeepsDev] + + +----------------------------------------------------------------------- + VERSION 1.86 (Released 2021-12-22) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.86 + +Breaking Changes: + +- Removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. + Please open an issue if you think you really need this function. (#3841) +- Backends: OSX: Added NSView* parameter to ImGui_ImplOSX_Init(). (#4759) [@stuartcarnie] +- Backends: Marmalade: Removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example app. (#368, #375) + Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings + +Other Changes: + +- Added an assertion for the common user mistake of using "" as an identifier at the root level of a window + instead of using "##something". Empty identifiers are valid and useful in a very small amount of cases, + but 99.9% of the time if you need an empty label you should use "##something". (#1414, #2562, #2807, #4008, + #4158, #4375, #4548, #4657, #4796). READ THE FAQ ABOUT HOW THE ID STACK WORKS -> https://dearimgui.org/faq +- Added GetMouseClickedCount() function, returning the number of successive clicks. (#3229) [@kudaba] + (so IsMouseDoubleClicked(ImGuiMouseButton_Left) is same as GetMouseClickedCount(ImGuiMouseButton_Left) == 2, + but it allows testing for triple clicks and more). +- Modals: fixed issue hovering popups inside a child windows inside a modal. (#4676, #4527) +- Modals, Popups, Windows: changes how appearing windows are interrupting popups and modals. (#4317) [@rokups] + - appearing windows created from within the begin stack of a popup/modal will no longer close it. + - appearing windows created not within the begin stack of a modal will no longer close the modal, + and automatically appear behind it. +- Fixed IsWindowFocused()/IsWindowHovered() issues with child windows inside popups. (#4676) +- Nav: Ctrl+tabbing to cycle through windows is now enabled regardless of using the _NavEnableKeyboard + configuration flag. This is part of an effort to generalize the use of keyboard inputs. (#4023, #787). + Note that while this is active you can also moving windows (with arrow) and resize (shift+arrows). +- Nav: tabbing now cycles through clipped items and scroll accordingly. (#4449) +- Nav: pressing PageUp/PageDown/Home/End when in Menu layer automatically moves back to Main layer. +- Nav: fixed resizing window from borders setting navigation to Menu layer. +- Nav: prevent child from clipping items when using _NavFlattened and parent has a pending request. +- Nav: pressing Esc to exit a child window reactivates the Nav highlight if it was disabled by mouse. +- Nav: with ImGuiConfigFlags_NavEnableSetMousePos enabled: Fixed absolute mouse position when using + Home/End leads to scrolling. Fixed not setting mouse position when a failed move request (e.g. when + already at edge) reactivates the navigation highlight. +- Menus: fixed closing a menu inside a popup/modal by clicking on the popup/modal. (#3496, #4797) +- Menus: fixed closing a menu by clicking on its menu-bar item when inside a popup. (#3496, #4797) [@xndcn] +- Menus: fixed menu inside a popup/modal not inhibiting hovering of items in the popup/modal. (#3496, #4797) +- Menus: fixed sub-menu items inside a popups from closing the popup. +- Menus: fixed top-level menu from not consistently using style.PopupRounding. (#4788) +- InputText, Nav: fixed repeated calls to SetKeyboardFocusHere() preventing to use InputText(). (#4682) +- Inputtext, Nav: fixed using SetKeyboardFocusHere() on InputTextMultiline(). (#4761) +- InputText: made double-click select word, triple-line select line. Word delimitation logic differs + slightly from the one used by CTRL+arrows. (#2244) +- InputText: fixed ReadOnly flag preventing callbacks from receiving the text buffer. (#4762) [@actondev] +- InputText: fixed Shift+Delete from not cutting into clipboard. (#4818, #1541) [@corporateshark] +- InputTextMultiline: fixed incorrect padding when FrameBorder > 0. (#3781, #4794) +- InputTextMultiline: fixed vertical tracking with large values of FramePadding.y. (#3781, #4794) +- Separator: fixed cover all columns while called inside a table. (#4787) +- Clipper: currently focused item is automatically included in clipper range. + Fixes issue where e.g. drag and dropping an item and scrolling ensure the item source location is + still submitted. (#3841, #1725) [@GamingMinds-DanielC, @ocornut] +- Clipper: added ForceDisplayRangeByIndices() to force a given item (or several) to be stepped out + during a clipping operation. (#3841) [@@GamingMinds-DanielC] +- Clipper: rework so gamepad/keyboard navigation doesn't create spikes in number of items requested + by the clipper to display. (#3841) +- Clipper: fixed content height declaration slightly mismatching the value of when not using a clipper. + (an additional ItemSpacing.y was declared, affecting scrollbar range). +- Clipper: various and incomplete changes to tame down scrolling and precision issues on very large ranges. + Passing an explicit height to the clipper now allows larger ranges. (#3609, #3962). +- Clipper: fixed invalid state when number of frozen table row is smaller than ItemCount. +- Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceAllowNullID doesn't lose + tooltip when scrolling. (#143) +- Fonts: fixed infinite loop in ImFontGlyphRangesBuilder::AddRanges() when passing UINT16_MAX or UINT32_MAX + without the IMGUI_USE_WCHAR32 compile-time option. (#4802) [@SlavicPotato] +- Metrics: Added a node showing windows in submission order and showing the Begin() stack. +- Misc: Added missing ImGuiMouseCursor_NotAllowed cursor for software rendering (when the + io.MouseDrawCursor flag is enabled). (#4713) [@nobody-special666] +- Misc: Fixed software mouse cursor being rendered multiple times if Render() is called more than once. +- Misc: Fix MinGW DLL build issue (when IMGUI_API is defined). [@rokups] +- CI: Add MinGW DLL build to test suite. [@rokups] +- Backends: Vulkan: Call vkCmdSetScissor() at the end of render with a full-viewport to reduce + likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling + vkCmdSetScissor() explicitly every frame. (#4644) +- Backends: OpenGL3: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports + with some Intel HD drivers, and perhaps improve performances. (#4468, #4504, #2981, #3381) [@parbo] +- Backends: OpenGL2, Allegro5, Marmalade: Fixed mishandling of the ImDrawCmd::IdxOffset field. + This is an old bug, but due to the way we created drawlists, it never had any visible side-effect before. + The new code for handling Modal and CTRL+Tab dimming/whitening recently made the bug surface. (#4790) +- Backends: Win32: Store left/right variants of Ctrl/Shift/Alt mods in KeysDown[] array. (#2625) [@thedmd] +- Backends: DX12: Fixed DRAW_EMPTY_SCISSOR_RECTANGLE warnings. (#4775) +- Backends: SDL_Renderer: Added support for large meshes (64k+ vertices) with 16-bit indices, + enabling 'ImGuiBackendFlags_RendererHasVtxOffset' in the backend. (#3926) [@rokups] +- Backends: SDL_Renderer: Fix for SDL 2.0.19+ RenderGeometryRaw() API signature change. (#4819) [@sridenour] +- Backends: OSX: Generally fix keyboard support. Keyboard arrays indexed using kVK_* codes, e.g. + ImGui::IsKeyPressed(kVK_Space). Don't set mouse cursor shape unconditionally. Handle two fingers scroll + cancel event. (#4759, #4253, #1873) [@stuartcarnie] +- Backends: OSX: Add Game Controller support (need linking GameController framework) (#4759) [@stuartcarnie] +- Backends: WebGPU: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer() and + wgpuRenderPassEncoderSetIndexBuffer() functions as validation layers appears to not do what the + in-flux specs says. (#4766) [@meshula] + + +----------------------------------------------------------------------- + VERSION 1.85 (Released 2021-10-12) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.85 + +This is the last release officially supporting C++03 and Visual Studio 2008/2010. (#4537) +We expect that the next release will require a subset of the C++11 language (VS 2012~, GCC 4.8.1, Clang 3.3). +We may use some C++11 language features but we will not use any C++ library headers. +If you are stuck on ancient compiler you may need to stay at this version onward. + +Breaking Changes: + +- Removed GetWindowContentRegionWidth() function. Kept inline redirection helper. + Can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead but it's not + very useful in practice, and the only use of it in the demo was illfit. + Using 'GetContentRegionAvail().x' is generally a better choice. + +Other Changes: + +- Debug: Stack Tool: Added "Stack Tool" available in "Demo->Tools->Stack Tool", "Metrics->Tools", + or by calling the ShowStackToolWindow() function. The tool run queries on hovered id to display + details about individual components that were hashed to create an ID. It helps understanding + the ID stack system and debugging potential ID collisions. (#4631) [@ocornut, @rokups] +- Windows: Fixed background order of overlapping childs submitted sequentially. (#4493) +- IsWindowFocused: Added ImGuiFocusedFlags_NoPopupHierarchy flag allowing to exclude child popups + from the tested windows when combined with _ChildWindows. +- IsWindowHovered: Added ImGuiHoveredFlags_NoPopupHierarchy flag allowing to exclude child popups + from the tested windows when combined with _ChildWindows. +- InputTextMultiline: Fixed label size not being included into window contents rect unless + the whole widget is clipped. +- InputText: Allow activating/cancelling/validating input with gamepad nav events. (#2321, #4552) +- InputText: Fixed selection rectangle appearing one frame late when selecting all. +- TextUnformatted: Accept null ranges including (NULL,NULL) without asserting, in order to conform + to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#3615) +- Disabled: Added assert guard for mismatching BeginDisabled()/EndDisabled() blocks. (#211) +- Nav: Fixed using SetKeyboardFocusHere() on non-visible/clipped items. It now works and will scroll + toward the item. When called during a frame where the parent window is appearing, scrolling will + aim to center the item in the window. When calling during a frame where the parent window is already + visible, scrolling will aim to scroll as little as possible to make the item visible. We will later + expose scroll functions and flags in public API to select those behaviors. (#343, #4079, #2352) +- Nav: Fixed using SetKeyboardFocusHere() from activating a different item on the next frame if + submitted items have changed during that frame. (#432) +- Nav: Fixed toggling menu layer with Alt or exiting menu layer with Esc not moving mouse when + the ImGuiConfigFlags_NavEnableSetMousePos config flag is set. +- Nav: Fixed a few widgets from not setting reference keyboard/gamepad navigation ID when + activated with mouse. More specifically: BeginTabItem(), the scrolling arrows of BeginTabBar(), + the arrow section of TreeNode(), the +/- buttons of InputInt()/InputFloat(), Selectable() with + ImGuiSelectableFlags_SelectOnRelease. More generally: any direct use of ButtonBehavior() with + the PressedOnClick/PressedOnDoubleClick/PressedOnRelease button policy. +- Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation + is disabled. (#4547, #4439) [@PathogenDavid] +- Nav: Fixed vertical scoring offset when wrapping on Y in a decorated window. +- Nav: Improve scrolling behavior when navigating to an item larger than view. +- TreePush(): removed unnecessary/inconsistent legacy behavior where passing a NULL value to + the TreePush(const char*) and TreePush(const void*) functions would use an hard-coded replacement. + The only situation where that change would make a meaningful difference is TreePush((const char*)NULL) + (_explicitly_ casting a null pointer to const char*), which is unlikely and will now crash. + You may replace it with anything else. +- ColorEdit4: Fixed not being able to change hue when saturation is 0. (#4014) [@rokups] +- ColorEdit4: Fixed hue resetting to 0 when it is set to 255. [@rokups] +- ColorEdit4: Fixed hue value jitter when source color is stored as RGB in 32-bit integer and perform + RGB<>HSV round trips every frames. [@rokups] +- ColorPicker4: Fixed picker being unable to select exact 1.0f color when dragging toward the edges + of the SV square (previously picked 0.999989986f). (#3517) [@rokups] +- Menus: Fixed vertical alignments of MenuItem() calls within a menu bar (broken in 1.84). (#4538) +- Menus: Improve closing logic when moving diagonally in empty between between parent and child menus to + accommodate for varying font size and dpi. +- Menus: Fixed crash when navigating left inside a child window inside a sub-menu. (#4510). +- Menus: Fixed an assertion happening in some situations when closing nested menus (broken in 1.83). (#4640) +- Drag and Drop: Fixed using BeginDragDropSource() inside a BeginChild() that returned false. (#4515) +- PlotHistogram: Fixed zero-line position when manually specifying min<0 and max>0. (#4349) [@filippocrocchini] +- Misc: Added asserts for missing PopItemFlag() calls. +- Misc: Fixed printf-style format checks on Clang+MinGW. (#4626, #4183, #3592) [@guusw] +- IO: Added 'io.WantCaptureMouseUnlessPopupClose' alternative to `io.WantCaptureMouse'. (#4480) + This allows apps to receive the click on void when that click is used to close popup (by default, + clicking on a void when a popup is open will close the popup but not release io.WantCaptureMouse). +- Fonts: imgui_freetype: Fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL + (which apparently happens with Freetype 2.11). (#4394, #4145?). +- Fonts: Fixed ImFontAtlas::ClearInputData() marking atlas as not built. (#4455, #3487) +- Backends: Added more implicit asserts to detect invalid/redundant calls to Shutdown functions. (#4562) +- Backends: OpenGL3: Fixed our custom GL loader conflicting with user using GL3W. (#4445) [@rokups] +- Backends: WebGPU: Fixed for latest specs. (#4472, #4512) [@Kangz, @bfierz] +- Backends: SDL_Renderer: Added SDL_Renderer backend compatible with upcoming SDL 2.0.18. (#3926) [@1bsyl] +- Backends: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted via + a direct unclipped PushClipRect() call. (#4464) +- Backends: OSX: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards. (#4557, #4563) [@lfnoise] +- Backends: All renderers: Normalize clipping rect handling across backends. (#4464) +- Examples: Added SDL + SDL_Renderer example in "examples/example_sdl_sdlrenderer/" folder. (#3926) [@1bsyl] + + +----------------------------------------------------------------------- + VERSION 1.84.2 (Released 2021-08-23) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.84.2 + +- Disabled: Fixed nested BeginDisabled()/EndDisabled() calls. (#211, #4452, #4453, #4462) [@Legulysse] +- Backends: OpenGL3: OpenGL: Fixed ES 3.0 shader ("#version 300 es") to use normal precision + floats. Avoid wobbly rendering at HD resolutions. (#4463) [@nicolasnoble] + + +----------------------------------------------------------------------- + VERSION 1.84.1 (Released 2021-08-20) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.84.1 + +- Disabled: Fixed BeginDisabled(false) - BeginDisabled(true) was working. (#211, #4452, #4453) + + +----------------------------------------------------------------------- + VERSION 1.84 (Released 2021-08-20) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.84 + +Breaking Changes: + +- Commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): + - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() + - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder +- Backends: OpenGL3: added a third source file "imgui_impl_opengl3_loader.h". [@rokups] +- Backends: GLFW: backend now uses glfwSetCursorEnterCallback(). (#3751, #4377, #2445) +- Backends: GLFW: backend now uses glfwSetWindowFocusCallback(). (#4388) [@thedmd] + - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: this is already done for you. + - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callbacks + and forward them to the backend: + - Register glfwSetCursorEnterCallback, forward events to ImGui_ImplGlfw_CursorEnterCallback(). + - Register glfwSetWindowFocusCallback, forward events to ImGui_ImplGlfw_WindowFocusCallback(). +- Backends: SDL2: removed unnecessary SDL_Window* parameter from ImGui_ImplSDL2_NewFrame(). (#3244) [@funchal] + Kept inline redirection function (will obsolete). +- Backends: SDL2: backend needs to set 'SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1")' in order to + receive mouse clicks events on window focus, otherwise SDL doesn't emit the event. (#3751, #4377, #2445) + This is unfortunately a global SDL setting, so enabling it _might_ have a side-effect on your application. + It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: + you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED event). +- Internals: (for custom widgets): because disabled items now sets HoveredId, if you want custom widgets to + not react as hovered when disabled, in the majority of use cases it is preferable to check the "hovered" + return value of ButtonBehavior() rather than (HoveredId == id). + +Other Changes: + +- IO: Added io.AddFocusEvent() api for backend to tell when host window has gained/lost focus. (#4388) [@thedmd] + If you use a custom backend, consider adding support for this! +- Disabled: added BeginDisabled()/EndDisabled() api to create a scope where interactions are disabled. (#211) + - Added style.DisabledAlpha (default to 0.60f) and ImGuiStyleVar_DisabledAlpha. (#211) + - Unlike the internal-and-undocumented-but-somehow-known PushItemFlag(ImGuiItemFlags_Disabled), this also alters + visuals. Currently this is done by lowering alpha of all widgets. Future styling system may do that differently. + - Disabled items set HoveredId, allowing e.g. HoveredIdTimer to run. (#211, #3419) [@rokups] + - Disabled items more consistently release ActiveId if the active item got disabled. (#211) + - Nav: Fixed disabled items from being candidate for default focus. (#211, #787) + - Fixed Selectable() selection not showing when disabled. (#211) + - Fixed IsItemHovered() returning true on disabled item when navigated to. (#211) + - Fixed IsItemHovered() when popping disabled state after item, or when using Selectable_Disabled. (#211) +- Windows: ImGuiWindowFlags_UnsavedDocument/ImGuiTabItemFlags_UnsavedDocument displays a dot instead of a '*' so it + is independent from font style. When in a tab, the dot is displayed at the same position as the close button. + Added extra comments to clarify the purpose of this flag in the context of docked windows. +- Tables: Added ImGuiTableColumnFlags_Disabled acting a master disable over (hidden from user/context menu). (#3935) +- Tables: Clarified that TableSetColumnEnabled() requires the table to use the ImGuiTableFlags_Hideable flag, + because it manipulates the user-accessible show/hide state. (#3935) +- Tables: Added ImGuiTableColumnFlags_NoHeaderLabel to request TableHeadersRow() to not submit label for a column. + Convenient for some small columns. Name will still appear in context menu. (#4206). +- Tables: Fixed columns order on TableSetupScrollFreeze() if previous data got frozen columns out of their section. +- Tables: Fixed invalid data in TableGetSortSpecs() when SpecsDirty flag is unset. (#4233) +- Tabs: Fixed using more than 32 KB-worth of tab names. (#4176) +- InputInt/InputFloat: When used with Steps values and _ReadOnly flag, the step button look disabled. (#211) +- InputText: Fixed named filtering flags disabling newline or tabs in multiline inputs (#4409, #4410) [@kfsone] +- Drag and Drop: drop target highlight doesn't try to bypass host clipping rectangle. (#4281, #3272) +- Drag and Drop: Fixed using AcceptDragDropPayload() with ImGuiDragDropFlags_AcceptNoPreviewTooltip. [@JeffM2501] +- Menus: MenuItem() and BeginMenu() are not affected/overlapping when style.SelectableTextAlign is altered. +- Menus: Fixed hovering a disabled menu or menu item not closing other menus. (#211) +- Popups: Fixed BeginPopup/OpenPopup sequence failing when there are no focused windows. (#4308) [@rokups] +- Nav: Alt doesn't toggle menu layer if other modifiers are held. (#4439) +- Fixed printf-style format checks on non-MinGW flavors. (#4183, #3592) +- Fonts: Functions with a 'float size_pixels' parameter can accept zero if it is set in ImFontSize::SizePixels. +- Fonts: Prefer using U+FFFD character for fallback instead of '?', if available. (#4269) +- Fonts: Use U+FF0E dot character to construct an ellipsis if U+002E '.' is not available. (#4269) +- Fonts: Added U+FFFD ("replacement character") to default asian glyphs ranges. (#4269) +- Fonts: Fixed calling ClearTexData() (clearing CPU side font data) triggering an assert in NewFrame(). (#3487) +- DrawList: Fixed AddCircle/AddCircleFilled() with auto-tesselation not using accelerated paths for small circles. + Fixed AddCircle/AddCircleFilled() with 12 segments which had a broken edge. (#4419, #4421) [@thedmd] +- Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171) + Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid + implying that the file is required. +- Metrics: Fixed a crash when inspecting the individual draw command of a foreground drawlist. [@rokups] +- Backends: Reorganized most backends (Win32, SDL, GLFW, OpenGL2/3, DX9/10/11/12, Vulkan, Allegro) to pull their + data from a single structure stored inside the main Dear ImGui context. This facilitate/allow usage of standard + backends with multiple-contexts BUT is only partially tested and not well supported. It is generally advised to + instead use the multi-viewports feature of docking branch where a single Dear ImGui context can be used across + multiple windows. (#586, #1851, #2004, #3012, #3934, #4141) +- Backends: Win32: Rework to handle certain Windows 8.1/10 features without a manifest. (#4200, #4191) + - ImGui_ImplWin32_GetDpiScaleForMonitor() will handle per-monitor DPI on Windows 10 without a manifest. + - ImGui_ImplWin32_EnableDpiAwareness() will call SetProcessDpiAwareness() fallback on Windows 8.1 without a manifest. +- Backends: Win32: IME functions are disabled by default for non-Visual Studio compilers (MinGW etc.). Enable with + '#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS' for those compilers. Undo change from 1.82. (#2590, #738, #4185, #4301) +- Backends: Win32: Mouse position is correctly reported when the host window is hovered but not focused. (#2445, #2696, #3751, #4377) +- Backends: Win32, SDL2, GLFW, OSX, Allegro: now calling io.AddFocusEvent() on focus gain/loss. (#4388) [@thedmd] + This allow us to ignore certain inputs on focus loss (previously relied on mouse loss but backends are now + reporting mouse even when host window is unfocused, as per #2445, #2696, #3751, #4377) +- Backends: Fixed keyboard modifiers being reported when host window doesn't have focus. (#2622) +- Backends: GLFW: Mouse position is correctly reported when the host window is hovered but not focused. (#3751, #4377, #2445) + (backend now uses glfwSetCursorEnterCallback(). If you called ImGui_ImplGlfw_InitXXX with install_callbacks=false, you will + need to install this callback and forward the data to the backend via ImGui_ImplGlfw_CursorEnterCallback). +- Backends: SDL2: Mouse position is correctly reported when the host window is hovered but not focused. (#3751, #4377, #2445) + (enabled with SDL 2.0.5+ as SDL_GetMouseFocus() is only usable with SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH). +- Backends: DX9: Explicitly disable texture state stages after >= 1. (#4268) [@NZJenkins] +- Backends: DX12: Fix texture casting crash on 32-bit systems (introduced on 2021/05/19 and v1.83) + added comments + about building on 32-bit systems. (#4225) [@kingofthebongo2008] +- Backends: OpenGL3: Embed our own minimal GL headers/loader (imgui_impl_opengl3_loader.h) based on gl3w. + Reduces the frequent issues and confusion coming from having to support multiple loaders and requiring users to use and + initialize the same loader as the backend. [@rokups] + Removed support for gl3w, glew, glad, glad2, glbinding2, glbinding3 (all now unnecessary). +- Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998) +- Backends: OpenGL3: Destroy vertex/fragment shader objects right after they are linked into main shader. (#4244) [@Crowbarous] +- Backends: OpenGL3: Use OES_vertex_array extension on Emscripten + backup/restore current state. (#4266, #4267) [@harry75369] +- Backends: GLFW: Installing and exposed ImGui_ImplGlfw_MonitorCallback() for forward compatibility with docking branch. +- Backends: OSX: Added a fix for shortcuts using CTRL key instead of CMD key. (#4253) [@rokups] +- Examples: DX12: Fixed handling of Alt+Enter in example app (using swapchain's ResizeBuffers). (#4346) [@PathogenDavid] +- Examples: DX12: Removed unnecessary recreation of backend-owned device objects when window is resized. (#4347) [@PathogenDavid] +- Examples: OpenGL3+GLFW,SDL: Remove include cruft to support variety of GL loaders (no longer necessary). [@rokups] +- Examples: OSX+OpenGL2: Fix event forwarding (fix key remaining stuck when using shortcuts with Cmd/Super key). + Other OSX examples were not affected. (#4253, #1873) [@rokups] +- Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg. +- Examples: SDL2: Accommodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h. + + +----------------------------------------------------------------------- + VERSION 1.83 (Released 2021-05-24) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.83 + +Breaking Changes: + +- Backends: Obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). (#3761) [@thedmd] + - If you are using official backends from the source tree: you have nothing to do. + - If you copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). + Why are we doing this? + - This change will be required in the future when adding support for incremental texture atlas updates. + - Please note this won't break soon, but we are making the change ahead of time. + +Other Changes: + +- Scrolling: Fix scroll tracking with e.g. SetScrollHereX/Y() when WindowPadding < ItemSpacing. +- Scrolling: Fix scroll snapping on edge of scroll region when both scrollbars are enabled. +- Scrolling: Fix mouse wheel axis swap when using SHIFT on macOS (system already does it). (#4010) +- Window: Fix IsWindowAppearing() from returning true twice in most cases. (#3982, #1497, #1061) +- Nav: Fixed toggling menu layer while an InputText() is active not stealing active id. (#787) +- Nav: Fixed pressing Escape to leave menu layer while in a popup or child window. (#787) +- Nav, InputText: Fixed accidental menu toggling while typing non-ascii characters using AltGR. [@rokups] (#370) +- Nav: Fixed using SetItemDefaultFocus() on windows with _NavFlattened flag. (#787) +- Nav: Fixed Tabbing initial activation from skipping the first item if it is tabbable through. (#787) +- Nav: Fixed fast CTRL+Tab (where keys are only held for one single frame) from properly enabling the + menu layer of target window if it doesn't have other active layers. +- Tables: Expose TableSetColumnEnabled() in public api. (#3935) +- Tables: Better preserve widths when columns count changes. (#4046) +- Tables: Sharing more memory buffers between tables, reducing general memory footprints. (#3740) +- Tabs: Fixed mouse reordering with very fast movements (e.g. crossing multiple tabs in a single + frame and then immediately standing still (would only affect automation/bots). [@rokups] +- Menus: made MenuItem() in a menu bar reflect the 'selected' argument with a highlight. (#4128) [@mattelegende] +- Drags, Sliders, Inputs: Specifying a NULL format to Float functions default them to "%.3f" to be + consistent with the compile-time default. (#3922) +- DragScalar: Add default value for v_speed argument to match higher-level functions. (#3922) [@eliasdaler] +- ColorEdit4: Alpha default to 255 (instead of 0) when omitted in hex input. (#3973) [@squadack] +- InputText: Fix handling of paste failure (buffer full) which in some cases could corrupt the undo stack. (#4038) + (fix submitted to https://github.com/nothings/stb/pull/1158) [@Unit2Ed, @ocornut] +- InputText: Do not filter private unicode codepoints (e.g. icons) when pasted from clipboard. (#4005) [@dougbinks] +- InputText: Align caret/cursor to pixel coordinates. (#4080) [@elvissteinjr] +- InputText: Fixed CTRL+Arrow or OSX double-click leaking the presence of spaces when ImGuiInputTextFlags_Password + is used. (#4155, #4156) [@michael-swan] +- LabelText: Fixed clipping of multi-line value text when label is single-line. (#4004) +- LabelText: Fixed vertical alignment of single-line value text when label is multi-line. (#4004) +- Combos: Changed the combo popup to use a different id to also using a context menu with the default item id. + Fixed using BeginPopupContextItem() with no parameter after a combo. (#4167) +- Popups: Added 'OpenPopup(ImGuiID id)' overload to facilitate calling from nested stacks. (#3993, #331) [@zlash] +- Tweak computation of io.Framerate so it is less biased toward high-values in the first 120 frames. (#4138) +- Optimization: Disabling some of MSVC most aggressive Debug runtime checks for some simple/low-level functions + (e.g. ImVec2, ImVector) leading to a 10-20% increase of performances with MSVC "default" Debug settings. +- ImDrawList: Add and use SSE-enabled ImRsqrt() in place of 1.0f / ImSqrt(). (#4091) [@wolfpld] +- ImDrawList: Fixed/improved thickness of thick strokes with sharp angles. (#4053, #3366, #2964, #2868, #2518, #2183) + Effectively introduced a regression in 1.67 (Jan 2019), and a fix in 1.70 (Apr 2019) but the fix wasn't actually on + par with original version. Now incorporating the correct revert. +- ImDrawList: Fixed PathArcTo() regression from 1.82 preventing use of counter-clockwise angles. (#4030, #3491) [@thedmd] +- Demo: Improved popups demo and comments. +- Metrics: Added "Fonts" section with same information as available in "Style Editor">"Fonts". +- Backends: SDL2: Rework global mouse pos availability check listing supported platforms explicitly, + effectively fixing mouse access on Raspberry Pi. (#2837, #3950) [@lethal-guitar, @hinxx] +- Backends: Win32: Clearing keyboard down array when losing focus (WM_KILLFOCUS). (#2062, #3532, #3961) + [@1025798851] +- Backends: OSX: Fix keys remaining stuck when CMD-tabbing to a different application. (#3832) [@rokups] +- Backends: DirectX9: calling IDirect3DStateBlock9::Capture() after CreateStateBlock() which appears to + workaround/fix state restoring issues. Unknown exactly why so, bit of a cargo-cult fix. (#3857) +- Backends: DirectX9: explicitly setting up more graphics states to increase compatibility with unusual + non-default states. (#4063) +- Backends: DirectX10, DirectX11: fixed a crash when backing/restoring state if nothing is bound when + entering the rendering function. (#4045) [@Nemirtingas] +- Backends: GLFW: Adding bound check in KeyCallback because GLFW appears to send -1 on some setups. [#4124] +- Backends: Vulkan: Fix mapped memory Vulkan validation error when buffer sizes are not multiple of + VkPhysicalDeviceLimits::nonCoherentAtomSize. (#3957) [@AgentX1994] +- Backends: WebGPU: Update to latest specs (Chrome Canary 92 and Emscripten 2.0.20). (#4116, #3632) [@bfierz, @Kangz] +- Backends: OpenGL3: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5. (#3998, #2366, #2186) [@s7jones] +- Examples: OpenGL: Add OpenGL ES 2.0 support to modern GL examples. (#2837, #3951) [@lethal-guitar, @hinxx] +- Examples: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881) +- Examples: Vulkan: Prefer using discrete GPU if there are more than one available. (#4012) [@rokups] +- Examples: SDL2: Link with shell32.lib required by SDL2main.lib since SDL 2.0.12. [#3988] +- Examples: Android: Make Android example build compatible with Gradle 7.0. (#3446) +- Docs: Improvements to description of using colored glyphs/emojis. (#4169, #3369) +- Docs: Improvements to minor mistakes in documentation comments (#3923) [@ANF-Studios] + + +----------------------------------------------------------------------- + VERSION 1.82 (Released 2021-02-15) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.82 + +Breaking Changes: + +- Removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): + - ImGui::SetScrollHere() --> use ImGui::SetScrollHereY() +- ImDrawList: upgraded AddPolyline()/PathStroke()'s "bool closed" parameter to use "ImDrawFlags flags". + - bool closed = false --> use ImDrawFlags_None, or 0 + - bool closed = true --> use ImDrawFlags_Closed + The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. + Difference may not be noticeable for most but zealous type-checking tools may report a need to change. +- ImDrawList: upgraded AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. + - ImDrawCornerFlags_TopLeft --> use ImDrawFlags_RoundCornersTopLeft + - ImDrawCornerFlags_BotRight --> use ImDrawFlags_RoundCornersBottomRight + - ImDrawCornerFlags_None --> use ImDrawFlags_RoundCornersNone etc. + Flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. + IMPORTANT: The default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": + - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) + - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) + - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) + - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use)! + - this ONLY matters for hardcoded use of 0 with rounding > 0.0f. + - fix by using named ImDrawFlags_RoundCornersNone or rounding == 0.0f! + - this is technically the only real breaking change which we can't solve automatically (it's also uncommon). + The old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" + and we sometimes encouraged using them as shortcuts. As a result the legacy path still support use of hardcoded ~0 + or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). + Courtesy of legacy untangling commity: [@rokups, @ocornut, @thedmd] +- ImDrawList: clarified that PathArcTo()/PathArcToFast() won't render with radius < 0.0f. Previously it sorts + of accidentally worked but would lead to counter-clockwise paths which and have an effect on anti-aliasing. +- InputText: renamed ImGuiInputTextFlags_AlwaysInsertMode to ImGuiInputTextFlags_AlwaysOverwrite, old name was an + incorrect description of behavior. Was ostly used by memory editor. Kept inline redirection function. (#2863) +- Moved 'misc/natvis/imgui.natvis' to 'misc/debuggers/imgui.natvis' as we will provide scripts for other debuggers. +- Style: renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) + to style.CircleTessellationMaxError (new default = 0.30f) as its meaning changed. (#3808) [@thedmd] +- Win32+MinGW: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly + disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their + imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. (#2590, #738) [@actboy168] + *EDIT* Undid in 1.84. +- Backends: Win32: Pragma linking with dwmapi.lib (Vista-era, ~9 kb). MinGW users will need to link with -ldwmapi. + +Other Changes: + +- Window, Nav: Fixed crash when calling SetWindowFocus(NULL) at the time a new window appears. (#3865) [@nem0] +- Window: Shrink close button hit-testing region when it covers an abnormally high portion of the window visible + area (e.g. when window is collapsed + moved in a corner) to facilitate moving the window away. (#3825) +- Nav: Various fixes for losing gamepad/keyboard navigation reference point when a window reappears or + when it appears while gamepad/keyboard are not being used. (#787) +- Drags: Fixed crash when using DragScalar() directly (not via common wrapper like DragFloat() etc.) + with ImGuiSliderFlags_AlwaysClamp + only one of either p_min or p_max set. (#3824) [@harry75369] +- Drags, Sliders: Fixed a bug where editing value would use wrong number if there were digits right after + format specifier (e.g. using "%f123" as a format string). [@rokups] +- Drags, Sliders: Fixed a bug where using custom formatting flags (',$,_) supported by stb_sprintf.h + would cause incorrect value to be displayed. (#3604) [@rokups] +- Drags, Sliders: Support ImGuiSliderFlags_Logarithmic flag with integers. Because why not? (#3786) +- Tables: Fixed unaligned accesses when using TableSetBgColor(ImGuiTableBgTarget_CellBg). (#3872) +- IsItemHovered(): fixed return value false positive when used after EndChild(), EndGroup() or widgets using + either of them, when the hovered location is located within a child window, e.g. InputTextMultiline(). + This is intended to have no side effects, but brace yourself for the possible comeback.. (#3851, #1370) +- Drag and Drop: can use BeginDragDropSource() for other than the left mouse button as long as the item + has an ID (for ID-less items will add new functionalities later). (#1637, #3885) +- ImFontAtlas: Added 'bool TexPixelsUseColors' output to help backend decide of underlying texture format. (#3369) + This can currently only ever be set by the Freetype renderer. +- imgui_freetype: Added ImGuiFreeTypeBuilderFlags_Bitmap flag to request Freetype loading bitmap data. + This may have an effect on size and must be called with correct size values. (#3879) [@metarutaiga] +- ImDrawList: PathArcTo() now supports "int num_segments = 0" (new default) and adaptively tessellate. + The adaptive tessellation uses look up tables, tends to be faster than old PathArcTo() while maintaining + quality for large arcs (tessellation quality derived from "style.CircleTessellationMaxError") (#3491) [@thedmd] +- ImDrawList: PathArcToFast() also adaptively tessellate efficiently. This means that large rounded corners + in e.g. hi-dpi settings will generally look better. (#3491) [@thedmd] +- ImDrawList: AddCircle, AddCircleFilled(): Tweaked default segment count calculation to honor MaxError + with more accuracy. Made default segment count always even for better looking result. (#3808) [@thedmd] +- Misc: Added GetAllocatorFunctions() to facilitate sharing allocators across DLL boundaries. (#3836) +- Misc: Added 'debuggers/imgui.gdb' and 'debuggers/imgui.natstepfilter' (along with existing 'imgui.natvis') + scripts to configure popular debuggers into skipping trivial functions when using StepInto. [@rokups] +- Backends: Android: Added native Android backend. (#3446) [@duddel] +- Backends: Win32: Added ImGui_ImplWin32_EnableAlphaCompositing() to facilitate experimenting with + alpha compositing and transparent windows. (#2766, #3447 etc.). +- Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to + preserve alpha in output buffer (using SrcBlendAlpha = ONE, DstBlendAlpha = ONE_MINUS_SRC_ALPHA consistently + accross all backends), facilitating compositing of the output buffer with another buffer. + (#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick] +- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha] +- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844) +- Examples: Android: Added Android + GL ES3 example. (#3446) [@duddel] +- Examples: Reworked setup of clear color to be compatible with transparent values. +- CI: Use a dedicated "scheduled" workflow to trigger scheduled builds. Forks may disable this workflow if + scheduled builds builds are not required. [@rokups] +- Log/Capture: Added LogTextV, a va_list variant of LogText. [@PathogenDavid] + + +----------------------------------------------------------------------- + VERSION 1.81 (Released 2021-02-10) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.81 + +Breaking Changes: + +- ListBox helpers: + - Renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). + - Renamed ListBoxFooter() to EndListBox(). + - Removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. + In the redirection function, made vertical padding consistent regardless of (items_count <= height_in_items) or not. + - Kept inline redirection function for all threes (will obsolete). +- imgui_freetype: + - Removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. + Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. + - The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. + - Renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. + - Renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. + +Other Changes: + +- Viewports Added ImGui::GetMainViewport() as a way to get the bounds and work area of the host display. (#3789, #1542) + - In 'master' branch or without multi-viewports feature enabled: + - GetMainViewport()->Pos is always == (0,0) + - GetMainViewport()->Size is always == io.DisplaySize + - In 'docking' branch and with the multi-viewports feature enabled: + - GetMainViewport() will return information from your host Platform Window. + - In the future, we will support a "no main viewport" mode and this may return bounds of your main monitor. + - For forward compatibility with multi-viewports/multi-monitors: + - Code using (0,0) as a way to signify "upper-left of the host window" should use GetMainViewport()->Pos. + - Code using io.DisplaySize as a way to signify "size of the host window" should use GetMainViewport()->Size. + - We are also exposing a work area in ImGuiViewport ('WorkPos', 'WorkSize' vs 'Pos', 'Size' for full area): + - For a Platform Window, the work area is generally the full area minus space used by menu-bars. + - For a Platform Monitor, the work area is generally the full area minus space used by task-bars. + - All of this has been the case in 'docking' branch for a long time. What we've done is merely merging + a small chunk of the multi-viewport logic into 'master' to standardize some concepts ahead of time. +- Tables: Fixed PopItemWidth() or multi-components items not restoring per-colum ItemWidth correctly. (#3760) +- Window: Fixed minor title bar text clipping issue when FramePadding is small/zero and there are no + close button in the window. (#3731) +- SliderInt: Fixed click/drag when v_min==v_max from setting the value to zero. (#3774) [@erwincoumans] + Would also repro with DragFloat() when using ImGuiSliderFlags_Logarithmic with v_min==v_max. +- Menus: Fixed an issue with child-menu auto sizing (issue introduced in 1.80 on 2021/01/25) (#3779) +- InputText: Fixed slightly off ScrollX tracking, noticeable with large values of FramePadding.x. (#3781) +- InputText: Multiline: Fixed padding/cliprect not precisely matching single-line version. (#3781) +- InputText: Multiline: Fixed FramePadding.y worth of vertical offset when aiming with mouse. +- ListBox: Tweaked default height calculation. +- Fonts: imgui_freetype: Facilitated using FreeType integration: [@Xipiryon, @ocornut] + - Use '#define IMGUI_ENABLE_FREETYPE' in imconfig.h should make it work with no other modifications + other than compiling misc/freetype/imgui_freetype.cpp and linking with FreeType. + - Use '#define IMGUI_ENABLE_STB_TRUETYPE' if you somehow need the stb_truetype rasterizer to be + compiled in along with the FreeType one, otherwise it is enabled by default. +- Fonts: imgui_freetype: Added support for colored glyphs as supported by Freetype 2.10+ (for .ttf using CPAL/COLR + tables only). Enable the ImGuiFreeTypeBuilderFlags_LoadColor on a given font. Atlas always output directly + as RGBA8 in this situation. Likely to make sense with IMGUI_USE_WCHAR32. (#3369) [@pshurgal] +- Fonts: Fixed CalcTextSize() width rounding so it behaves more like a ceil. This is in order for text wrapping + to have enough space when provided width precisely calculated with CalcTextSize().x. (#3776) + Note that the rounding of either positions and widths are technically undesirable (e.g. #3437, #791) but + variety of code is currently on it so we are first fixing current behavior before we'll eventually change it. +- Log/Capture: Fix various new line/spacing issue when logging widgets. [@Xipiryon, @ocornut] +- Log/Capture: Improved the ASCII look of various widgets, making large dumps more easily human readable. +- ImDrawList: Fixed AddCircle()/AddCircleFilled() with (rad > 0.0f && rad < 1.0f && num_segments == 0). (#3738) + Would lead to a buffer read overflow. +- ImDrawList: Clarified PathArcTo() need for a_min <= a_max with an assert. +- ImDrawList: Fixed PathArcToFast() handling of a_min > a_max. +- Metrics: Back-ported "Viewports" debug visualizer from 'docking' branch. +- Demo: Added 'Examples->Fullscreen Window' demo using GetMainViewport() values. (#3789) +- Demo: 'Simple Overlay' demo now moves under main menu-bar (if any) using GetMainViewport()'s work area. +- Backends: Win32: Dynamically loading XInput DLL instead of linking with it, facilitate compiling with + old WindowSDK versions or running on Windows 7. (#3646, #3645, #3248, #2716) [@Demonese] +- Backends: Vulkan: Add support for custom Vulkan function loader and VK_NO_PROTOTYPES. (#3759, #3227) [@Hossein-Noroozpour] + User needs to call ImGui_ImplVulkan_LoadFunctions() with their custom loader prior to other functions. +- Backends: Metal: Fixed texture storage mode when building on Mac Catalyst. (#3748) [@Belinsky-L-V] +- Backends: OSX: Fixed mouse position not being reported when mouse buttons other than left one are down. (#3762) [@rokups] +- Backends: WebGPU: Added enderer backend for WebGPU support (imgui_impl_wgpu.cpp) (#3632) [@bfierz] + Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break. +- Examples: WebGPU: Added Emscripten+WebGPU example. (#3632) [@bfierz] +- Backends: GLFW: Added ImGui_ImplGlfw_InitForOther() initialization call to use with non OpenGL API. (#3632) + + +----------------------------------------------------------------------- + VERSION 1.80 (Released 2021-01-21) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.80 + +Breaking Changes: + +- Added imgui_tables.cpp file! Manually constructed project files will need the new file added! (#3740) +- Backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. (#3513) +- Renamed ImDrawList::AddBezierCurve() to ImDrawList::AddBezierCubic(). Kept inline redirection function (will obsolete). +- Renamed ImDrawList::PathBezierCurveTo() to ImDrawList::PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete). +- Removed redirecting functions/enums names that were marked obsolete in 1.60 (April 2018): + - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend + - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow) + - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT + - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT +- Removed redirecting functions/enums names that were marked obsolete in 1.61 (May 2018): + - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X was value for decimal_precision. + - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter. +- Removed redirecting functions/enums names that were marked obsolete in 1.63 (August 2018): + - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). + - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg + - ImGuiInputTextCallback -> use ImGuiTextEditCallback + - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData +- If you were still using the old names, while you are cleaning up, considering enabling + IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding + and removing up old API calls, if any remaining. +- Internals: Columns: renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* to reduce + confusion with Tables API. Keep redirection enums (will obsolete). (#125, #513, #913, #1204, #1444, #2142, #2707) +- Renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature now applies + to other data structures. (#2636) + +Other Changes: + +- Tables: added new Tables Beta API as a replacement for old Columns. (#3740, #2957, #125) + Check out 'Demo->Tables' for many demos. + Read API comments in imgui.h for details. Read extra commentary in imgui_tables.cpp. + - Added 16 functions: + - BeginTable(), EndTable() + - TableNextRow(), TableNextColumn(), TableSetColumnIndex() + - TableSetupColumn(), TableSetupScrollFreeze() + - TableHeadersRow(), TableHeader() + - TableGetRowIndex(), TableGetColumnCount(), TableGetColumnIndex(), TableGetColumnName(), TableGetColumnFlags() + - TableGetSortSpecs(), TableSetBgColor() + - Added 3 flags sets: + - ImGuiTableFlags (29 flags for: features, decorations, sizing policies, padding, clipping, scrolling, sorting etc.) + - ImGuiTableColumnFlags (24 flags for: width policies, default settings, sorting options, indentation options etc.) + - ImGuiTableRowFlags (1 flag for: header row) + - Added 2 structures: ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs + - Added 2 enums: ImGuiSortDirection, ImGuiTableBgTarget + - Added 1 style variable: ImGuiStyleVar_CellPadding + - Added 5 style colors: ImGuiCol_TableHeaderBg, ImGuiCol_TableBorderStrong, ImGuiCol_TableBorderLight, ImGuiCol_TableRowBg, ImGuiCol_TableRowBgAlt. +- Tabs: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again. +- Tabs: Fixed using more than 128 tabs in a tab bar (scrolling policy recommended). +- Tabs: Do not display a tooltip if the name already fits over a given tab. (#3521) +- Tabs: Fixed minor/unlikely bug skipping over a button when scrolling left with arrows. +- Tabs: Requested ideal content size (for auto-fit) doesn't affect horizontal scrolling. (#3414) +- Drag and Drop: Fix losing drop source ActiveID (and often source tooltip) when opening a TreeNode() + or CollapsingHeader() while dragging. (#1738) +- Drag and Drop: Fix drag and drop to tie same-size drop targets by chosen the later one. Fixes dragging + into a full-window-sized dockspace inside a zero-padded window. (#3519, #2717) [@Black-Cat] +- Checkbox: Added CheckboxFlags() helper with int* type (internals have a template version, not exposed). +- Clipper: Fixed incorrect end-list positioning when using ImGuiListClipper with 1 item (bug in 1.79). (#3663) [@nyorain] +- InputText: Fixed updating cursor/selection position when a callback altered the buffer in a way + where the byte count is unchanged but the decoded character count changes. (#3587) [@gqw] +- InputText: Fixed switching from single to multi-line while preserving same ID. +- Combo: Fixed using IsItemEdited() after Combo() not matching the return value from Combo(). (#2034) +- DragFloat, DragInt: very slightly increased mouse drag threshold + expressing it as a factor of default value. +- DragFloat, DragInt: added experimental io.ConfigDragClickToInputText feature to enable turning DragXXX widgets + into text input with a simple mouse click-release (without moving). (#3737) +- Nav: Fixed IsItemFocused() from returning false when Nav highlight is hidden because mouse has moved. + It's essentially been always the case but it doesn't make much sense. Instead we will aim at exposing + feedback and control of keyboard/gamepad navigation highlight and mouse hover disable flag. (#787, #2048) +- Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer. +- Metrics: Rebranded as "Dear ImGui Metrics/Debugger" to clarify its purpose. +- ImDrawList: Added ImDrawList::AddQuadBezierCurve(), ImDrawList::PathQuadBezierCurveTo() quadratic bezier + helpers. (#3127, #3664, #3665) [@aiekick] +- Fonts: Updated GetGlyphRangesJapanese() to include a larger 2999 ideograms selection of Joyo/Jinmeiyo + kanjis, from the previous 1946 ideograms selection. This will consume a some more memory but be generally + much more fitting for Japanese display, until we switch to a more dynamic atlas. (#3627) [@vaiorabbit] +- Log/Capture: fix capture to work on clipped child windows. +- Misc: Made the ItemFlags stack shared, so effectively the ButtonRepeat/AllowKeyboardFocus states + (and others exposed in internals such as PushItemFlag) are inherited by stacked Begin/End pairs, + vs previously a non-child stacked Begin() would reset those flags back to zero for the stacked window. +- Misc: Replaced UTF-8 decoder with one based on branchless one by Christopher Wellons. [@rokups] + Super minor fix handling incomplete UTF-8 contents: if input does not contain enough bytes, decoder + returns IM_UNICODE_CODEPOINT_INVALID and consume remaining bytes (vs old decoded consumed only 1 byte). +- Misc: Fix format warnings when using gnu printf extensions in a setup that supports them (gcc/mingw). (#3592) +- Misc: Made EndFrame() assertion for key modifiers being unchanged during the frame (added in 1.76) more + lenient, allowing full mid-frame releases. This is to accommodate the use of mid-frame modal native + windows calls, which leads backends such as GLFW to send key clearing events on focus loss. (#3575) +- Style: Changed default style.WindowRounding value to 0.0f (matches default for multi-viewports). +- Style: Reduced the size of the resizing grip, made alpha less prominent. +- Style: Classic: Increase the default alpha value of WindowBg to be closer to other styles. +- Demo: Clarify usage of right-aligned items in Demo>Layout>Widgets Width. +- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...) + when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn] +- Backends: OpenGL2: Backup and restore GL_SHADE_MODEL and disable GL_NORMAL_ARRAY state to increase + compatibility with legacy code. (#3671) +- Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon] +- Backends: OpenGL2, OpenGL3: Backup and restore GL_STENCIL_TEST enable state. (#3668) +- Backends: Vulkan: Added support for specifying which sub-pass to reference during VkPipeline creation. (@3579) [@bdero] +- Backends: DX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. (#3696) [@Mattiwatti] +- Backends: Win32: Fix setting of io.DisplaySize to invalid/uninitialized data after hwnd has been closed. +- Backends: OSX: Fix keypad-enter key not working on MacOS. (#3554) [@rokups, @lfnoise] +- Examples: Apple+Metal: Consolidated/simplified to get closer to other examples. (#3543) [@warrenm] +- Examples: Apple+Metal: Forward events down so OS key combination like Cmd+Q can work. (#3554) [@rokups] +- Examples: Emscripten: Renamed example_emscripten/ to example_emscripten_opengl3/. (#3632) +- Examples: Emscripten: Added 'make serve' helper to spawn a web-server on localhost. (#3705) [@Horki] +- Examples: DirectX12: Move ImGui::Render() call above the first barrier to clarify its lack of effect on the graphics pipe. +- CI: Fix testing for Windows DLL builds. (#3603, #3601) [@iboB] +- Docs: Improved the wiki and added a https://github.com/ocornut/imgui/wiki/Useful-Widgets page. [@Xipiryon] + [2021/05/20: moved to https://github.com/ocornut/imgui/wiki/Useful-Extensions] +- Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md, and improved them. +- Docs: Consistently renamed all occurrences of "binding" and "back-end" to "backend" in comments and docs. + + +----------------------------------------------------------------------- + VERSION 1.79 (Released 2020-10-08) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.79 + +Breaking Changes: + +- Fonts: Removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied + after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. + It was also getting in the way of better font scaling, so let's get rid of it now! + If you used DisplayOffset it was probably in association to rasterizing a font at a specific size, + in which case the corresponding offset may be reported into GlyphOffset. (#1619) + If you scaled this value after calling AddFontDefault(), this is now done automatically. +- ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using + the ImGuiListClipper::Begin() function, with misleading edge cases. Always use ImGuiListClipper::Begin()! + Kept inline redirection function (will obsolete). + (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). +- Style: Renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. +- Renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete). +- Renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), REVERTED CHANGE FROM 1.77. + For variety of reason this is more self-explanatory and less error-prone. Kept inline redirection function. +- Removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it + is inconsistent with other popups API and makes others misleading. It's also and unnecessary: you can + use IsWindowAppearing() after BeginPopup() for a similar result. + +Other Changes: + +- Window: Fixed using non-zero pivot in SetNextWindowPos() when the window is collapsed. (#3433) +- Nav: Fixed navigation resuming on first visible item when using gamepad. [@rokups] +- Nav: Fixed using Alt to toggle the Menu layer when inside a Modal window. (#787) +- Scrolling: Fixed SetScrollHere(0) functions edge snapping when called during a frame where + ContentSize is changing (issue introduced in 1.78). (#3452). +- InputText: Added support for Page Up/Down in InputTextMultiline(). (#3430) [@Xipiryon] +- InputText: Added selection helpers in ImGuiInputTextCallbackData(). +- InputText: Added ImGuiInputTextFlags_CallbackEdit to modify internally owned buffer after an edit. + (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the + underlying buffer while focus is active). +- InputText: Fixed using ImGuiInputTextFlags_Password with InputTextMultiline(). (#3427, #3428) + It is a rather unusual or useless combination of features but no reason it shouldn't work! +- InputText: Fixed minor scrolling glitch when erasing trailing lines in InputTextMultiline(). +- InputText: Fixed cursor being partially covered after using Ctrl+End key. +- InputText: Fixed callback's helper DeleteChars() function when cursor is inside the deleted block. (#3454) +- InputText: Made pressing Down arrow on the last line when it doesn't have a carriage return not move to + the end of the line (so it is consistent with Up arrow, and behave same as Notepad and Visual Studio. + Note that some other text editors instead would move the cursor to the end of the line). [@Xipiryon] +- DragFloat, DragScalar: Fixed ImGuiSliderFlags_ClampOnInput not being honored in the special case + where v_min == v_max. (#3361) +- SliderInt, SliderScalar: Fixed reaching of maximum value with inverted integer min/max ranges, both + with signed and unsigned types. Added reverse Sliders to Demo. (#3432, #3449) [@rokups] +- Text: Bypass unnecessary formatting when using the TextColored()/TextWrapped()/TextDisabled() helpers + with a "%s" format string. (#3466) +- CheckboxFlags: Display mixed-value/tristate marker when passed flags that have multiple bits set and + stored value matches neither zero neither the full set. +- BeginMenuBar: Fixed minor bug where CursorPosMax gets pushed to CursorPos prior to calling BeginMenuBar(), + so e.g. calling the function at the end of a window would often add +ItemSpacing.y to scrolling range. +- TreeNode, CollapsingHeader: Made clicking on arrow toggle toggle the open state on the Mouse Down event + rather than the Mouse Down+Up sequence, even if the _OpenOnArrow flag isn't set. This is standard behavior + and amends the change done in 1.76 which only affected cases were _OpenOnArrow flag was set. + (This is also necessary to support full multi/range-select/drag and drop operations.) +- Tabs: Added TabItemButton() to submit tab that behave like a button. (#3291) [@Xipiryon] +- Tabs: Added ImGuiTabItemFlags_Leading and ImGuiTabItemFlags_Trailing flags to position tabs or button + at either end of the tab bar. Those tabs won't be part of the scrolling region, and when reordering cannot + be moving outside of their section. Most often used with TabItemButton(). (#3291) [@Xipiryon] +- Tabs: Added ImGuiTabItemFlags_NoReorder flag to disable reordering a given tab. +- Tabs: Keep tab item close button visible while dragging a tab (independent of hovering state). +- Tabs: Fixed a small bug where closing a tab that is not selected would leave a tab hole for a frame. +- Tabs: Fixed a small bug where scrolling buttons (with ImGuiTabBarFlags_FittingPolicyScroll) would + generate an unnecessary extra draw call. +- Tabs: Fixed a small bug where toggling a tab bar from Reorderable to not Reorderable would leave + tabs reordered in the tab list popup. [@Xipiryon] +- Columns: Fix inverted ClipRect being passed to renderer when using certain primitives inside of + a fully clipped column. (#3475) [@szreder] +- Popups, Tooltips: Fix edge cases issues with positioning popups and tooltips when they are larger than + viewport on either or both axises. [@Rokups] +- Fonts: AddFontDefault() adjust its vertical offset based on floor(size/13) instead of always +1. + Was previously done by altering DisplayOffset.y but wouldn't work for DPI scaled font. +- Metrics: Various tweaks, listing windows front-to-back, greying inactive items when possible. +- Demo: Add simple InputText() callbacks demo (aside from the more elaborate ones in 'Examples->Console'). +- Backends: OpenGL3: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 contexts which have + the defines set by a loader. (#3467, #1985) [@jjwebb] +- Backends: Vulkan: Some internal refactor aimed at allowing multi-viewport feature to create their + own render pass. (#3455, #3459) [@FunMiles] +- Backends: DX12: Clarified that imgui_impl_dx12 can be compiled on 32-bit systems by redefining + the ImTextureID to be 64-bit (e.g. '#define ImTextureID ImU64' in imconfig.h). (#301) +- Backends: DX12: Fix debug layer warning when scissor rect is zero-sized. (#3472, #3462) [@StoneWolf] +- Examples: Vulkan: Reworked buffer resize handling, fix for Linux/X11. (#3390, #2626) [@RoryO] +- Examples: Vulkan: Switch validation layer to use "VK_LAYER_KHRONOS_validation" instead of + "VK_LAYER_LUNARG_standard_validation" which is deprecated (#3459) [@FunMiles] +- Examples: DX12: Enable breaking on any warning/error when debug interface is enabled. +- Examples: DX12: Added '#define ImTextureID ImU64' in project and build files to also allow building + on 32-bit systems. Added project to default Visual Studio solution file. (#301) + + +----------------------------------------------------------------------- + VERSION 1.78 (Released 2020-08-18) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.78 + +Breaking Changes: + +- Obsoleted use of the trailing 'float power=1.0f' parameter for those functions: [@Shironekoben, @ocornut] + - DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN() + - SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN() + - VSliderFloat(), VSliderScalar() + Replaced the final 'float power=1.0f' argument with ImGuiSliderFlags defaulting to 0 (as with all our flags). + Worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. + In short, when calling those functions: + - If you omitted the 'power' parameter (likely!), you are not affected. + - If you set the 'power' parameter to 1.0f (same as previous default value): + - Your compiler may warn on float>int conversion. + - Everything else will work (but will assert if IMGUI_DISABLE_OBSOLETE_FUNCTIONS is defined). + - You can replace the 1.0f value with 0 to fix the warning, and be technically correct. + - If you set the 'power' parameter to >1.0f (to enable non-linear editing): + - Your compiler may warn on float>int conversion. + - Code will assert at runtime for IM_ASSERT(power == 1.0f) with the following assert description: + "Call Drag function with ImGuiSliderFlags_Logarithmic instead of using the old 'float power' function!". + - In case asserts are disabled, the code will not crash and enable the _Logarithmic flag. + - You can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert + and get a _similar_ effect as previous uses of power >1.0f. + See https://github.com/ocornut/imgui/issues/3361 for all details. + For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + Kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). + For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. +- DragInt, DragFloat, DragScalar: Obsoleted use of v_min > v_max to lock edits (introduced in 1.73, this was not + demoed nor documented much, will be replaced a more generic ReadOnly feature). + +Other Changes: + +- Nav: Fixed clicking on void (behind any windows) from not clearing the focused window. + This would be problematic e.g. in situation where the application relies on io.WantCaptureKeyboard + flag being cleared accordingly. (bug introduced in 1.77 WIP on 2020/06/16) (#3344, #2880) +- Window: Fixed clicking over an item which hovering has been disabled (e.g inhibited by a popup) + from marking the window as moved. +- Drag, Slider: Added ImGuiSliderFlags parameters. + - For float functions they replace the old trailing 'float power=1.0' parameter. + (See #3361 and the "Breaking Changes" block above for all details). + - Added ImGuiSliderFlags_Logarithmic flag to enable logarithmic editing + (generally more precision around zero), as a replacement to the old 'float power' parameter + which was obsoleted. (#1823, #1316, #642) [@Shironekoben, @AndrewBelt] + - Added ImGuiSliderFlags_ClampOnInput flag to force clamping value when using + CTRL+Click to type in a value manually. (#1829, #3209, #946, #413). + [note: RENAMED to ImGuiSliderFlags_AlwaysClamp in 1.79]. + - Added ImGuiSliderFlags_NoRoundToFormat flag to disable rounding underlying + value to match precision of the display format string. (#642) + - Added ImGuiSliderFlags_NoInput flag to disable turning widget into a text input + with CTRL+Click or Nav Enter. +- Nav, Slider: Fix using keyboard/gamepad controls with certain logarithmic sliders where + pushing a direction near zero values would be cancelled out. [@Shironekoben] +- DragFloatRange2, DragIntRange2: Fixed an issue allowing to drag out of bounds when both + min and max value are on the same value. (#1441) +- InputText, ImDrawList: Fixed assert triggering when drawing single line of text with more + than ~16 KB characters. (Note that current code is going to show corrupted display if after + clipping, more than 16 KB characters are visible in the same low-level ImDrawList::RenderText() + call. ImGui-level functions such as TextUnformatted() are not affected. This is quite rare + but it will be addressed later). (#3349) +- Selectable: Fixed highlight/hit extent when used with horizontal scrolling (in or outside columns). + Also fixed related text clipping when used in a column after the first one. (#3187, #3386) +- Scrolling: Avoid SetScroll, SetScrollFromPos functions from snapping on the edge of scroll + limits when close-enough by (WindowPadding - ItemPadding), which was a tweak with too many + side-effects. The behavior is still present in SetScrollHere functions as they are more explicitly + aiming at making widgets visible. May later be moved to a flag. +- Tabs: Allow calling SetTabItemClosed() after a tab has been submitted (will process next frame). +- InvisibleButton: Made public a small selection of ImGuiButtonFlags (previously in imgui_internal.h) + and allowed to pass them to InvisibleButton(): ImGuiButtonFlags_MouseButtonLeft/Right/Middle. + This is a small but rather important change because lots of multi-button behaviors could previously + only be achieved using lower-level/internal API. Now also available via high-level InvisibleButton() + with is a de-facto versatile building block to creating custom widgets with the public API. +- Fonts: Fixed ImFontConfig::GlyphExtraSpacing and ImFontConfig::PixelSnapH settings being pulled + from the merged/target font settings when merging fonts, instead of being pulled from the source + font settings. +- ImDrawList: Thick anti-aliased strokes (> 1.0f) with integer thickness now use a texture-based + path, reducing the amount of vertices/indices and CPU/GPU usage. (#3245) [@Shironekoben] + - This change will facilitate the wider use of thick borders in future style changes. + - Requires an extra bit of texture space (~64x64 by default), relies on GPU bilinear filtering. + - Set `io.AntiAliasedLinesUseTex = false` to disable rendering using this method. + - Clear `ImFontAtlasFlags_NoBakedLines` in ImFontAtlas::Flags to disable baking data in texture. +- ImDrawList: changed AddCircle(), AddCircleFilled() default num_segments from 12 to 0, effectively + enabling auto-tessellation by default. Tweak tessellation in Style Editor->Rendering section, or + by modifying the 'style.CircleSegmentMaxError' value. [@ShironekoBen] +- ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would generate + an extra vertex. (This bug was mistakenly marked as fixed in earlier 1.77 release). [@ShironekoBen] +- Demo: Improved "Custom Rendering"->"Canvas" demo with a grid, scrolling and context menu. + Also showcase using InvisibleButton() with multiple mouse buttons flags. +- Demo: Improved "Layout & Scrolling" -> "Clipping" section. +- Demo: Improved "Layout & Scrolling" -> "Child Windows" section. +- Style Editor: Added preview of circle auto-tessellation when editing the corresponding value. +- Backends: OpenGL3: Added support for glad2 loader. (#3330) [@moritz-h] +- Backends: Allegro 5: Fixed horizontal scrolling direction with mouse wheel / touch pads (it seems + like Allegro 5 reports it differently from GLFW and SDL). (#3394, #2424, #1463) [@nobody-special666] +- Examples: Vulkan: Fixed GLFW+Vulkan and SDL+Vulkan clear color not being set. (#3390) [@RoryO] +- CI: Emscripten has stopped their support for their fastcomp backend, switching to latest sdk [@Xipiryon] + + +----------------------------------------------------------------------- + VERSION 1.77 (Released 2020-06-29) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.77 + +Breaking Changes: + +- Removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular() function. Please + note that this is a Beta api and will likely be reworked in order to support multi-DPI across + multiple monitors. +- Renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). + [NOTE: THIS WAS REVERTED IN 1.79] +- Removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor + of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. + Kept inline redirection function (will obsolete). +- Removed obsoleted CalcItemRectClosestPoint() entry point (has been asserting since December 2017). + +Other Changes: + +- TreeNode: Fixed bug where BeginDragDropSource() failed when the _OpenOnDoubleClick flag is + enabled (bug introduced in 1.76, but pre-1.76 it would also fail unless the _OpenOnArrow + flag was also set, and _OpenOnArrow is frequently set along with _OpenOnDoubleClick). +- TreeNode: Fixed bug where dragging a payload over a TreeNode() with either _OpenOnDoubleClick + or _OpenOnArrow would open the node. (#143) +- Windows: Fix unintended feedback loops when resizing windows close to main viewport edges. [@rokups] +- Tabs: Added style.TabMinWidthForUnselectedCloseButton settings: + - Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS). + - Set to FLT_MAX to only display a close button when selected (merely hovering is not enough). + - Set to an intermediary value to toggle behavior based on width (same as Firefox). +- Tabs: Added a ImGuiTabItemFlags_NoTooltip flag to disable the tooltip for individual tab item + (vs ImGuiTabBarFlags_NoTooltip for entire tab bar). [@Xipiryon] +- Popups: All functions capable of opening popups (OpenPopup*, BeginPopupContext*) now take a new + ImGuiPopupFlags sets of flags instead of a mouse button index. The API is automatically backward + compatible as ImGuiPopupFlags is guaranteed to hold mouse button index in the lower bits. +- Popups: Added ImGuiPopupFlags_NoOpenOverExistingPopup for OpenPopup*/BeginPopupContext* functions + to first test for the presence of another popup at the same level. +- Popups: Added ImGuiPopupFlags_NoOpenOverItems for BeginPopupContextWindow() - similar to testing + for !IsAnyItemHovered() prior to doing an OpenPopup(). +- Popups: Added ImGuiPopupFlags_AnyPopupId and ImGuiPopupFlags_AnyPopupLevel flags for IsPopupOpen(), + allowing to check if any popup is open at the current level, if a given popup is open at any popup + level, if any popup is open at all. +- Popups: Fix an edge case where programmatically closing a popup while clicking on its empty space + would attempt to focus it and close other popups. (#2880) +- Popups: Fix BeginPopupContextVoid() when clicking over the area made unavailable by a modal. (#1636) +- Popups: Clarified some of the comments and function prototypes. +- Modals: BeginPopupModal() doesn't set the ImGuiWindowFlags_NoSavedSettings flag anymore, and will + not always be auto-centered. Note that modals are more similar to regular windows than they are to + popups, so api and behavior may evolve further toward embracing this. (#915, #3091) + Enforce centering using e.g. SetNextWindowPos(io.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f,0.5f)). +- Metrics: Added a "Settings" section with some details about persistent ini settings. +- Nav, Menus: Fix vertical wrap-around in menus or popups created with multiple appending calls to + BeginMenu()/EndMenu() or BeginPopup(0/EndPopup(). (#3223, #1207) [@rokups] +- Drag and Drop: Fixed unintended fallback "..." tooltip display during drag operation when + drag source uses _SourceNoPreviewTooltip flags. (#3160) [@rokups] +- Columns: Lower overhead on column switches and switching to background channel. + Benefits Columns but was primarily made with Tables in mind! +- Fonts: Fix GetGlyphRangesKorean() end-range to end at 0xD7A3 (instead of 0xD79D). (#348, #3217) [@marukrap] +- ImDrawList: Fixed an issue where draw command merging or primitive unreserve while crossing the + VtxOffset boundary would lead to draw commands with wrong VtxOffset. (#3129, #3163, #3232, #2591) + [@thedmd, @Shironekoben, @sergeyn, @ocornut] +- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where changing channels with different + TextureId, VtxOffset would incorrectly apply new settings to draw channels. (#3129, #3163) + [@ocornut, @thedmd, @Shironekoben] +- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split when current + VtxOffset was not zero would lead to draw commands with wrong VtxOffset. (#2591) +- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split right after + a callback draw command would incorrectly override the callback draw command. +- Misc, Freetype: Fix for rare case where FT_Get_Char_Index() succeeds but FT_Load_Glyph() fails. +- Docs: Improved and moved font documentation to docs/FONTS.md so it can be readable on the web. + Updated various links/wiki accordingly. Added FAQ entry about DPI. (#2861) [@ButternCream, @ocornut] +- CI: Added CI test to verify we're never accidentally dragging libstdc++ (on some compiler setups, + static constructors for non-pod data seems to drag in libstdc++ due to thread-safety concerns). + Fixed a static constructor which led to this dependency on some compiler setups. [@rokups] +- Backends: Win32: Support for #define NOGDI, won't try to call GetDeviceCaps(). (#3137, #2327) +- Backends: Win32: Fix _WIN32_WINNT < 0x0600 (MinGW defaults to 0x502 == Windows 2003). (#3183) +- Backends: SDL: Report a zero display-size when window is minimized, consistent with other backends, + making more render/clipping code use an early out path. +- Backends: OpenGL: Fixed handling of GL 4.5+ glClipControl(GL_UPPER_LEFT) by inverting the + projection matrix top and bottom values. (#3143, #3146) [@u3shit] +- Backends: OpenGL: On OSX, if unspecified by app, made default GLSL version 150. (#3199) [@albertvaka] +- Backends: OpenGL: Fixed loader auto-detection to not interfere with ES2/ES3 defines. (#3246) [@funchal] +- Backends: Vulkan: Fixed error in if initial frame has no vertices. (#3177) +- Backends: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData + structure didn't have any vertices. (#2697) [@kudaba] +- Backends: OSX: Added workaround to avoid fast mouse clicks. (#3261, #1992, #2525) [@nburrus] +- Examples: GLFW+Vulkan, SDL+Vulkan: Fix for handling of minimized windows. (#3259) +- Examples: Apple: Fixed example_apple_metal and example_apple_opengl2 using imgui_impl_osx.mm + not forwarding right and center mouse clicks. (#3260) [@nburrus] + + +----------------------------------------------------------------------- + VERSION 1.76 (Released 2020-04-12) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.76 + +Other Changes: + +- Drag and Drop, Nav: Disabling navigation arrow keys when drag and drop is active. In the docking + branch pressing arrow keys while dragging a window from a tab could trigger an assert. (#3025) +- BeginMenu: Using same ID multiple times appends content to a menu. (#1207) [@rokups] +- BeginMenu: Fixed a bug where SetNextWindowXXX data before a BeginMenu() would not be cleared + when the menu is not open. (#3030) +- InputText: Fixed password fields displaying ASCII spaces as blanks instead of using the '*' + glyph. (#2149, #515) +- Selectable: Fixed honoring style.SelectableTextAlign with unspecified size. (#2347, #2601) +- Selectable: Allow using ImGuiSelectableFlags_SpanAllColumns in other columns than first. (#125) +- TreeNode: Made clicking on arrow with _OpenOnArrow toggle the open state on the Mouse Down + event rather than the Mouse Down+Up sequence (this is rather standard behavior). +- ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced + by default for standalone ColorButton. +- Nav: Fixed interactions with ImGuiListClipper, so e.g. Home/End result would not clip the + landing item on the landing frame. (#787) +- Nav: Fixed currently focused item from ever being clipped by ItemAdd(). (#787) +- Scrolling: Fixed scrolling centering API leading to non-integer scrolling values and initial + cursor position. This would often get fixed after the fix item submission, but using the + ImGuiListClipper as the first thing after Begin() could largely break size calculations. (#3073) +- Added optional support for Unicode plane 1-16 (#2538, #2541, #2815) [@cloudwu, @samhocevar] + - Compile-time enable with '#define IMGUI_USE_WCHAR32' in imconfig.h. + - More onsistent handling of unsupported code points (0xFFFD). + - Surrogate pairs are supported when submitting UTF-16 data via io.AddInputCharacterUTF16(), + allowing for more complete CJK input. + - sizeof(ImWchar) goes from 2 to 4. IM_UNICODE_CODEPOINT_MAX goes from 0xFFFF to 0x10FFFF. + - Various structures such as ImFont, ImFontGlyphRangesBuilder will use more memory, this + is currently not particularly efficient. +- Columns: undid the change in 1.75 were Columns()/BeginColumns() were preemptively limited + to 64 columns with an assert. (#3037, #125) +- Window: Fixed a bug with child window inheriting ItemFlags from their parent when the child + window also manipulate the ItemFlags stack. (#3024) [@Stanbroek] +- Font: Fixed non-ASCII space occasionally creating unnecessary empty looking polygons. +- Misc: Added an explicit compile-time test for non-scoped IM_ASSERT() macros to redirect users + to a solution rather than encourage people to add braces in the codebase. +- Misc: Added additional checks in EndFrame() to verify that io.KeyXXX values have not been + tampered with between NewFrame() and EndFrame(). +- Misc: Made default clipboard handlers for Win32 and OSX use a buffer inside the main context + instead of a static buffer, so it can be freed properly on Shutdown. (#3110) +- Misc, Freetype: Fixed support for IMGUI_STB_RECT_PACK_FILENAME compile time directive + in imgui_freetype.cpp (matching support in the regular code path). (#3062) [@DonKult] +- Metrics: Made Tools section more prominent. Showing wire-frame mesh directly hovering the ImDrawCmd + instead of requiring to open it. Added options to disable bounding box and mesh display. + Added notes on inactive/gc-ed windows. +- Demo: Added black and white and color gradients to Demo>Examples>Custom Rendering. +- CI: Added more tests on the continuous-integration server: extra warnings for Clang/GCC, building + SDL+Metal example, building imgui_freetype.cpp, more compile-time imconfig.h settings: disabling + obsolete functions, enabling 32-bit ImDrawIdx, enabling 32-bit ImWchar, disabling demo. [@rokups] +- Backends: OpenGL3: Fixed version check mistakenly testing for GL 4.0+ instead of 3.2+ to enable + ImGuiBackendFlags_RendererHasVtxOffset, leaving 3.2 contexts without it. (#3119, #2866) [@wolfpld] +- Backends: OpenGL3: Added include support for older glbinding 2.x loader. (#3061) [@DonKult] +- Backends: Win32: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), + ImGui_ImplWin32_GetDpiScaleForMonitor() helpers functions (backported from the docking branch). + Those functions makes it easier for example apps to support hi-dpi features without setting up + a manifest. +- Backends: Win32: Calling AddInputCharacterUTF16() from WM_CHAR message handler in order to support + high-plane surrogate pairs. (#2815) [@cloudwu, @samhocevar] +- Backends: SDL: Added ImGui_ImplSDL2_InitForMetal() for API consistency (even though the function + currently does nothing). +- Backends: SDL: Fixed mapping for ImGuiKey_KeyPadEnter. (#3031) [@Davido71] +- Examples: Win32+DX12: Fixed resizing main window, enabled debug layer. (#3087, #3115) [@sergeyn] +- Examples: SDL+DX11: Fixed resizing main window. (#3057) [@joeslay] +- Examples: Added SDL+Metal example application. (#3017) [@coding-jackalope] + + +----------------------------------------------------------------------- + VERSION 1.75 (Released 2020-02-10) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.75 + +Breaking Changes: + +- Removed redirecting functions/enums names that were marked obsolete in 1.53 (December 2017): + - ShowTestWindow() -> use ShowDemoWindow() + - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) + - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() + - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg + - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding + - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap + - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS + If you were still using the old names, while you are cleaning up, considering enabling + IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding + and removing up old API calls, if any remaining. +- Removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent + with other mouse functions (none of the other functions have it). +- Obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely + documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API + which can be implemented faster. Also clarified pre-existing constraints which weren't + documented (can only unreserve from the last reserve call). If you suspect you ever + used that feature before (very unlikely, but grep for call to PrimReserve in your code), + you can #define IMGUI_DEBUG_PARANOID in imconfig.h to catch existing calls. [@ShironekoBen] +- ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius. +- Limiting Columns()/BeginColumns() api to 64 columns with an assert. While the current code + technically supports it, future code may not so we're putting the restriction ahead. + [Undid that change in 1.76] +- imgui_internal.h: changed ImRect() default constructor initializes all fields to 0.0f instead + of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by + adding points into it without explicit initialization, you may need to fix your initial value. + +Other Changes: + +- Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1). + We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2. +- Nav: Fixed a bug where the initial CTRL-Tab press while in a child window sometimes selected + the current root window instead of always selecting the previous root window. (#787) +- ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups] +- ColorEdit: In HSV display of a RGB stored value, attempt to locally preserve Saturation + when Value==0.0 (similar to changes done in 1.73 for Hue). Removed Hue editing lock since + those improvements in 1.73 makes them unnecessary. (#2722, #2770). [@rokups] +- ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x'. +- ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available. +- InputText: Fix corruption or crash when executing undo after clearing input with ESC, as a + byproduct we are allowing to later undo the revert with a CTRL+Z. (#3008). +- InputText: Fix using a combination of _CallbackResize (e.g. for std::string binding), along with the + _EnterReturnsTrue flag along with the rarely used property of using an InputText without persisting + user-side storage. Previously if you had e.g. a local unsaved std::string and reading result back + from the widget, the user string object wouldn't be resized when Enter key was pressed. (#3009) +- MenuBar: Fix minor clipping issue where occasionally a menu text can overlap the right-most border. +- Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) [@Albog] +- Window: When testing for the presence of the ImGuiWindowFlags_NoBringToFrontOnFocus flag we + test both the focused/clicked window (which could be a child window) and the root window. +- ImDrawList: AddCircle(), AddCircleFilled() API can now auto-tessellate when provided a segment + count of zero. Alter tessellation quality with 'style.CircleSegmentMaxError'. [@ShironekoBen] +- ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count. + In the current branch they are essentially the same as AddCircle(), AddCircleFilled() but as + we will rework the circle rendering functions to use textures and automatic segment count + selection, those new api can fill a gap. [@ShironekoBen] +- Columns: ImDrawList::Channels* functions now work inside columns. Added extra comments to + suggest using user-owned ImDrawListSplitter instead of ImDrawList functions. [@rokups] +- Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups] +- Misc: Added IMGUI_DISABLE compile-time definition to make all headers and sources empty. +- Misc: Disable format checks when using stb_printf, to allow using extra formats. + Made IMGUI_USE_STB_SPRINTF a properly documented imconfig.h flag. (#2954) [@loicmolinari] +- Misc: Added misc/single_file/imgui_single_file.h, We use this to validate compiling all *.cpp + files in a same compilation unit. Actual users of that technique (also called "Unity builds") + can generally provide this themselves, so we don't really recommend you use this. [@rokups] +- CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups] +- Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups] +- Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups] +- Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available + on Wayland). (#2800, #2802) [@NeroBurner] +- Backends: GLFW, SDL: report Windows key (io.KeySuper) as always released. Neither GLFW nor SDL can + correctly report the key release in every cases (e.g. when using Win+V) causing problems with some + widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult + and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976) +- Backends: Win32: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD to disable all + XInput using code, and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT to disable linking with XInput, + the later may be problematic if compiling with recent Windows SDK and you want your app to run + on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716) +- Backends: Glut: Improved FreeGLUT support for MinGW. (#3004) [@podsvirov] +- Backends: Emscripten: Avoid forcefully setting IMGUI_DISABLE_FILE_FUNCTIONS. (#3005) [@podsvirov] +- Examples: OpenGL: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking + settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might + automatically use it). (#2919, #2798) +- Examples: OpenGL: Added support for glbinding OpenGL loader. (#2870) [@rokups] +- Examples: Emscripten: Demonstrating embedding fonts in Makefile and code. (#2953) [@Oipo] +- Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed + even if underlying system event loop gets paused due to app nap. (#2910, #2917) [@bear24rw] + + +----------------------------------------------------------------------- + VERSION 1.74 (Released 2019-11-25) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.74 + +Breaking Changes: + +- Removed redirecting functions/enums names that were marked obsolete in 1.52 (October 2017): + - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed + - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) + - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() + - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) + - ImFont::Glyph -> use ImFontGlyph + If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out + the new names or equivalent features, or see how they were implemented until 1.73. +- Inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used + by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + If you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can + add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). + Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate. + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. +- Misc: Renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS. (#1038) +- Misc: Renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS. +- Fonts: ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to + conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. +- Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. + The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate] + +Other Changes: + +- InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787) +- InputText: Filter out ASCII 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578) +- Layout: Fixed a couple of subtle bounding box vertical positioning issues relating to the handling of text + baseline alignment. The issue would generally manifest when laying out multiple items on a same line, + with varying heights and text baseline offsets. + Some specific examples, e.g. a button with regular frame padding followed by another item with a + multi-line label and no frame padding, such as: multi-line text, small button, tree node item, etc. + The second item was correctly offset to match text baseline, and would interact/display correctly, + but it wouldn't push the contents area boundary low enough. +- Scrollbar: Fixed an issue where scrollbars wouldn't display on the frame following a frame where + all child window contents would be culled. +- ColorPicker: Fixed SV triangle gradient to block (broken in 1.73). (#2864, #2711). [@lewa-j] +- TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow + incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) +- TreeNode: The collapsing arrow accepts click even if modifier keys are being held, facilitating + interactions with custom multi-selections patterns. (#2886, #1896, #1861) +- TreeNode: Added IsItemToggledOpen() to explicitly query if item was just open/closed, facilitating + interactions with custom multi-selections patterns. (#1896, #1861) +- DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data + to clarify how they are used, and more comments redirecting to the demo code. (#2844) +- Error handling: Assert if user mistakenly calls End() instead of EndChild() on a child window. (#1651) +- Misc: Optimized storage of window settings data (reducing allocation count). +- Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815) +- Misc: Windows: Disabled win32 function by default when building with UWP. (#2892, #2895) +- Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings). +- Misc: Added IMGUI_DISABLE_FILE_FUNCTIONS/IMGUI_DISABLE_DEFAULT_FILE_FUNCTION to nullify or disable + default implementation of ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734) +- Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut] +- Docs: Moved misc/fonts/README.txt to docs/FONTS.txt. +- Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page. +- Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] +- Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. [@ShironekoBen] +- Metrics: Expose basic details of each window key/value state storage. +- Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled. +- Examples: Emscripten: Removed BINARYEN_TRAP_MODE=clamp from Makefile which was removed in Emscripten 1.39.0 + but required prior to 1.39.0, making life easier for absolutely no-one. (#2877, #2878) [@podsvirov] +- Backends: OpenGL2: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with + legacy OpenGL applications. (#3000) +- Backends: OpenGL3: Fix building with pre-3.2 GL loaders which do not expose glDrawElementsBaseVertex(), + using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa] +- Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics] +- Backends: GLFW: Previously installed user callbacks are now restored on shutdown. (#2836) [@malte-v] +- CI: Set up a bunch of continuous-integration tests using GitHub Actions. We now compile many of the example + applications on Windows, Linux, MacOS, iOS, Emscripten. Removed Travis integration. (#2865) [@rokups] + + +----------------------------------------------------------------------- + VERSION 1.73 (Released 2019-09-24) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.73 + +Other Changes: + +- Nav, Scrolling: Added support for Home/End key. (#787) +- ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around. +- ColorEdit, ColorPicker: In HSV display of a RGB stored value, attempt to locally preserve Hue + when Saturation==0, which reduces accidentally lossy interactions. (#2722, #2770) [@rokups] +- ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711) + Note that some elements won't accurately fade down with the same intensity, and the color wheel + when enabled will have small overlap glitches with (style.Alpha < 1.0). +- Tabs: Fixed single-tab not shrinking their width down. +- Tabs: Fixed clicking on a tab larger than tab-bar width creating a bouncing feedback loop. +- Tabs: Feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768) + (before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations). +- Tabs: Improved shrinking for large number of tabs to avoid leaving extraneous space on the right side. + Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right. +- Columns, Separator: Fixed a bug where non-visible separators within columns would alter the next row position + differently than visible ones. +- SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton] +- DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edits to the value. +- DragScalar: Fixed dragging of unsigned values on ARM cpu (float to uint cast is undefined). (#2780) [@dBagrat] +- TreeNode: Added ImGuiTreeNodeFlags_SpanAvailWidth flag. (#2451, #2438, #1897) [@Melix19, @PathogenDavid] + This extends the hit-box to the right-most edge, even if the node is not framed. + (Note: this is not the default in order to allow adding other items on the same line. In the future we will + aim toward refactoring the hit-system to be front-to-back, allowing more natural overlapping of items, + and then we will be able to make this the default.) +- TreeNode: Added ImGuiTreeNodeFlags_SpanFullWidth flag. This extends the hit-box to both the left-most and + right-most edge of the working area, bypassing indentation. +- CollapsingHeader: Added support for ImGuiTreeNodeFlags_Bullet and ImGuiTreeNodeFlags_Leaf on framed nodes, + mostly for consistency. (#2159, #2160) [@goran-w] +- Selectable: Added ImGuiSelectableFlags_AllowItemOverlap flag in public api (was previously internal only). +- Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (#2634, #2639) +- Font: Better ellipsis ("...") drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly + unfitting with many types of fonts) we first attempt to find a standard ellipsis glyphs within the loaded set. + Otherwise we render ellipsis using '.' from the font from where we trim excessive spacing to make it as narrow + as possible. (#2775) [@rokups] +- ImDrawList: Clarified the name of many parameters so reading the code is a little easier. (#2740) +- ImDrawListSplitter: Fixed merging channels if the last submitted draw command used a different texture. (#2506) +- Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94) +- ImVector: Added find(), find_erase(), find_erase_unsorted() helpers. +- Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when + a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory + usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636) +- Documentation: Various tweaks and improvements to the README page. [@ker0chan] +- Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() + before ImGui_ImplOpenGL3_NewFrame(), which sometimes can be convenient. +- Backends: OpenGL3: Attempt to automatically detect default GL loader by using __has_include. (#2798) [@o-micron] +- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, which would + generally make the DX11 debug layer complain (bug added in 1.72). +- Backends: Vulkan: Added support for specifying multisample count. Set 'ImGui_ImplVulkan_InitInfo::MSAASamples' to + one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. (#2705, #2706) [@vilya] +- Examples: OSX: Fix example_apple_opengl2/main.mm not forwarding mouse clicks and drags correctly. (#1961, #2710) + [@intonarumori, @ElectricMagic] +- Misc: Updated stb_rect_pack.h from 0.99 to 1.00 (fixes by @rygorous: off-by-1 bug in best-fit heuristic, + fix handling of rectangles too large to fit inside texture). (#2762) [@tido64] + + +----------------------------------------------------------------------- + VERSION 1.72b (Released 2019-07-31) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.72b + +Other Changes: + +- Nav, Scrolling: Fixed programmatic scroll leading to a slightly incorrect scroll offset when + the window has decorations or a menu-bar (broken in 1.71). This was mostly noticeable when + a keyboard/gamepad movement led to scrolling the view, or using e.g. SetScrollHereY() function. +- Nav: Made hovering non-MenuItem Selectable not re-assign the source item for keyboard navigation. +- Nav: Fixed an issue with NavFlattened window flag (beta) where widgets not entirely fitting + in child window (often selectables because of their protruding sides) would be not considered + as entry points to to navigate toward the child window. (#787) + + +----------------------------------------------------------------------- + VERSION 1.72 (Released 2019-07-27) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.72 + +Breaking Changes: + +- Removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): + - ImGuiCol_Column*, ImGuiSetCond_* enums. + - IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow() functions. + - IMGUI_ONCE_UPON_A_FRAME macro. + If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out + the new names or equivalent features. +- Renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). +- Removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). + Kept redirection function (will obsolete). (#581, #324) + +Other Changes: + +- Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or + until a short delay expires (~2 seconds). This allow uninterrupted scroll even if child windows are + passing under the mouse cursor. (#2604) +- Scrolling: Made it possible for mouse wheel and navigation-triggered scrolling to override a call to + SetScrollX()/SetScrollY(), making it possible to use a simpler stateless pattern for auto-scrolling: + // (Submit items..) + if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) // If scrolling at the already at the bottom.. + ImGui::SetScrollHereY(1.0f); // ..make last item fully visible +- Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco] +- Scrolling: Mouse wheel scrolling while hovering a child window is automatically forwarded to parent window + if ScrollMax is zero on the scrolling axis. + Also still the case if ImGuiWindowFlags_NoScrollWithMouse is set (not new), but previously the forwarding + would be disabled if ImGuiWindowFlags_NoScrollbar was set on the child window, which is not the case + any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380). +- Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71). +- Window: Fixed old SetWindowFontScale() api value from not being inherited by child window. Added + comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style). +- Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small. +- Combo: Hide arrow when there's not enough space even for the square button. +- InputText: Testing for newly added ImGuiKey_KeyPadEnter key. (#2677, #2005) [@amc522] +- Tabs: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive). +- Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column + would wrongly use a WindowPadding.x instead of ItemSpacing.x like it always did. (#125, #2666) +- Columns: Made the right-most edge reaches up to the clipping rectangle (removing half of WindowPadding.x + worth of asymmetrical/extraneous padding, note that there's another half that conservatively has to offset + the right-most column, otherwise it's clipping width won't match the other columns). (#125, #2666) +- Columns: Improved honoring alignment with various values of ItemSpacing.x and WindowPadding.x. (#125, #2666) +- Columns: Made GetColumnOffset() and GetColumnWidth() behave when there's no column set, consistently with + other column functions. (#2683) +- InputTextMultiline: Fixed vertical scrolling tracking glitch. +- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because + of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d). +- Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles. +- Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button + of ColorEdit3/ColorEdit4 functions to either side of the inputs. +- IO: Added ImGuiKey_KeyPadEnter and support in various backends (previously backends would need to + specifically redirect key-pad keys to their regular counterpart). This is a temporary attenuating measure + until we actually refactor and add whole sets of keys into the ImGuiKey enum. (#2677, #2005) [@amc522] +- Misc: Made Button(), ColorButton() not trigger an "edited" event leading to IsItemDeactivatedAfterEdit() + returning true. This also effectively make ColorEdit4() not incorrect trigger IsItemDeactivatedAfterEdit() + when clicking the color button to open the picker popup. (#1875) +- Misc: Added IMGUI_DISABLE_METRICS_WINDOW imconfig.h setting to explicitly compile out ShowMetricsWindow(). +- Debug Tools: Added "Metrics->Tools->Item Picker" tool which allow clicking on a widget to break in the + debugger within the item code. The tool calls IM_DEBUG_BREAK() which can be redefined in imconfig.h. +- ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot] +- ImDrawList::ChannelsSplit(), ImDrawListSplitter: Fixed an issue with merging draw commands between + channel 0 and 1. (#2624) +- ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api, + also this type was added in 1.71 and not advertised as a public-facing feature). +- Fonts: binary_to_compressed_c.cpp: Display an error message if failing to open/read the input font file. +- Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling. +- Demo: Widgets: Showing how to use the format parameter of Slider/Drag functions to display the name + of an enum value instead of the underlying integer value. +- Demo: Renamed the "Help" menu to "Tools" (more accurate). +- Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer. +- Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them. +- Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71), + because it needs application to be linked with '-framework ApplicationServices'. It can be explicitly + enabled back by using '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h. Re-added + equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental backend. (#2546) +- Backends: SDL2: Added ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible. + (#2482, #2632) [@josiahmanson] +- Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm] + + +----------------------------------------------------------------------- + VERSION 1.71 (Released 2019-06-12) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.71 + +Breaking Changes: + +- IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c). +- Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). +- Window: rendering of child windows outer decorations (e.g. bg color, border, scrollbars) is now + performed as part of their parent window, avoiding the creation of an extraneous draw commands. + If you have overlapping child windows with decorations, and relied on their relative z-order to be + mapped to submission their order, this will affect your rendering. The optimization is disabled + if the parent window has no visual output because it appears to be the most common situation leading + to the creation of overlapping child windows. Please reach out if you are affected by this change! + +Other Changes: + +- Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available + after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize + will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding. + The exact meaning of ContentSize for decorated windows was previously ill-defined. +- Window: Fixed auto-resize with AlwaysVerticalScrollbar or AlwaysHorizontalScrollbar flags. +- Window: Fixed one case where auto-resize by double-clicking the resize grip would make either scrollbar + appear for a single frame after the resize. +- Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect + but it breaks existing some layout patterns. Will return back to it when we expose Separator flags. +- Fixed InputScalar, InputScalarN, SliderScalarN, DragScalarN with non-visible label from inserting + style.ItemInnerSpacing.x worth of trailing spacing. +- Fixed InputFloatX, SliderFloatX, DragFloatX functions erroneously reporting IsItemEdited() multiple + times when the text input doesn't match the formatted output value (e.g. input "1" shows "1.000"). + It wasn't much of a problem because we typically use the return value instead of IsItemEdited() here. +- Fixed uses of IsItemDeactivated(), IsItemDeactivatedAfterEdit() on multi-components widgets and + after EndGroup(). (#2550, #1875) +- Fixed crash when appending with BeginMainMenuBar() more than once and no other window are showing. (#2567) +- ColorEdit: Fixed the color picker popup only displaying inputs as HSV instead of showing multiple + options. (#2587, broken in 1.69 by #2384). +- CollapsingHeader: Better clipping when a close button is enabled and it overlaps the label. (#600) +- Scrollbar: Minor bounding box adjustment to cope with various border size. +- Scrollbar, Style: Changed default style.ScrollbarSize from 16 to 14. +- Combo: Fixed rounding not applying with the ImGuiComboFlags_NoArrowButton flag. (#2607) [@DucaRii] +- Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading + to scrollbars appearing during the movement. +- Nav: Fixed rare crash when e.g. releasing Alt-key while focusing a window with a menu at the same + frame as clearing the focus. This was in most noticeable in backends such as Glfw and SDL which + emits key release events when focusing another viewport, leading to Alt+clicking on void on another + viewport triggering the issue. (#2609) +- TreeNode, CollapsingHeader: Fixed highlight frame not covering horizontal area fully when using + horizontal scrolling. (#2211, #2579) +- Tabs: Fixed BeginTabBar() within a window with horizontal scrolling from creating a feedback + loop with the horizontal contents size. +- Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full + horizontal area (previously only worked with an explicit contents size). (#125) +- Columns: Fixed Separator from creating an extraneous draw command. (#125) +- Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125) +- Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the + collapsing/docking button to the other side of the title bar. +- Style: Made window close button cross slightly smaller. +- Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture. +- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bit indices. + The renderer backend needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable + this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. (#2591) + This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not + support 32-bit indices. Most examples backends have been modified to support the VtxOffset field. +- ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command. + This is provided for convenience and consistency with VtxOffset. (#2591) +- ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to + facilitate custom rendering backends passing local render-specific data to the draw callback. +- ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. Combine + with RasterizerFlags::MonoHinting for best results. (#2545) [@HolyBlackCat] +- ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not + fully cleared. Fixed edge-case overflow when adding character 0xFFFF. (#2568). [@NIKE3500] +- Demo: Added full "Dear ImGui" prefix to the title of "Dear ImGui Demo" and "Dear ImGui Metrics" windows. +- Backends: Add native Mac clipboard copy/paste default implementation in core library to match what we are + dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott] +- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168] +- Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes + (64k+ vertices) with 16-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those backends. (#2591) +- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), + the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode + support. (#2538, #2541) + + +----------------------------------------------------------------------- + VERSION 1.70 (Released 2019-05-06) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.70 + +Breaking Changes: + +- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness + up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, + they will appear a little thicker now. (#2518) [@rmitton] +- Obsoleted GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. + Kept inline redirection function. +- Examples: Vulkan: Added MinImageCount/ImageCount fields in ImGui_ImplVulkan_InitInfo, required + during initialization to specify the number of in-flight image requested by swap chains. + (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). (#2071, #1677) [@nathanvoglsam] +- Examples: Vulkan: Tidying up the demo/internals helpers (most engine/app should not rely + on them but it is possible you have!). + +Other Changes: + +- ImDrawList: Added ImDrawCallback_ResetRenderState, a special ImDrawList::AddCallback() value + to request the renderer backend to reset its render state. (#2037, #1639, #2452) + Examples: Added support for ImDrawCallback_ResetRenderState in all renderer backends. Each + renderer code setting up initial render state has been moved to a function so it could be + called at the start of rendering and when a ResetRenderState is requested. [@ocornut, @bear24rw] +- InputText: Fixed selection background rendering one frame after the cursor movement when + first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul] +- InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336) +- InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted + if the backend provided both Key and Character input. (#2467, #1336) +- Layout: Added SetNextItemWidth() helper to avoid using PushItemWidth/PopItemWidth() for single items. + Note that SetNextItemWidth() currently only affect the same subset of items as PushItemWidth(), + generally referred to as the large framed+labeled items. Because the new SetNextItemWidth() + function is explicit we may later extend its effect to more items. +- Layout: Fixed PushItemWidth(-width) for right-side alignment laying out some items (button, listbox, etc.) + with negative sizes if the 'width' argument was smaller than the available width at the time of item + submission. +- Window: Fixed window with the AlwaysAutoResize flag unnecessarily extending their hovering boundaries + by a few pixels (this is used to facilitate resizing from borders when available for a given window). + One of the noticeable minor side effect was that navigating menus would have had a tendency to disable + highlight from parent menu items earlier than necessary while approaching the child menu. +- Window: Close button is horizontally aligned with style.FramePadding.x. +- Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active. +- Window: Fixed SetNextWindowSizeConstraints() with non-rounded positions making windows drift. (#2067, #2530) +- Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening, + instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517) + Among other things, this allows opening a popup while no window are focused, and pressing Escape to + clear the focus again. +- Popups: Fixed right-click from closing all popups instead of aiming at the hovered popup level + (regression in 1.67). +- Selectable: With ImGuiSelectableFlags_AllowDoubleClick doesn't return true on the mouse button release + following the double-click. Only first mouse release + second mouse down (double-click) returns true. + Likewise for internal ButtonBehavior() with both _PressedOnClickRelease | _PressedOnDoubleClick. (#2503) +- GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419) +- GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero. +- Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood] +- PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485) +- Columns: Fixed boundary of clipping being off by 1 pixel within the left column. (#125) +- Separator: Declare its thickness (1.0f) to the layout, making items around separator more symmetrical. +- Combo, Slider, Scrollbar: Improve rendering in situation when there's only a few pixels available (<3 pixels). +- Nav: Fixed Drag/Slider functions going into text input mode when keyboard CTRL is held while pressing NavActivate. +- Drag and Drop: Fixed drag source with ImGuiDragDropFlags_SourceAllowNullID and null ID from receiving click + regardless of being covered by another window (it didn't honor correct hovering rules). (#2521) +- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness up to 90 degrees + angles, also faster to output. (#2518) [@rmitton] +- Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert + to using the ImGui::MemAlloc()/MemFree() calls directly. +- Misc: Made IMGUI_CHECKVERSION() macro also check for matching size of ImDrawIdx. +- Metrics: Added "Show windows rectangles" tool to visualize the different rectangles. +- Demo: Improved trees in columns demo. +- Examples: OpenGL: Added a test GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized + GL function loaders early, and help users understand what they are missing. (#2421) +- Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink] +- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames] +- Examples: Metal: Added Glfw+Metal example. (#2527) [@bear24rw] +- Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop. +- Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097) +- Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int). +- Examples: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. +- Examples: Vulkan: Added ImGui_ImplVulkan_SetMinImageCount() to change min image count at runtime. (#2071) [@nathanvoglsam] +- Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). (#2454) +- Examples: DirectX10/11/12, Allegro, Marmalade: Render functions early out when display size is zero (minimized). (#2496) +- Examples: GLUT: Fixed existing FreeGLUT example to work with regular GLUT. (#2465) [@andrewwillmott] +- Examples: GLUT: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. (#2465) [@andrewwillmott] +- Examples: GLUT: Made io.DeltaTime always > 0. (#2430) +- Examples: Visual Studio: Updated default platform toolset+sdk in vcproj files from v100+sdk7 (vs2010) + to v110+sdk8 (vs2012). This is mostly so we can remove reliance on DXSDK_DIR for the DX10/DX11 example, + which if existing and when switching to recent SDK ends up conflicting and creating warnings. + + +----------------------------------------------------------------------- + VERSION 1.69 (Released 2019-03-13) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.69 + +Breaking Changes: + +- Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively + ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is because the addition of + new flag ImGuiColorEditFlags_InputHSV makes the earlier one ambiguous. + Kept redirection enum values (will obsolete). (#2384) [@haldean] +- Renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). (#2391) + +Other Changes: + +- Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered + behind every other windows. (#2391, #545) +- DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types (ImGuiDataType_S8, etc.) + We are reusing function instances of larger types to reduce code size. (#643, #320, #708, #1011) +- Added InputTextWithHint() to display a description/hint in the text box when no text + has been entered. (#2400) [@Organic-Code, @ocornut] +- Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer. +- Nav: Fixed Ctrl+Tab keeping active InputText() of a previous window active after the switch. (#2380) +- Fixed IsItemDeactivated()/IsItemDeactivatedAfterEdit() from not correctly returning true + when tabbing out of a focusable widget (Input/Slider/Drag) in most situations. (#2215, #1875) +- InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when + style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are + meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367) +- InputInt, InputScalar: +/- buttons now respects the natural type limits instead of + overflowing or underflowing the value. +- InputText: Fixed an edge case crash that would happen if another widget sharing the same ID + is being swapped with an InputText that has yet to be activated. +- InputText: Fixed various display corruption related to swapping the underlying buffer while + a input widget is active (both for writable and read-only paths). Often they would manifest + when manipulating the scrollbar of a multi-line input text. +- ColorEdit, ColorPicker, ColorButton: Added ImGuiColorEditFlags_InputHSV to manipulate color + values encoded as HSV (in order to avoid HSV<>RGB round trips and associated singularities). + (#2383, #2384) [@haldean] +- ColorPicker: Fixed a bug/assertion when displaying a color picker in a collapsed window + while dragging its title bar. (#2389) +- ColorEdit: Fixed tooltip not honoring the ImGuiColorEditFlags_NoAlpha contract of never + reading the 4th float in the array (value was read and discarded). (#2384) [@haldean] +- MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f63 in 1.67). +- Tabs: Fixed a crash when using many BeginTabBar() recursively (didn't affect docking). (#2371) +- Tabs: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to + hard crashes any more, facilitating integration with scripting languages. (#1651) +- Tabs: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with + scrolling policy enabled) or if is currently appearing. +- Tabs: Fixed Tab tooltip code making drag and drop tooltip disappear during the frame where + the drag payload activate a tab. +- Tabs: Reworked scrolling policy (when ImGuiTabBarFlags_FittingPolicyScroll is set) to + teleport the view when aiming at a tab far away the visible section, and otherwise accelerate + the scrolling speed to cap the scrolling time to 0.3 seconds. +- Text: Fixed large Text/TextUnformatted calls not feeding their size into layout when starting + below the lower point of the current clipping rectangle. This bug has been there since v1.0! + It was hardly noticeable but would affect the scrolling range, which in turn would affect + some scrolling request functions when called during the appearing frame of a window. +- Plot: Fixed divide-by-zero in PlotLines() when passing a count of 1. (#2387) [@Lectem] +- Log/Capture: Fixed LogXXX functions emitting extraneous leading carriage return. +- Log/Capture: Fixed an issue when empty string on a new line would not emit a carriage return. +- Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute + tree depth instead of a relative one. +- Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##". +- ImFont: Added GetGlyphRangesVietnamese() helper. (#2403) +- Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f). +- Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo. +- Demo: InputText: Demonstrating use of ImGuiInputTextFlags_CallbackResize. (#2006, #1443, #1008). +- Examples: GLFW, SDL: Preserve DisplayFramebufferScale when main viewport is minimized. + (This is particularly useful for the viewport branch because we are not supporting per-viewport + frame-buffer scale. It fixes windows not refreshing when main viewport is minimized.) (#2416) +- Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier] +- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN + even if the OpenGL headers/loader happens to define the value. (#2366, #2186) +- Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1] +- Examples: DirectX9: Minor changes to match the other DirectX examples more closely. (#2394) + + +----------------------------------------------------------------------- + VERSION 1.68 (Released 2019-02-19) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.68 + +Breaking Changes: + +- Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). +- Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). + If for some reason your time step calculation gives you a zero value, replace it with a arbitrarily small value! + +Other Changes: + +- Added .editorconfig file for text editors to standardize using spaces. (#2038) [@kudaba] +- ImDrawData: Added FramebufferScale field (currently a copy of the value from io.DisplayFramebufferScale). + This is to allow render functions being written without pulling any data from ImGuiIO, allowing incoming + multi-viewport feature to behave on Retina display and with multiple displays. + If you are not using a custom backend, please update your render function code ahead of time, + and use draw_data->FramebufferScale instead of io.DisplayFramebufferScale. (#2306, #1676) +- Added IsItemActivated() as an extension to the IsItemDeactivated/IsItemDeactivatedAfterEdit functions + which are useful to implement variety of undo patterns. (#820, #956, #1875) +- InputText: Fixed a bug where ESCAPE would not restore the initial value in all situations. (#2321) [@relick] +- InputText: Fixed a bug where ESCAPE would be first captured by the Keyboard Navigation code. (#2321, #787) +- InputText: Fixed redo buffer exhaustion handling (rare) which could corrupt the undo character buffer. (#2333) + The way the redo/undo buffers work would have made it generally unnoticeable to the user. +- Fixed range-version of PushID() and GetID() not honoring the ### operator to restart from the seed value. +- Fixed CloseCurrentPopup() on a child-menu of a modal incorrectly closing the modal. (#2308) +- Tabs: Added ImGuiTabBarFlags_TabListPopupButton flag to show a popup button on manual tab bars. (#261, #351) +- Tabs: Removed ImGuiTabBarFlags_NoTabListPopupButton which was available in 1.67 but actually had zero use. +- Tabs: Fixed a minor clipping glitch when changing style's FramePadding from frame to frame. +- Tabs: Fixed border (when enabled) so it is aligned correctly mid-pixel and appears as bright as other borders. +- Style, Selectable: Added ImGuiStyle::SelectableTextAlign and ImGuiStyleVar_SelectableTextAlign. (#2347) [@haldean] +- Menus: Tweaked horizontal overlap between parent and child menu (to help convey relative depth) + from using style.ItemSpacing.x to style.ItemInnerSpacing.x, the later being expected to be smaller. (#1086) +- RadioButton: Fixed label horizontal alignment to precisely match Checkbox(). +- Window: When resizing from an edge, the border is more visible and better follow the rounded corners. +- Window: Fixed initial width of collapsed windows not taking account of contents width (broken in 1.67). (#2336, #176) +- Scrollbar: Fade out and disable interaction when too small, in order to facilitate using the resize grab on very + small window, as well as reducing visual noise/overlap. +- ListBox: Better optimized when clipped / non-visible. +- InputTextMultiline: Better optimized when clipped / non-visible. +- Font: Fixed high-level ImGui::CalcTextSize() used by most widgets from erroneously subtracting 1.0f*scale to + calculated text width. Among noticeable side-effects, it would make sequences of repeated Text/SameLine calls + not align the same as a single call, and create mismatch between high-level size calculation and those performed + with the lower-level ImDrawList api. (#792) [@SlNPacifist] +- Font: Fixed building atlas when specifying duplicate/overlapping ranges within a same font. (#2353, #2233) +- ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle" + with a small number of segments (e.g. an hexagon). (#2287) [@baktery] +- ImGuiTextBuffer: Added append() function (unformatted). +- ImFontAtlas: Added 0x2000-0x206F general punctuation range to default ChineseFull/ChineseSimplifiedCommon ranges. (#2093) +- ImFontAtlas: FreeType: Added support for imgui allocators + custom FreeType only SetAllocatorFunctions. (#2285) [@Vuhdo] +- ImFontAtlas: FreeType: Fixed using imgui_freetype.cpp in unity builds. (#2302) +- Demo: Fixed "Log" demo not initializing properly, leading to the first line not showing before a Clear. (#2318) [@bluescan] +- Demo: Added "Auto-scroll" option in Log/Console demos. (#2300) [@nicolasnoble, @ocornut] +- Examples: Metal, OpenGL2, OpenGL3, Vulkan: Fixed offsetting of clipping rectangle with ImDrawData::DisplayPos != (0,0) + when the display frame-buffer scale scale is not (1,1). While this doesn't make a difference when using master branch, + this is effectively fixing support for multi-viewport with Mac Retina Displays on those examples. (#2306) [@rasky, @ocornut] + Also using ImDrawData::FramebufferScale instead of io.DisplayFramebufferScale. +- Examples: Clarified the use the ImDrawData::DisplayPos to offset clipping rectangles. +- Examples: Win32: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created + in a different thread or parent. (#1951, #2087, #2156, #2232) [many people] +- Examples: SDL: Using the SDL_WINDOW_ALLOW_HIGHDPI flag. (#2306, #1676) [@rasky] +- Examples: Win32: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is enabled). +- Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264) +- Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230) +- Examples: OpenGL2: Added #define GL_SILENCE_DEPRECATION to cope with newer XCode warnings. +- Examples: OpenGL3: Using GLSL 4.10 shaders for any GLSL version over 410 (e.g. 430, 450). (#2329) [@BrutPitt] + + +----------------------------------------------------------------------- + VERSION 1.67 (Released 2019-01-14) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.67 + +Breaking Changes: + +- Made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable + side-effect because the window would have ID zero. In particular it is causing problems in viewport/docking branches. +- Renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges and removed its [Beta] mark. + The addition of new configuration options in the Docking branch is pushing for a little reorganization of those names. +- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). + +Other Changes: +- Added BETA api for Tab Bar/Tabs widgets: (#261, #351) + - Added BeginTabBar(), EndTabBar(), BeginTabItem(), EndTabItem(), SetTabItemClosed() API. + - Added ImGuiTabBarFlags flags for BeginTabBar(). + - Added ImGuiTabItemFlags flags for BeginTabItem(). + - Style: Added ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive colors. + - Demo: Added Layout->Tabs demo code. + - Demo: Added "Documents" example app showcasing possible use for tabs. + This feature was merged from the Docking branch in order to allow the use of regular tabs in your code. + (It does not provide the docking/splitting/merging of windows available in the Docking branch) +- Added ImGuiWindowFlags_UnsavedDocument window flag to append '*' to title without altering the ID, as a convenience + to avoid using the ### operator. In the Docking branch this also has an effect on tab closing behavior. +- Window, Focus, Popup: Fixed an issue where closing a popup by clicking another window with the _NoMove flag would refocus + the parent window of the popup instead of the newly clicked window. +- Window: Contents size is preserved while a window collapsed. Fix auto-resizing window losing their size for one frame when uncollapsed. +- Window: Contents size is preserved while a window contents is hidden (unless it is hidden for resizing purpose). +- Window: Resizing windows from edge is now enabled by default (io.ConfigWindowsResizeFromEdges=true). Note that + it only works _if_ the backend sets ImGuiBackendFlags_HasMouseCursors, which the standard backends do. +- Window: Added io.ConfigWindowsMoveFromTitleBarOnly option. This is ignored by window with no title bars (often popups). + This affects clamping window within the visible area: with this option enabled title bars need to be visible. (#899) +- Window: Fixed using SetNextWindowPos() on a child window (which wasn't really documented) position the cursor as expected + in the parent window, so there is no mismatch between the layout in parent and the position of the child window. +- InputFloat: When using ImGuiInputTextFlags_ReadOnly the step buttons are disabled. (#2257) +- DragFloat: Fixed broken mouse direction change with power!=1.0. (#2174, #2206) [@Joshhua5] +- Nav: Fixed an keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary + keep the focus on the parent window, which could steal it from newly appearing windows. (#787) +- Nav: Fixed animated window titles from being updated when displayed in the CTRL+Tab list. (#787) +- Error recovery: Extraneous/undesired calls to End() are now being caught by an assert in the End() function closer + to the user call site (instead of being reported in EndFrame). Past the assert, they don't lead to crashes any more. (#1651) + Missing calls to End(), past the assert, should not lead to crashes or to the fallback Debug window appearing on screen. + Those changes makes it easier to integrate dear imgui with a scripting language allowing, given asserts are redirected + into e.g. an error log and stopping the script execution. +- ImFontAtlas: Stb and FreeType: Atlas width is now properly based on total surface rather than glyph count (unless overridden with TexDesiredWidth). +- ImFontAtlas: Stb and FreeType: Fixed atlas builder so missing glyphs won't influence the atlas texture width. (#2233) +- ImFontAtlas: Stb and FreeType: Fixed atlas builder so duplicate glyphs (when merging fonts) won't be included in the rasterized atlas. +- ImFontAtlas: FreeType: Fixed abnormally high atlas height. +- ImFontAtlas: FreeType: Fixed support for any values of TexGlyphPadding (not just only 1). +- ImDrawList: Optimized some of the functions for performance of debug builds where non-inline function call cost are non-negligible. + (Our test UI scene on VS2015 Debug Win64 with /RTC1 went ~5.9 ms -> ~4.9 ms. In Release same scene stays at ~0.3 ms.) +- IO: Added BackendPlatformUserData, BackendRendererUserData, BackendLanguageUserData void* for storage use by backends. +- IO: Renamed InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! +- IO: AddInputCharacter() goes into a queue which can receive as many characters as needed during the frame. This is useful + for automation to not have an upper limit on typing speed. Will later transition key/mouse to use the event queue later. +- Style: Tweaked default value of style.DisplayWindowPadding from (20,20) to (19,19) so the default style as a value + which is the same as the title bar height. +- Demo: "Simple Layout" and "Style Editor" are now using tabs. +- Demo: Added a few more things under "Child windows" (changing ImGuiCol_ChildBg, positioning child, using IsItemHovered after a child). +- Examples: DirectX10/11/12: Made imgui_impl_dx10/dx11/dx12.cpp link d3dcompiler.lib from the .cpp file to ease integration. +- Examples: Allegro 5: Properly destroy globals on shutdown to allow for restart. (#2262) [@DomRe] + + +----------------------------------------------------------------------- + VERSION 1.66b (Released 2018-12-01) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.66b + +Other Changes: + +- Fixed a text rendering/clipping bug introduced in 1.66 (on 2018-10-12, commit ede3a3b9) that affect single ImDrawList::AddText() + calls with single strings larger than 10k. Text/TextUnformatted() calls were not affected, but e.g. InputText() was. [@pdoane] +- When the focused window become inactive don't restore focus to a window with the ImGuiWindowFlags_NoInputs flag. (#2213) [@zzzyap] +- Separator: Fixed Separator() outputting an extraneous empty line when captured into clipboard/text/file. +- Demo: Added ShowAboutWindow() call, previously was only accessible from the demo window. +- Demo: ShowAboutWindow() now display various Build/Config Information (compiler, os, etc.) that can easily be copied into bug reports. +- Fixed build issue with osxcross and macOS. (#2218) [@dos1] +- Examples: Setting up 'io.BackendPlatformName'/'io.BackendRendererName' fields to the current backend can be displayed in the About window. +- Examples: SDL: changed the signature of ImGui_ImplSDL2_ProcessEvent() to use a const SDL_Event*. (#2187) + + +----------------------------------------------------------------------- + VERSION 1.66 (Released 2018-11-22) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.66 + +Breaking Changes: + +- Renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). +- Renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. (#2035, #2096) + +Other Changes: + +- Fixed calling SetNextWindowSize()/SetWindowSize() with non-integer values leading to + accidental alteration of window position. We now round the provided size. (#2067) +- Fixed calling DestroyContext() always saving .ini data with the current context instead + of the supplied context pointer. (#2066) +- Nav, Focus: Fixed ImGuiWindowFlags_NoBringToFrontOnFocus windows not being restoring focus + properly after the main menu bar or last focused window is deactivated. +- Nav: Fixed an assert in certain circumstance (mostly when using popups) when mouse positions stop being valid. (#2168) +- Nav: Fixed explicit directional input not re-highlighting current nav item if there is a single item in the window + and highlight has been previously disabled by the mouse. (#787) +- DragFloat: Fixed a situation where dragging with value rounding enabled or with a power curve + erroneously wrapped the value to one of the min/max edge. (#2024, #708, #320, #2075). +- DragFloat: Disabled using power curve when one edge is FLT_MAX (broken in 1.61). (#2024) +- DragFloat: Disabled setting a default drag speed when one edge is FLT_MAX. (#2024) +- SliderAngle: Added optional format argument to alter precision or localize the string. (#2150) [@podsvirov] +- Window: Resizing from edges (with io.ConfigResizeWindowsFromEdges Beta flag) extends the hit region + of root floating windows outside the window, making it easier to resize windows. Resize grips are also + extended accordingly so there are no discontinuity when hovering between borders and corners. (#1495, #822) +- Window: Added ImGuiWindowFlags_NoBackground flag to avoid rendering window background. This is mostly to allow + the creation of new flag combinations, as we could already use SetNextWindowBgAlpha(0.0f). (#1660) [@biojppm, @ocornut] +- Window: Added ImGuiWindowFlags_NoDecoration helper flag which is essentially NoTitleBar+NoResize+NoScrollbar+NoCollapse. +- Window: Added ImGuiWindowFlags_NoMouseInputs which is basically the old ImGuiWindowFlags_NoInputs (essentially + we have renamed ImGuiWindowFlags_NoInputs to ImGuiWindowFlags_NoMouseInputs). Made the new ImGuiWindowFlags_NoInputs + encompass both NoMouseInputs+NoNav, which is consistent with its description. (#1660, #787) +- Window, Inputs: Fixed resizing from edges when io.MousePos is not pixel-rounded by rounding mouse position input. (#2110) +- BeginChild(): Fixed BeginChild(const char*, ...) variation erroneously not applying the ID stack + to the provided string to uniquely identify the child window. This was undoing an intentional change + introduced in 1.50 and broken in 1.60. (#1698, #894, #713). +- TextUnformatted(): Fixed a case where large-text path would read bytes past the text_end marker depending + on the position of new lines in the buffer (it wasn't affecting the output but still not the right thing to do!) +- ListBox(): Fixed frame sizing when items_count==1 unnecessarily showing a scrollbar. (#2173) [@luk1337, @ocornut] +- ListBox(): Tweaked frame sizing so list boxes will look more consistent when FramePadding is far from ItemSpacing. +- RenderText(): Some optimization for very large text buffers, useful for non-optimized builds. +- BeginMenu(): Fixed menu popup horizontal offset being off the item in the menu bar when WindowPadding=0.0f. +- ArrowButton(): Fixed arrow shape being horizontally misaligned by (FramePadding.y-FramePadding.x) if they are different. +- Demo: Split the contents of ShowDemoWindow() into smaller functions as it appears to speed up link time with VS. (#2152) +- Drag and Drop: Added GetDragDropPayload() to peek directly into the payload (if any) from anywhere. (#143) +- ImGuiTextBuffer: Avoid heap allocation when empty. +- ImDrawList: Fixed AddConvexPolyFilled() undefined behavior when passing points_count smaller than 3, + in particular, points_count==0 could lead to a memory stomp if the draw list was previously empty. +- Examples: DirectX10, DirectX11: Removed seemingly unnecessary calls to invalidate and recreate device objects + in the WM_SIZE handler. (#2088) [@ice1000] +- Examples: GLFW: User previously installed GLFW callbacks are now saved and chain-called by the default callbacks. (#1759) +- Examples: OpenGL3: Added support for GL 4.5's glClipControl(GL_UPPER_LEFT). (#2186) +- Examples: OpenGL3+GLFW: Fixed error condition when using the GLAD loader. (#2157) [@blackball] +- Examples: OpenGL3+GLFW/SDL: Made main.cpp compile with IMGUI_IMPL_OPENGL_LOADER_CUSTOM (may be missing init). (#2178) [@doug-moen] +- Examples: SDL2+Vulkan: Fixed application shutdown which could deadlock on Linux + Xorg. (#2181) [@eRabbit0] + + +----------------------------------------------------------------------- + VERSION 1.65 (Released 2018-09-06) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.65 + +Breaking Changes: + +- Renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and + stb_rect_pack.h to imstb_rectpack.h. If you were conveniently using the imgui copy of those + STB headers in your project, you will have to update your include paths. (#1718, #2036) + The reason for this change is to avoid conflicts for projects that may also be importing + their own copy of the STB libraries. Note that imgui's copy of stb_textedit.h is modified. +- Renamed io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) + +Other Changes: + +- This is a minor release following the 1.64 refactor, with a little more shuffling of code. +- Clarified and improved the source code sectioning in all files (easier to search or browse sections). +- Nav: Removed the [Beta] tag from various descriptions of the gamepad/keyboard navigation system. + Although it is not perfect and will keep being improved, it is fairly functional and used by many. (#787) +- Fixed a build issue with non-Cygwin GCC under Windows. +- Demo: Added a "Configuration" block to make io.ConfigFlags/io.BackendFlags more prominent. +- Examples: OpenGL3+SDL2: Fixed error condition when using the GLAD loader. (#2059, #2002) [@jiri] + + +----------------------------------------------------------------------- + VERSION 1.64 (Released 2018-08-31) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.64 + +Changes: + +- Moved README, CHANGELOG and TODO files to the docs/ folder. + If you are updating dear imgui by copying files, take the chance to delete the old files. +- Added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. + Re-ordered some of the code remaining in imgui.cpp. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTIONS HAS BEEN MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. + If you have any modifications to imgui.cpp, it is suggested that you first update to 1.63, then + isolate your patches. You can peak at imgui_widgets.cpp from 1.64 to get a sense of what is included in it, + then separate your changes into several patches that can more easily be applied to 1.64 on a per-file basis. + What I found worked nicely for me, was to open the diff of the old patches in an interactive merge/diff tool, + search for the corresponding function in the new code and apply the chunks manually. +- As a reminder, if you have any change to imgui.cpp it is a good habit to discuss them on the github, + so a solution applicable on the Master branch can be found. If your company has changes that you cannot + disclose you may also contact me privately. + + +----------------------------------------------------------------------- + VERSION 1.63 (Released 2018-08-29) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.63 + +Breaking Changes: + +- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. + Kept redirection enum (will obsolete). +- Changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecision over time. +- Removed per-window ImGuiWindowFlags_ResizeFromAnySide Beta flag in favor `io.ConfigResizeWindowsFromEdges=true` to + enable the feature globally. (#1495) + The feature is not currently enabled by default because it is not satisfying enough, but will eventually be. +- InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData + for consistency. Kept redirection types (will obsolete). +- InputText: Removed ImGuiTextEditCallbackData::ReadOnly because it is a duplication of (::Flags & ImGuiInputTextFlags_ReadOnly). +- Renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. + Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). +- Renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to + io.ConfigMacOSXBehaviors for consistency. (#1427, #473) +- Removed obsolete redirection functions: CollapsingHeader() variation with 2 bools - marked obsolete in v1.49, May 2016. + +Other Changes: + +- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat). +- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly. +- Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming + Docking features. (#787) +- Nav: Made CTRL+TAB skip menus + skip the current navigation window if is has the ImGuiWindow_NoNavFocus set. (#787) + While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the + ImGuiWindow_NoNavFocus flag. +- Window: Allow menu and popups windows from ignoring the style.WindowMinSize values so short menus/popups are not padded. (#1909) +- Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from + the lower-left corner. (#1495) +- Window: Collapse button shows hovering highlight + clicking and dragging on it allows to drag the window as well. +- Added IsItemEdited() to query if the last item modified its value (or was pressed). This is equivalent to the bool + returned by most widgets. + It is useful in some situation e.g. using InputText() with ImGuiInputTextFlags_EnterReturnsTrue. (#2034) +- InputText: Added support for buffer size/capacity changes via the ImGuiInputTextFlags_CallbackResize flag. (#2006, #1443, #1008). +- InputText: Fixed not tracking the cursor horizontally when modifying the text buffer through a callback. +- InputText: Fixed minor off-by-one issue when submitting a buffer size smaller than the initial zero-terminated buffer contents. +- InputText: Fixed a few pathological crash cases on single-line InputText widget with multiple millions characters worth of contents. + Because the current text drawing function reserve for a worst-case amount of vertices and how we handle horizontal clipping, + we currently just avoid displaying those single-line widgets when they are over a threshold of 2 millions characters, + until a better solution is found. +- Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes + related to the addition of IsItemDeactivated()). (#1875, #143) +- Drag and Drop: Fixed ImGuiDragDropFlags_SourceNoDisableHover to affect hovering state prior to calling IsItemHovered() + fixed description. (#143) +- Drag and Drop: Calling BeginTooltip() between a BeginDragSource()/EndDragSource() or BeginDropTarget()/EndDropTarget() uses adjusted tooltip + settings matching the one created when calling BeginDragSource() without the ImGuiDragDropFlags_SourceNoPreviewTooltip flag. (#143) +- Drag and Drop: Payload stays available and under the mouse if the source stops being submitted, however the tooltip is replaced by "...". (#1725) +- Drag and Drop: Added ImGuiDragDropFlags_SourceAutoExpirePayload flag to force payload to expire if the source stops being submitted. (#1725, #143). +- IsItemHovered(): Added ImGuiHoveredFlags_AllowWhenDisabled flag to query hovered status on disabled items. (#1940, #211) +- Selectable: Added ImGuiSelectableFlags_Disabled flag in the public API. (#211) +- ColorEdit4: Fixed a bug when text input or drag and drop leading to unsaturated HSV values would erroneously alter the resulting color. (#2050) +- Misc: Added optional misc/stl/imgui_stl.h wrapper to use with STL types (e.g. InputText with std::string). (#2006, #1443, #1008) + [*EDIT* renamed to misc/std/imgui_stdlib.h in 1.66] +- Misc: Added IMGUI_VERSION_NUM for easy compile-time testing. (#2025) +- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut] +- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors. +- Made assertion more clear when trying to call Begin() outside of the NewFrame()..EndFrame() scope. (#1987) +- Fixed assertion when transitioning from an active ID to another within a group, affecting ColorPicker (broken in 1.62). (#2023, #820, #956, #1875). +- Fixed PushID() from keeping alive the new ID Stack top value (if a previously active widget shared the ID it would be erroneously kept alive). +- Fixed horizontal mouse wheel not forwarding the request to the parent window if ImGuiWindowFlags_NoScrollWithMouse is set. (#1463, #1380, #1502) +- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) +- ImDrawList: Improved handling for worst-case vertices reservation policy when large amount of text (e.g. 1+ million character strings) + are being submitted in a single call. It would typically have crashed InputTextMultiline(). (#200) +- OS/Windows: Fixed missing ImmReleaseContext() call in the default Win32 IME handler. (#1932) [@vby] +- Metrics: Changed io.MetricsActiveWindows to reflect the number of active windows (!= from visible windows), which is useful + for lazy/idle render mechanisms as new windows are typically not visible for one frame. +- Metrics: Added io.MetricsRenderWindow to reflect the number of visible windows. +- Metrics: Added io.MetricsActiveAllocations, moving away from the cross-context global counters than we previously used. (#1565, #1599, #586) +- Demo: Added basic Drag and Drop demo. (#143) +- Demo: Modified the Console example to use InsertChars() in the input text callback instead of poking directly into the buffer. + Although this won't make a difference in the example itself, using InsertChars() will honor the resizing callback properly. (#2006, #1443, #1008). +- Demo: Clarified the use of IsItemHovered()/IsItemActive() right after being in the "Active, Focused, Hovered & Focused Tests" section. +- Examples: Tweaked the main.cpp of each example. +- Examples: Metal: Added Metal rendering backend. (#1929, #1873) [@warrenm] +- Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut] +- Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm] +- Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873) +- Examples: OpenGL3: Added shaders more versions of GLSL. (#1938, #1941, #1900, #1513, #1466, etc.) +- Examples: OpenGL3: Tweaked the imgui_impl_opengl3.cpp to work as-is with Emscripten + WebGL 2.0. (#1941). [@o-micron] +- Examples: OpenGL3: Made the example app default to GL 3.0 + GLSL 130 (instead of GL 3.2 + GLSL 150) unless on Mac. +- Examples: OpenGL3: Added error output when shaders fail to compile/link. +- Examples: OpenGL3: Added support for glew and glad OpenGL loaders out of the box. (#2001, #2002) [@jdumas] +- Examples: OpenGL2: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. (#1996) +- Examples: DirectX10, DirectX11: Fixed unreleased resources in Init and Shutdown functions. (#1944) +- Examples: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. (#1989) [@matt77hias] +- Examples: Vulkan: Fixed handling of VkSurfaceCapabilitiesKHR::maxImageCount = 0 case. Tweaked present mode selections. +- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor. + + +----------------------------------------------------------------------- + VERSION 1.62 (Released 2018-06-22) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.62 + +Breaking Changes: + +- TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen. + The flag was already set by CollapsingHeader(). + The only difference is if you were using TreeNodeEx() manually with ImGuiTreeNodeFlags_CollapsingHeader and without + ImGuiTreeNodeFlags_NoTreePushOnOpen. In this case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from + your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864) + This also apply if you were using internal's TreeNodeBehavior() with the ImGuiTreeNodeFlags_CollapsingHeader flag directly. +- ImFontAtlas: Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish new smaller variants and + discourage using the full set. (#1859) + +Other Changes: + +- Examples backends have been refactored to separate the platform code (e.g. Win32, Glfw, SDL2) from the renderer code (e.g. DirectX11, OpenGL3, Vulkan). + The "Platform" backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, etc. + The "Renderer" backends are in charge of: creating the main font texture, rendering imgui draw data. + before: imgui_impl_dx11.cpp --> after: imgui_impl_win32.cpp + imgui_impl_dx11.cpp + before: imgui_impl_dx12.cpp --> after: imgui_impl_win32.cpp + imgui_impl_dx12.cpp + before: imgui_impl_glfw_gl3.cpp --> after: imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp + before: imgui_impl_glfw_vulkan.cpp --> after: imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp + before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp + before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp etc. + - The idea is what we can now easily combine and maintain backends and reduce code redundancy. Individual files are + smaller and more reusable. Integration of imgui into a new/custom engine may also be easier as there is less overlap + between "windowing / inputs" and "rendering" code, so you may study or grab one half of the code and not the other. + - This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work + from the Platform and Renderer backends, and the amount of redundancy across files was becoming too difficult to + maintain. If you use default backends, you'll benefit from an easy update path to support multi-viewports later + (for future ImGui 1.7x). + - This is not strictly a breaking change if you keep your old backends, but when you'll want to fully update your backends, + expect to have to reshuffle a few things. + - Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together. + - Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well. + - Read examples/README.txt for details. +- Added IsItemDeactivated() to query if the last item was active previously and isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875) +- Added IsItemDeactivatedAfterChange() [*EDIT* renamed to IsItemDeactivatedAfterEdit() in 1.63] if the last item was active previously, + is not anymore, and during its active state modified a value. Note that you may still get false positive (e.g. drag value and while + holding return on the same value). (#820, #956, #1875) +- Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787) +- Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787) +- ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826) +- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips, + and not clamped by viewport. (#1739) +- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip + from the target site. (#143) +- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX + instead of EndXXX, to not affect tooltips and child windows. +- Popup: Improved handling of (erroneously) repeating calls to OpenPopup() to not close the popup's child popups. (#1497, #1533, #1865). +- InputTextMultiline(): Fixed double navigation highlight when scrollbar is active. (#787) +- InputText(): Fixed Undo corruption after pasting large amount of text (Redo will still fail when undo buffers are exhausted, + but text won't be corrupted). +- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866) +- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful + for icon fonts. (#1869) +- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese + characters. (#1859) [@JX-Master, @ocornut] +- Examples: OSX: Added imgui_impl_osx.mm backend to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut] +- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by resetting the time storage properly). (#1827) [@ice1000] +- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64] +- Examples: SDL+Vulkan: Added SDL+Vulkan example. +- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support. +- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 backend + (will be fixed in Allegro 5.2.5+). +- Examples: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from ImGui_ImplDX12_NewFrame() to ImGui_ImplDX12_RenderDrawData() which makes a lots more sense. (#301) +- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends, + a good occasion since we refactored the code. +- Examples: FreeGLUT: Added FreeGLUT backends. Added FreeGLUT+OpenGL2 example. (#801) +- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate + some uses. (#1888) +- Examples: Fixed backends to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile + with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887) +- Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches. +- Internals: PushItemFlag() flags are inherited by BeginChild(). + + +----------------------------------------------------------------------- + VERSION 1.61 (Released 2018-05-14) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.61 + +Breaking Changes: + +- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally + any more. If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, + giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your + codebase for e.g. "DragInt.*%f" to you find them. +- InputFloat(): Obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more + flexible "const char* format", consistent with other functions. Kept redirection functions (will obsolete). +- Misc: IM_DELETE() helper function added in 1.60 doesn't set the input pointer to NULL, more consistent with standard + expectation and allows passing r-values. + +Other Changes: + +- Added DragScalar, DragScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011) +- Added InputScalar, InputScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011) +- Added SliderScalar, SliderScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011) +- Window: Fixed pop-ups/tooltips/menus not honoring style.DisplaySafeAreaPadding as well as it should have (part of menus + displayed outside the safe area, etc.). +- Window: Fixed windows using the ImGuiWindowFlags_NoSavedSettings flag from not using the same default position as other windows. (#1760) +- Window: Relaxed the internal stack size checker to allow Push/Begin/Pop/.../End patterns to be used with PushStyleColor, PushStyleVar, PushFont without causing a false positive assert. (#1767) +- Window: Fixed the default proportional item width lagging by one frame on resize. +- Columns: Fixed a bug introduced in 1.51 where columns would affect the contents size of their container, often creating + feedback loops when ImGuiWindowFlags_AlwaysAutoResize was used. (#1760) +- Settings: Fixed saving an empty .ini file if CreateContext/DestroyContext are called without a single call to NewFrame(). (#1741) +- Settings: Added LoadIniSettingsFromDisk(), LoadIniSettingsFromMemory(), SaveIniSettingsToDisk(), SaveIniSettingsToMemory() + to manually load/save .ini settings. (#923, #993) +- Settings: Added io.WantSaveIniSettings flag, which is set to notify the application that e.g. SaveIniSettingsToMemory() + should be called. (#923, #993) +- Scrolling: Fixed a case where using SetScrollHere(1.0f) at the bottom of a window on the same frame the window height + has been growing would have the scroll clamped using the previous height. (#1804) +- MenuBar: Made BeginMainMenuBar() honor style.DisplaySafeAreaPadding so the text can be made visible on TV settings that + don't display all pixels. (#1439) [@dougbinks] +- InputText: On Mac OS X, filter out characters when the CMD modifier is held. (#1747) [@sivu] +- InputText: On Mac OS X, support CMD+SHIFT+Z for Redo. CMD+Y is also supported as major apps seems to default to support both. (#1765) [@lfnoise] +- InputText: Fixed returning true when edition is cancelled with ESC and the current buffer matches the initial value. +- InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional + "const char* format" parameter instead of "int decimal_precision". This allow using custom formats to display values + in scientific notation, and is generally more consistent with other API. + Obsoleted functions using the optional "int decimal_precision" parameter. (#648, #712) +- DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing + in the same direction (keyboard/gamepad version already did this). +- DragFloat, DragInt: Honor natural type limits (e.g. INT_MAX, FLT_MAX) instead of wrapping around. (#708, #320) +- DragFloat, SliderFloat: Fixes to allow input of scientific notation numbers when using CTRL+Click to input the value. (~#648, #1011) +- DragFloat, SliderFloat: Rounding-on-write uses the provided format string instead of parsing the precision from the string, + which allows for finer uses of %e %g etc. (#648, #642) +- DragFloat: Improved computation when using the power curve. Improved lost of input precision with very small steps. + Added an assert than power-curve requires a min/max range. (~#642) +- DragFloat: The 'power' parameter is only honored if the min/max parameter are also setup. +- DragInt, SliderInt: Fixed handling of large integers (we previously passed data around internally as float, which reduced + the range of valid integers). +- ColorEdit: Fixed not being able to pass the ImGuiColorEditFlags_NoAlpha or ImGuiColorEditFlags_HDR flags to SetColorEditOptions(). +- Nav: Fixed hovering a Selectable() with the mouse so that it update the navigation cursor (as it happened in the pre-1.60 navigation branch). (#787) +- Style: Changed default style.DisplaySafeAreaPadding values from (4,4) to (3,3) so it is smaller than FramePadding and has no effect on main menu bar on a computer. (#1439) +- Fonts: When building font atlas, glyphs that are missing in the fonts are not using the glyph slot to render the default glyph. Saves space and allow merging fonts with + overlapping font ranges such as FontAwesome5 which split out the Brands separately from the Solid fonts. (#1703, #1671) +- Misc: Added IMGUI_CHECKVERSION() macro to compare version string and data structure sizes in order to catch issues with mismatching compilation unit settings. (#1695, #1769) +- Misc: Added IMGUI_DISABLE_MATH_FUNCTIONS in imconfig.h to make it easier to redefine wrappers for std/crt math functions. +- Misc: Fix to allow compiling in unity builds where stb_rectpack/stb_truetype may be already included in the same compilation unit. +- Demo: Simple Overlay: Added a context menu item to enable freely moving the window. +- Demo: Added demo for DragScalar(), InputScalar(), SliderScalar(). (#643) +- Examples: Calling IMGUI_CHECKVERSION() in the main.cpp of every example application. +- Examples: Allegro 5: Added support for 32-bit indices setup via defining ImDrawIdx, to avoid an unnecessary conversion (Allegro 5 doesn't support 16-bit indices). +- Examples: Allegro 5: Renamed backend from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp. +- Examples: DirectX 9: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. (#1790, #1687) [@sr-tream] +- Examples: SDL: Fixed clipboard paste memory leak in the SDL backend code. (#1803) [@eliasdaler] +- Various minor fixes, tweaks, refactoring, comments. + + +----------------------------------------------------------------------- + VERSION 1.60 (Released 2018-04-07) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.60 + +The gamepad/keyboard navigation branch (which has been in the work since July 2016) has been merged. +Gamepad/keyboard navigation is still marked as Beta and has to be enabled explicitly. +Various internal refactoring have also been done, as part of the navigation work and as part of the upcoming viewport/docking work. + +Breaking Changes: + +- Obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). + e.g. with example backends, call ImDrawData* draw_data = ImGui::GetDrawData(); ImGui_ImplXXXX_RenderDrawData(draw_data). +- Reorganized context handling to be more explicit: (#1599) + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. If you are using an old backend from the examples/ folder, remove the line that calls Shutdown(). + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. +- Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. +- Fonts: Moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. +- Fonts: Changed ImFont::DisplayOffset.y to defaults to 0 instead of +1. Fixed vertical rounding of Ascent/Descent to match TrueType renderer. + If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619) +- BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. +- Obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). +- Obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). +- Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, not used by core, and honored by some backend ahead of merging the Nav branch). +- Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered style colors as the closing cross uses regular button colors now. +- Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. +- Removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it should be easy to replicate on your side (you can find the code in 1.53). +- [EDITED] Window: BeginChild() with an explicit name doesn't include the hash within the internal window name. (#1698) + This change was erroneously introduced, undoing the change done for #894, #713, and not documented properly in the original + 1.60 release Changelog. It was fixed on 2018-09-28 (1.66) and I wrote this paragraph the same day. + +Other Changes: + +- Doc: Added a Changelog file in the repository to ease comparing versions (it goes back to dear imgui 1.48), until now it was only on GitHub. +- Navigation: merged in the gamepad/keyboard navigation (about a million changes!). (#787, #323) + The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. +- To use Gamepad Navigation: + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. + - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). Read imgui.cpp for more details. + - See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping or download PNG/PSD at http://goo.gl/9LgVZW + - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details. +- To use Keyboard Navigation: + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. + - Basic controls: arrows to navigate, Alt to enter menus, Space to activate item, Enter to edit text, Escape to cancel/close, Ctrl-Tab to focus windows, etc. + - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set. + For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details. +- Navigation: SetItemDefaultFocus() sets the navigation position in addition to scrolling. (#787) +- Navigation: Added IsItemFocused(), added IsAnyItemFocused(). (#787) +- Navigation: Added window flags: ImGuiWindowFlags_NoNav (== ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus). +- Navigation: Style: Added ImGuiCol_NavHighlight, ImGuiCol_NavWindowingHighlight colors. (#787) +- Navigation: TreeNode: Added ImGuiTreeNodeFlags_NavLeftJumpsBackHere flag to allow Nav Left direction to jump back to parent tree node from any of its child. (#1079) +- Navigation: IO: Added io.ConfigFlags (input), io.NavActive (output), io.NavVisible (output). (#787) +- Context: Removed the default global context and font atlas instances, which caused various problems to users of multiple contexts and DLL users. (#1565, #1599) + YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. Existing apps will assert/crash without it. +- Context: Added SetAllocatorFunctions() to rewire memory allocators (as a replacement to previous parameters to CreateContext()). Allocators are shared by all contexts and imgui helpers. (#1565, #586, #992, #1007, #1558) +- Context: You may pass a ImFontAtlas to CreateContext() to specify a font atlas to share. Shared font atlas are not owned by the context and not destroyed along with it. (#1599) +- Context: Added IMGUI_DISABLE_DEFAULT_ALLOCATORS to disable linking with malloc/free. (#1565, #586, #992, #1007, #1558) +- IO: Added io.ConfigFlags for user application to store settings for imgui and for the backend: + - ImGuiConfigFlags_NavEnableKeyboard: Enable keyboard navigation. + - ImGuiConfigFlags_NavEnableGamepad: Enable gamepad navigation (provided ImGuiBackendFlags_HasGamepad is also set by backend). + - ImGuiConfigFlags_NavEnableSetMousePos: Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. + - ImGuiConfigFlags_NoMouseCursorChange: Instruct backend to not alter mouse cursor shape and visibility (by default the example backend use mouse cursor API of the platform when available) + - ImGuiConfigFlags_NoMouse: Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information passed by the backend. + - ImGuiConfigFlags_IsSRGB, ImGuiConfigFlags_IsTouchScreen: Flags for general application use. +- IO: Added io.BackendFlags for backend to store its capabilities (currently: _HasGamepad, _HasMouseCursors, _HasSetMousePos). This will be used more in the next version. +- IO: Added ImGuiKey_Insert, ImGuiKey_Space keys. Setup in all example backends. (#1541) +- IO: Added Horizontal Mouse Wheel support for horizontal scrolling. (#1463) [@tseeker] +- IO: Added IsAnyMouseDown() helper which is helpful for backends to handle mouse capturing. +- Window: Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so we can't hover something else when dragging afterwards. (#1381, #1337) +- Window: IsWindowHovered(): Added ImGuiHoveredFlags_AnyWindow, ImGuiFocusedFlags_AnyWindow flags (See Breaking Changes). Added to demo. (#1382) +- Window: Added SetNextWindowBgAlpha() helper. Particularly helpful since the legacy 5-parameters version of Begin() has been marked as obsolete in 1.53. (#1567) +- Window: Fixed SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth()) overwriting the contents size. Got broken on Dec 10 (1.53). (#1363) +- ArrowButton: Added ArrowButton() given a cardinal direction (e.g. ImGuiDir_Left). +- InputText: Added alternative clipboard shortcuts: Shift+Delete (cut), CTRL+Insert (copy), Shift+Insert (paste). (#1541) +- InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554) +- InputText: Added ImGuiInputTextFlags_CharsScientific flag to also allow 'e'/'E' for input of values using scientific notation. Automatically used by InputFloat. +- Style: Default style is now StyleColorsDark(), instead of the old StyleColorsClassic(). (#707) +- Style: Enable window border by default. (#707) +- Style: Exposed ImGuiStyleVar_WindowTitleAlign, ImGuiStyleVar_ScrollbarSize, ImGuiStyleVar_ScrollbarRounding, ImGuiStyleVar_GrabRounding + added an assert to reduce accidental breakage. (#1181) +- Style: Added style.MouseCursorScale help when using the software mouse cursor facility. (#939). +- Style: Close button nows display a cross before hovering. Fixed cross positioning being a little off. Uses button colors for highlight when hovering. (#707) +- Popup: OpenPopup() Always reopen existing pop-ups. (Removed imgui_internal.h's OpenPopupEx() which was used for this.) (#1497, #1533). +- Popup: BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid(), OpenPopupOnItemClick() all react on mouse release instead of mouse press. (~#439) +- Popup: Better handling of user mistakenly calling OpenPopup() every frame (with reopen_existing option). The error will now be more visible and easier to understand. (#1497) +- Popup: BeginPopup(): Exposed extra_flags parameter that are passed through to Begin(). (#1533) +- Popup: BeginPopupModal: fixed the conditional test for SetNextWindowPos() which was polling the wrong window, which in practice made the test succeed all the time. +- Tooltip: BeginTooltip() sets ImGuiWindowFlags_NoInputs flag. +- Scrollbar: Fixed ScrollbarY enable test after ScrollbarX has been enabled being a little off (small regression from Nov 2017). (#1574) +- Scrollbar: Fixed ScrollbarX enable test subtracting WindowPadding.x (this has been there since the addition of horizontal scroll bar!). +- Columns: Clear offsets data when columns count changed. (#1525) +- Columns: Fixed a memory leak of ImGuiColumnsSet's Columns vector. (#1529) [@unprompted] +- Columns: Fixed resizing a window very small breaking some columns positioning (broken in 1.53). +- Columns: The available column extent takes consideration of the right-most clipped pixel, so the right-most column may look a little wider but will contain the same amount of visible contents. +- MenuBar: Fixed menu bar pushing a clipping rect outside of its allocated bound (usually unnoticeable). +- TreeNode: nodes with the ImGuiTreeNodeFlags_Leaf flag correctly disable highlight when DragDrop is active. (#143, #581) +- Drag and Drop: Increased payload type string to 32 characters instead of 8. (#143) +- Drag and Drop: TreeNode as drop target displays rectangle over full frame. (#1597, #143) +- DragFloat: Fix/workaround for backends which do not preserve a valid mouse position when dragged out of bounds. (#1559) +- InputFloat: Allow inputing value using scientific notation e.g. "1e+10". +- InputDouble: Added InputDouble() function. We use a format string instead of a decimal_precision parameter to also for "%e" and variants. (#1011) +- Slider, Combo: Use ImGuiCol_FrameBgHovered color when hovered. (#1456) [@stfx] +- Combo: BeginCombo(): Added ImGuiComboFlags_NoArrowButton to disable the arrow button and only display the wide value preview box. +- Combo: BeginCombo(): Added ImGuiComboFlags_NoPreview to disable the preview and only display a square arrow button. +- Combo: Arrow button isn't displayed over frame background so its blended color matches other buttons. Left side of the button isn't rounded. +- PlotLines: plot a flat line if scale_min==scale_max. (#1621) +- Fonts: Changed DisplayOffset.y to defaults to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. + If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619) +- Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622) +- Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut] +- Fonts: Moved extra_fonts/ to misc/fonts/. +- ImFontAtlas: Fixed cfg.MergeMode not reusing existing glyphs if available (always overwrote). +- ImFontAtlas: Handle stb_truetype stbtt_InitFont() and stbtt_PackBegin() possible failures more gracefully, GetTexDataAsRGBA32() won't crash during conversion. (#1527) +- ImFontAtlas: Moved mouse cursor data out of ImGuiContext, fix drawing them with multiple contexts. Also remove the last remaining undesirable dependency on ImGui in imgui_draw.cpp. (#939) +- ImFontAtlas: Added ImFontAtlasFlags_NoPowerOfTwoHeight flag to disable padding font height to nearest power of two. (#1613) +- ImFontAtlas: Added ImFontAtlasFlags_NoMouseCursors flag to disable baking software mouse cursors, mostly to save texture memory on very low end hardware. (#1613) +- ImDrawList: Fixed AddRect() with anti-aliasing disabled (lower-right corner pixel was often missing, rounding looks a little better.) (#1646) +- ImDrawList: Added CloneOutput() helper to facilitate the cloning of ImDrawData or ImDrawList for multi-threaded rendering. +- Misc: Functions passed to libc qsort are explicitly marked cdecl to support compiling with vectorcall as the default calling convention. (#1230, #1611) [@RandyGaul] +- Misc: ImVec2: added [] operator. This is becoming desirable for some code working of either axes independently. Better adding it sooner than later. +- Misc: NewFrame(): Added an assert to detect incorrect filling of the io.KeyMap[] array earlier. (#1555) +- Misc: Added IM_OFFSETOF() helper in imgui.h (previously was in imgui_internal.h) +- Misc: Added IM_NEW(), IM_DELETE() helpers in imgui.h (previously were in imgui_internal.h) +- Misc: Added obsolete redirection function GetItemsLineHeightWithSpacing() (which redirects to GetFrameHeightWithSpacing()), as intended and stated in docs of 1.53. +- Misc: Added misc/natvis/imgui.natvis for visual studio debugger users to easily visualize imgui internal types. Added to examples projects. +- Misc: Added IMGUI_USER_CONFIG to define a custom configuration filename. (#255, #1573, #1144, #41) +- Misc: Added IMGUI_STB_TRUETYPE_FILENAME and IMGUI_STB_RECT_PACK_FILENAME compile time directives to use another version of the stb_ files. +- Misc: Updated stb_rect_pack from 0.10 to 0.11 (minor changes). + (Those flags are not used by ImGui itself, they only exists to make it easy for the engine/backend to pass information to the application in a standard manner.) +- Metrics: Added display of Columns state. +- Demo: Improved Selectable() examples. (#1528) +- Demo: Tweaked the Child demos, added a menu bar to the second child to test some navigation functions. +- Demo: Console: Using ImGuiCol_Text to be more friendly to color changes. +- Demo: Using IM_COL32() instead of ImColor() in ImDrawList centric contexts. Trying to phase out use of the ImColor helper whenever possible. +- Examples: Files in examples/ now include their own changelog so it is easier to occasionally update your backends if needed. +- Examples: Using Dark theme by default. (#707). Tweaked demo code. +- Examples: Added support for horizontal mouse wheel for API that allows it. (#1463) [@tseeker] +- Examples: All examples now setup the io.BackendFlags to signify they can honor mouse cursors, gamepad, etc. +- Examples: DirectX10: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) in every other backends. (#1733) +- Examples: DirectX12: Added DirectX 12 example. (#301) [@jdm3] +- Examples: OpenGL3+GLFW,SDL: Changed GLSL shader version from 330 to 150. (#1466, #1504) +- Examples: OpenGL3+GLFW,SDL: Added a way to override the GLSL version string in the Init function. (#1466, #1504). +- Examples: OpenGL3+GLFW,SDL: Creating VAO in the render function so it can be more easily used by multiple shared OpenGL contexts. (#1217) +- Examples: OpenGL3+GLFW: Using 3.2 context instead of 3.3. (#1466) +- Examples: OpenGL: Setting up glPixelStorei() explicitly before uploading texture. +- Examples: OpenGL: Calls to glPolygonMode() are casting parameters as GLEnum to not fail with more strict backends. (#1628) [@ilia-glushchenko] +- Examples: Win32 (DirectX9,10,11,12): Added support for mouse cursor shapes. (#1495) +- Examples: Win32 (DirectX9,10,11,12: Support for windows using the CS_DBLCLKS class flag by handling the double-click messages (WM_LBUTTONDBLCLK etc.). (#1538, #754) [@ndandoulakis] +- Examples: Win32 (DirectX9,10,11,12): Made the Win32 proc handlers not assert if there is no active context yet, to be more flexible with creation order. (#1565) +- Examples: GLFW: Added support for mouse cursor shapes (the diagonal resize cursors are unfortunately not supported by GLFW at the moment. (#1495) +- Examples: GLFW: Don't attempt to change the mouse cursor input mode if it is set to GLFW_CURSOR_DISABLED by the application. (#1202) [@PhilCK] +- Examples: SDL: Added support for mouse cursor shapes. (#1626) [@olls] +- Examples: SDL: Using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging (SDL 2.0.4+ only, otherwise using SDL_WINDOW_INPUT_FOCUS instead of previously SDL_WINDOW_MOUSE_FOCUS). (#1559) +- Examples: SDL: Enabled vsync by default so people don't come at us when the examples are running at 2000 FPS and burning a CPU core. +- Examples: SDL: Using SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency() to handle frame-rate over 1000 FPS properly. (#996) +- Examples: SDL: Using scan-code exclusively instead of a confusing mixture of scan-codes and key-codes. +- Examples: SDL: Visual Studio: Added .vcxproj file. Using %SDL2_DIR% in the default .vcxproj and build files instead of %SDL_DIR%, the earlier being more standard. +- Examples: Vulkan: Visual Studio: Added .vcxproj file. +- Examples: Apple: Fixed filenames in OSX xcode project. Various other Mac friendly fixes. [@gerryhernandez etc.] +- Examples: Visual Studio: Disabled extraneous function-level check in Release build. +- Various fixes, tweaks, internal refactoring, optimizations, comments. + + +----------------------------------------------------------------------- + VERSION 1.53 (Released 2017-12-25) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.53 + +Breaking Changes: + +- Renamed the emblematic `ShowTestWindow()` function to `ShowDemoWindow()`. Kept redirection function (will obsolete). +- Renamed `GetItemsLineHeightWithSpacing()` to `GetFrameHeightWithSpacing()` for consistency. Kept redirection function (will obsolete). +- Renamed `ImGuiTreeNodeFlags_AllowOverlapMode` flag to `ImGuiTreeNodeFlags_AllowItemOverlap`. Kept redirection enum (will obsolete). +- Obsoleted `IsRootWindowFocused()` in favor of using `IsWindowFocused(ImGuiFocusedFlags_RootWindow)`. Kept redirection function (will obsolete). (#1382) +- Obsoleted `IsRootWindowOrAnyChildFocused()` in favor of using `IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)`. Kept redirection function (will obsolete). (#1382) +- Obsoleted `IsRootWindowOrAnyChildHovered()` in favor of using `IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)`. Kept redirection function (will obsolete). (#1382) +- Obsoleted `SetNextWindowContentWidth() in favor of using `SetNextWindowContentSize()`. Kept redirection function (will obsolete). +- Renamed `ImGuiTextBuffer::append()` helper to `appendf()`, and `appendv()` to `appendfv()` for consistency. If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. +- ImDrawList: Removed 'bool anti_aliased = true' final parameter of `ImDrawList::AddPolyline()` and `ImDrawList::AddConvexPolyFilled()`. Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. +- Style, ImDrawList: Renamed `style.AntiAliasedShapes` to `style.AntiAliasedFill` for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags. +- Style, Begin: Removed `ImGuiWindowFlags_ShowBorders` window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. `style.FrameBorderSize`, `style.WindowBorderSize`, `style.PopupBorderSize`). + Use `ImGui::ShowStyleEditor()` to look them up. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. + It is recommended that you use the `StyleColorsClassic()`, `StyleColorsDark()`, `StyleColorsLight()` functions. Also see `ShowStyleSelector()`. +- Style: Removed `ImGuiCol_ComboBg` in favor of combo boxes using `ImGuiCol_PopupBg` for consistency. Combo are normal pop-ups. +- Style: Renamed `ImGuiCol_ChildWindowBg` to `ImGuiCol_ChildBg`. +- Style: Renamed `style.ChildWindowRounding` to `style.ChildRounding`, `ImGuiStyleVar_ChildWindowRounding` to `ImGuiStyleVar_ChildRounding`. +- Removed obsolete redirection functions: SetScrollPosHere() - marked obsolete in v1.42, July 2015. +- Removed obsolete redirection functions: GetWindowFont(), GetWindowFontSize() - marked obsolete in v1.48, March 2016. + +Other Changes: + +- Added `io.OptCursorBlink` option to allow disabling cursor blinking. (#1427) [renamed to io.ConfigCursorBlink in 1.63] +- Added `GetOverlayDrawList()` helper to quickly get access to a ImDrawList that will be rendered in front of every windows. +- Added `GetFrameHeight()` helper which returns `(FontSize + style.FramePadding.y * 2)`. +- Drag and Drop: Added Beta API to easily use drag and drop patterns between imgui widgets. + - Setup a source on a widget with `BeginDragDropSource()`, `SetDragDropPayload()`, `EndDragDropSource()` functions. + - Receive data with `BeginDragDropTarget()`, `AcceptDragDropPayload()`, `EndDragDropTarget()`. + - See ImGuiDragDropFlags for various options. + - The ColorEdit4() and ColorButton() widgets now support Drag and Drop. + - The API is tagged as Beta as it still may be subject to small changes. +- Drag and Drop: When drag and drop is active, tree nodes and collapsing header can be opened by hovering on them for 0.7 seconds. +- Renamed io.OSXBehaviors to io.OptMacOSXBehaviors. Should not affect users as the compile-time default is usually enough. (#473, #650) +- Style: Added StyleColorsDark() style. (#707) [@dougbinks] +- Style: Added StyleColorsLight() style. Best used with frame borders + thicker font than the default font. (#707) +- Style: Added style.PopupRounding setting. (#1112) +- Style: Added style.FrameBorderSize, style.WindowBorderSize, style.PopupBorderSize. Removed ImGuiWindowFlags_ShowBorders window flag! + Borders are now fully set up in the ImGuiStyle structure. Use ImGui::ShowStyleEditor() to look them up. (#707, fix #819, #1031) +- Style: Various small changes to the classic style (most noticeably, buttons are now using blue shades). (#707) +- Style: Renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. +- Style: Renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. +- Style: Removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. (#707) +- Style: Made the ScaleAllSizes() helper rounds down every values so they are aligned on integers. +- Focus: Added SetItemDefaultFocus(), which in the current (master) branch behave the same as doing `if (IsWindowAppearing()) SetScrollHere()`. + In the navigation branch this will also set the default focus. Prefer using this when creating combo boxes with `BeginCombo()` so your code will be forward-compatible with gamepad/keyboard navigation features. (#787) +- Combo: Pop-up grows horizontally to accommodate for contents that is larger then the parent combo button. +- Combo: Added BeginCombo()/EndCombo() API which allows use to submit content of any form and manage your selection state without relying on indices. +- Combo: Added ImGuiComboFlags_PopupAlignLeft flag to BeginCombo() to prioritize keeping the pop-up on the left side (for small-button-looking combos). +- Combo: Added ImGuiComboFlags_HeightSmall, ImGuiComboFlags_HeightLarge, ImGuiComboFlags_HeightLargest to easily provide desired pop-up height. +- Combo: You can use SetNextWindowSizeConstraints() before BeginCombo() to specify specific pop-up width/height constraints. +- Combo: Offset popup position by border size so that a double border isn't so visible. (#707) +- Combo: Recycling windows by using a stack number instead of a unique id, wasting less memory (like menus do). +- InputText: Added ImGuiInputTextFlags_NoUndoRedo flag. (#1506, #1508) [@ibachar] +- Window: Fixed auto-resize allocating too much space for scrollbar when SizeContents is bigger than maximum window size (fixes c0547d3). (#1417) +- Window: Child windows with MenuBar use regular WindowPadding.y so layout look consistent as child or as a regular window. +- Window: Begin(): Fixed appending into a child window with a second Begin() from a different window stack querying the wrong window for the window->Collapsed test. +- Window: Calling IsItemActive(), IsItemHovered() etc. after a call to Begin() provides item data for the title bar, so you can easily test if the title bar is being hovered, etc. (#823) +- Window: Made it possible to use SetNextWindowPos() on a child window. +- Window: Fixed a one frame glitch. When an appearing window claimed the focus themselves, the title bar wouldn't use the focused color for one frame. +- Window: Added ImGuiWindowFlags_ResizeFromAnySide flag to resize from any borders or from the lower-left corner of a window. This requires your backend to honor GetMouseCursor() requests for full usability. (#822) +- Window: Sizing fixes when using SetNextWindowSize() on individual axises. +- Window: Hide new window for one frame until they calculate their size. Also fixes SetNextWindowPos() given a non-zero pivot. (#1694) +- Window: Made mouse wheel scrolling accommodate better to windows that are smaller than the scroll step. +- Window: SetNextWindowContentSize() adjust for the size of decorations (title bar/menu bar), but _not_ for borders are we consistently make borders not affect layout. + If you need a non-child window of an exact size with border enabled but zero window padding, you'll need to accommodate for the border size yourself. +- Window: Using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. (#1380, #1502) +- Window: Active Modal window always set the WantCaptureKeyboard flag. (#744) +- Window: Moving window doesn't use accumulating MouseDelta so straying out of imgui boundaries keeps moved imgui window at the same cursor-relative position. +- IsWindowFocused(): Added ImGuiFocusedFlags_ChildWindows flag to include child windows in the focused test. (#1382). +- IsWindowFocused(): Added ImGuiFocusedFlags_RootWindow flag to start focused test from the root (top-most) window. Obsolete IsRootWindowFocused(). (#1382) +- IsWindowHovered(): Added ImGuiHoveredFlags_ChildWindows flag to include child windows in the hovered test. (#1382). +- IsWindowHovered(): Added ImGuiHoveredFlags_RootWindow flag to start hovered test from the root (top-most) window. The combination of both flags obsoletes IsRootWindowOrAnyChildHovered(). (#1382) +- IsWindowHovered(): Fixed return value when an item is active to use the same logic as IsItemHovered(). (#1382, #1404) +- IsWindowHovered(): Always return true when current window is being moved. (#1382) +- Scrollbar: Fixed issues with vertical scrollbar flickering/appearing, typically when manually resizing and using a pattern of filling available height (e.g. full sized BeginChild). +- Scrollbar: Minor graphical fix for when scrollbar don't have enough visible space to display the full grab. +- Scrolling: Fixed padding and scrolling asymmetry where lower/right sides of a window wouldn't use WindowPadding properly + causing minor scrolling glitches. +- Tree: TreePush with zero arguments was ambiguous. Resolved by making it call TreePush(const void*). [@JasonWilkins] +- Tree: Renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. (#600, #1330) +- MenuBar: Fixed minor rendering issues on the right size when resizing a window very small and using rounded window corners. +- MenuBar: better software clipping to handle small windows, in particular child window don't have minimum constraints so we need to render clipped menus better. +- BeginMenu(): Tweaked the Arrow/Triangle displayed on child menu items. +- Columns: Clipping columns borders on Y axis on CPU because some Linux GPU drivers appears to be unhappy with triangle spanning large regions. (#125) +- Columns: Added ImGuiColumnsFlags_GrowParentContentsSize to internal API to restore old content sizes behavior (may be obsolete). (#1444, #125) +- Columns: Columns width is no longer lost when dragging a column to the right side of the window, until releasing the mouse button you have a chance to save them. (#1499, #125). [@ggtucker] +- Columns: Fixed dragging when using a same of columns multiple times in the frame. (#125) +- Indent(), Unindent(): Allow passing negative values. +- ColorEdit4(): Made IsItemActive() return true when picker pop-up is active. (#1489) +- ColorEdit4(): Tweaked tooltip so that the color button aligns more correctly with text. +- ColorEdit4(): Support drag and drop. Color buttons can be used as drag sources, and ColorEdit widgets as drag targets. (#143) +- ColorPicker4(): Fixed continuously returning true when holding mouse button on the sat/value/alpha locations. We only return true on value change. (#1489) +- NewFrame(): using literal strings in the most-frequently firing IM_ASSERT expressions to increase the odd of programmers seeing them (especially those who don't use a debugger). +- NewFrame() now asserts if neither Render or EndFrame have been called. Exposed EndFrame(). Made it legal to call EndFrame() more than one. (#1423) +- ImGuiStorage: Added BuildSortByKey() helper to rebuild storage from scratch. +- ImFont: Added GetDebugName() helper. +- ImFontAtlas: Added missing Thai punctuation in the GetGlyphRangesThai() ranges. (#1396) [@nProtect] +- ImDrawList: Removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Anti-aliasing is controlled via the regular style.AntiAliased flags. +- ImDrawList: Added ImDrawList::AddImageRounded() helper. (#845) [@thedmd] +- ImDrawList: Refactored to make ImDrawList independent of ImGui. Removed static variable in PathArcToFast() which caused linking issues to some. +- ImDrawList: Exposed ImDrawCornerFlags, replaced occurrences of ~0 with an explicit ImDrawCornerFlags_All. NB: Inversed BotLeft (prev 1<<3, now 1<<2) and BotRight (prev 1<<2, now 1<<3). +- ImVector: Added ImVector::push_front() helper. +- ImVector: Added ImVector::contains() helper. +- ImVector: insert() uses grow_capacity() instead of using grow policy inconsistent with push_back(). +- Internals: Remove requirement to define IMGUI_DEFINE_PLACEMENT_NEW to use the IM_PLACEMENT_NEW macro. (#1103) +- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_NoHoldingActiveID flag from incorrectly setting the ActiveIdClickOffset field. + This had no known effect within imgui code but could have affected custom drag and drop patterns. And it is more correct this way! (#1418) +- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_AllowOverlapMode to avoid temporarily activating widgets on click before they have been correctly double-hovered. (#319, #600) +- Internals: Added SplitterBehavior() helper. (#319) +- Internals: Added IM_NEW(), IM_DELETE() helpers. (#484, #504, #1517) +- Internals: Basic refactor of the settings API which now allows external elements to be loaded/saved. +- Demo: Added ShowFontSelector() showing loaded fonts. +- Demo: Added ShowStyleSelector() to select among default styles. (#707) +- Demo: Renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). +- Demo: Style Editor: Added a "Simplified settings" sections with check-boxes for border size and frame rounding. (#707, #1019) +- Demo: Style Editor: Added combo box to select stock styles and select current font when multiple are loaded. (#707) +- Demo: Style Editor: Using local storage so Save/Revert button makes more sense without code passing its storage. Added horizontal scroll bar. Fixed Save/Revert button to be always accessible. (#1211) +- Demo: Console: Fixed context menu issue. (#1404) +- Demo: Console: Fixed incorrect positioning which was hidden by a minor scroll issue (this would affect people who copied the Console code as is). +- Demo: Constrained Resize: Added more test cases. (#1417) +- Demo: Custom Rendering: Fixed clipping rectangle extruding out of parent window. +- Demo: Layout: Removed unnecessary and misleading BeginChild/EndChild calls. +- Demo: The "Color Picker with Palette" demo supports drag and drop. (#143) +- Demo: Display better mouse cursor info for debugging backends. +- Demo: Stopped using rand() function in demo code. +- Examples: Added a handful of extra comments (about fonts, third-party libraries used in the examples, etc.). +- Examples: DirectX9: Handle loss of D3D9 device (D3DERR_DEVICELOST). (#1464) +- Examples: Added null_example/ which is helpful for quick testing on multiple compilers/settings without relying on graphics library. +- Fix for using alloca() in "Clang with Microsoft Codechain" mode. +- Various fixes, optimizations, comments. + + +----------------------------------------------------------------------- + VERSION 1.52 (2017-10-27) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.52 + +Breaking Changes: + +- IO: `io.MousePos` needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing, instead of ImVec2(-1,-1) as previously) This is needed so we can clear `io.MouseDelta` field when the mouse is made available again. +- Renamed `AlignFirstTextHeightToWidgets()` to `AlignTextToFramePadding()`. Kept inline redirection function (will obsolete). +- Obsoleted the legacy 5 parameters version of Begin(). Please avoid using it. If you need a transparent window background, uses `PushStyleColor()`. The old size parameter there was also misleading and equivalent to calling `SetNextWindowSize(size, ImGuiCond_FirstTimeEver)`. Kept inline redirection function (will obsolete). +- Obsoleted `IsItemHoveredRect()`, `IsMouseHoveringWindow()` in favor of using the newly introduced flags of `IsItemHovered()` and `IsWindowHovered()`. Kept inline redirection function (will obsolete). (#1382) +- Obsoleted 'SetNextWindowPosCenter()' in favor of using 1SetNextWindowPos()` with a pivot value which allows to do the same and more. Keep inline redirection function. +- Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382) +- Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382) +- Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency. +- Renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). + +Other Changes: + +- ProgressBar: fixed rendering when straddling rounded area. (#1296) +- SliderFloat, DragFloat: Using scientific notation e.g. "%.1e" in the displayed format string doesn't mistakenly trigger rounding of the value. [@MomentsInGraphics] +- Combo, InputFloat, InputInt: Made the small button on the right side align properly with the equivalent colored button of ColorEdit4(). +- IO: Tweaked logic for `io.WantCaptureMouse` so it now outputs false when e.g. hovering over void while an InputText() is active. (#621) [@pdoane] +- IO: Fixed `io.WantTextInput` from mistakenly outputting true when an activated Drag or Slider was previously turned into an InputText(). (#1317) +- Misc: Added flags to `IsItemHovered()`, `IsWindowHovered()` to access advanced hovering-test behavior. Generally useful for pop-ups and drag and drop behaviors: (relates to ~#439, #1013, #143, #925) + - `ImGuiHoveredFlags_AllowWhenBlockedByPopup` + - `ImGuiHoveredFlags_AllowWhenBlockedByActiveItem` + - `ImGuiHoveredFlags_AllowWhenOverlapped` + - `ImGuiHoveredFlags_RectOnly` +- Input: Added `IsMousePosValid()` helper. +- Input: Added `GetKeyPressedAmount()` to easily measure press count when the repeat rate is faster than the frame rate. +- Input/Focus: Disabled TAB and Shift+TAB when CTRL key is held. +- CheckBox: Now rendering a tick mark instead of a full square. +- ColorEdit4: Added "Copy as..." option in context menu. (#346) +- ColorPicker: Improved ColorPicker hue wheel color interpolation. (#1313) [@thevaber] +- ColorButton: Reduced bordering artifact that would be particularly visible with an opaque Col_FrameBg and FrameRounding enabled. +- ColorButton: Fixed rendering color button with a checkerboard if the transparency comes from the global style.Alpha and not from the actual source color. +- TreeNode: Added `ImGuiTreeNodeFlags_FramePadding` flag to conveniently create a tree node with full padding at the beginning of a line, without having to call `AlignTextToFramePadding()`. +- Trees: Fixed calling `SetNextTreeNodeOpen()` on a collapsed window leaking to the first tree node item of the next frame. +- Layout: Horizontal layout is automatically enforced in a menu bar, so you can use non-MenuItem elements without calling SameLine(). +- Separator: Output a vertical separator when used inside a menu bar (or in general when horizontal layout is active, but that isn't exposed yet!). +- Window: Added `IsWindowAppearing()` helper (helpful e.g. as a condition before initializing some of your own things.). +- Window: Added pivot parameter to `SetNextWindowPos()`, making it possible to center or right align a window. Obsoleted `SetNextWindowPosCenter()`. +- Window: Fixed title bar color of top-most window under a modal window. +- Window: Fixed not being able to move a window by clicking on one of its child window. (#1337, #635) +- Window: Fixed `Begin()` auto-fit calculation code that predict the presence of a scrollbar so it works better when window size constraints are used. +- Window: Fixed calling `Begin()` more than once per frame setting `window_just_activated_by_user` which in turn would set enable the Appearing condition for that frame. +- Window: The implicit "Debug" window now uses a "Debug##Default" identifier instead of "Debug" to allow user creating a window called "Debug" without losing their custom flags. +- Window: Made the `ImGuiWindowFlags_NoMove` flag properly inherited from parent to child. In a setup with ParentWindow (no flag) -> Child (NoMove) -> SubChild (no flag), the user won't be able to move the parent window by clicking on SubChild. (#1381) +- Popups: Pop-ups can be closed with a right-click anywhere, without altering focus under the pop-up. (~#439) +- Popups: `BeginPopupContextItem()`, `BeginPopupContextWindow()` are now setup to allow reopening a context menu by right-clicking again. (~#439) +- Popups: `BeginPopupContextItem()` now supports a NULL string identifier and uses the last item ID if available. +- Popups: Added `OpenPopupOnItemClick()` helper which mimic `BeginPopupContextItem()` but doesn't do the BeginPopup(). +- MenuItem: Only activating on mouse release. [@Urmeli0815] (was already fixed in nav branch). +- MenuItem: Made tick mark thicker (thick mark?). +- MenuItem: Tweaks to be usable inside a menu bar (nb: it looks like a regular menu and thus is misleading, prefer using Button() and regular widgets in menu bar if you need to). (#1387) +- ImDrawList: Fixed a rare draw call merging bug which could lead to undisplayed triangles. (#1172, #1368) +- ImDrawList: Fixed a rare bug in `ChannelsMerge()` when all contents has been clipped, leading to an extraneous draw call being created. (#1172, #1368) +- ImFont: Added `AddGlyph()` building helper for use by custom atlas builders. +- ImFontAtlas: Added support for CustomRect API to submit custom rectangles to be packed into the atlas. You can map them as font glyphs, or use them for custom purposes. + After the atlas is built you can query the position of your rectangles in the texture and then copy your data there. You can use this features to create e.g. full color font-mapped icons. +- ImFontAtlas: Fixed fall-back handling when merging fonts, if a glyph was missing from the second font input it could have used a glyph from the first one. (#1349) [@inolen] +- ImFontAtlas: Fixed memory leak on build failure case when stbtt_InitFont failed (generally due to incorrect or supported font type). (#1391) (@Moka42) +- ImFontConfig: Added `RasterizerMultiply` option to alter the brightness of individual fonts at rasterization time, which may help increasing readability for some. +- ImFontConfig: Added `RasterizerFlags` to pass options to custom rasterizer (e.g. the [imgui_freetype](https://github.com/ocornut/imgui_club/tree/master/imgui_freetype) rasterizer in imgui_club has such options). +- ImVector: added resize() variant with initialization value. +- Misc: Changed the internal name formatting of child windows identifier to use slashes (instead of dots) as separator, more readable. +- Misc: Fixed compilation with `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` defined. +- Misc: Marked all format+va_list functions with format attribute so GCC/Clang can warn about misuses. +- Misc: Fixed compilation on NetBSD due to missing alloca.h (#1319) [@RyuKojiro] +- Misc: Improved warnings compilation for newer versions of Clang. (#1324) (@waywardmonkeys) +- Misc: Added `io.WantMoveMouse flags` (from Nav branch) and honored in Examples applications. Currently unused but trying to spread Examples applications code that supports it. +- Misc: Added `IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS` support in imconfig.h to allow user reimplementing the `ImFormatString()` functions e.g. to use stb_printf(). (#1038) +- Misc: [Windows] Fixed default Win32 `SetClipboardText()` handler leaving the Win32 clipboard handler unclosed on failure. [@pdoane] +- Style: Added `ImGuiStyle::ScaleAllSizes(float)` helper to make it easier to have application transition e.g. from low to high DPI with a matching style. +- Metrics: Draw window bounding boxes when hovering Pos/Size; List all draw layers; Trimming empty commands like Render() does. +- Examples: OpenGL3: Save and restore sampler state. (#1145) [@nlguillemot] +- Examples: OpenGL2, OpenGL3: Save and restore polygon mode. (#1307) [@JJscott] +- Examples: DirectX11: Allow creating device with feature level 10 since we don't really need much for that example. (#1333) +- Examples: DirectX9/10/12: Using the Win32 SetCapture/ReleaseCapture API to read mouse coordinates when they are out of bounds. (#1375) [@Gargaj, @ocornut] +- Tools: Fixed binary_to_compressed_c tool to return 0 when successful. (#1350) [@benvanik] +- Internals: Exposed more helpers and unfinished features in imgui_internal.h. (use at your own risk!). +- Internals: A bunch of internal refactoring, hopefully haven't broken anything! Merged a bunch of internal changes from the upcoming Navigation branch. +- Various tweaks, fixes and documentation changes. + +Beta Navigation Branch: +(Lots of work has been done toward merging the Beta Gamepad/Keyboard Navigation branch (#787) in master.) +(Please note that this branch is always kept up to date with master. If you are using the navigation branch, some of the changes include:) +- Nav: Added `#define IMGUI_HAS_NAV` in imgui.h to ease sharing code between both branches. (#787) +- Nav: MainMenuBar now releases focus when user gets out of the menu layer. (#787) +- Nav: When applying focus to a window with only menus, the menu layer is automatically activated. (#787) +- Nav: Added `ImGuiNavInput_KeyMenu` (~Alt key) aside from ImGuiNavInput_PadMenu input as it is one differentiator of pad vs keyboard that was detrimental to the keyboard experience. Although isn't officially supported, it makes the current experience better. (#787) +- Nav: Move requests now wrap vertically inside Menus and Pop-ups. (#787) +- Nav: Allow to collapse tree nodes with NavLeft and open them with NavRight. (#787, #1079). +- Nav: It's now possible to navigate sibling of a menu-bar while navigating inside one of their child. If a Left<>Right navigation request fails to find a match we forward the request to the root menu. (#787, #126) +- Nav: Fixed `SetItemDefaultFocus` from stealing default focus when we are initializing default focus for a menu bar layer. (#787) +- Nav: Support for fall-back horizontal scrolling with PadLeft/PadRight (nb: fall-back scrolling is only used to navigate windows that have no interactive items). (#787) +- Nav: Fixed tool-tip from being selectable in the window selection list. (#787) +- Nav: `CollapsingHeader(bool*)` variant: fixed for `IsItemHovered()` not working properly in the nav branch. (#600, #787) +- Nav: InputText: Fixed using Up/Down history callback feature when Nav is enabled. (#787) +- Nav: InputTextMultiline: Fixed navigation/selection. Disabled selecting all when activating a multi-line text editor. (#787) +- Nav: More consistently drawing a (thin) navigation rectangle hover filled frames such as tree nodes, collapsing header, menus. (#787) +- Nav: Various internal refactoring. + + +----------------------------------------------------------------------- + VERSION 1.51 (2017-08-24) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.51 + +Breaking Changes: + +Work on dear imgui has been gradually resuming. It means that fixes and new features should be tackled at a faster rate than last year. However, in order to move forward with the library and get rid of some cruft, I have taken the liberty to be a little bit more aggressive than usual with API breaking changes. Read the details below and search for those names in your code! In the grand scheme of things, those changes are small and should not affect everyone, but this is technically our most aggressive release so far in term of API breakage. If you want to be extra forward-facing, you can enable `#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in your imconfig.h to disable the obsolete names/redirection. + +- Renamed `IsItemHoveredRect()` to `IsItemRectHovered()`. Kept inline redirection function (will obsolete). +- Renamed `IsMouseHoveringWindow()` to `IsWindowRectHovered()` for consistency. Kept inline redirection function (will obsolete). +- Renamed `IsMouseHoveringAnyWindow()` to `IsAnyWindowHovered()` for consistency. Kept inline redirection function (will obsolete). +- Renamed `ImGuiCol_Columns***` enums to `ImGuiCol_Separator***`. Kept redirection enums (will obsolete). +- Renamed `ImGuiSetCond***` types and enums to `ImGuiCond***`. Kept redirection enums (will obsolete). +- Renamed `GetStyleColName()` to `GetStyleColorName()` for consistency. Unlikely to be used by end-user! +- Added `PushStyleColor(ImGuiCol idx, ImU32 col)` overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicitly to fix. +- Marked the weird `IMGUI_ONCE_UPON_A_FRAME` helper macro as obsolete. Prefer using the more explicit `ImGuiOnceUponAFrame`. +- Changed `ColorEdit4(const char* label, float col[4], bool show_alpha = true)` signature to `ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)`, where flags 0x01 is a safe no-op (hello dodgy backward compatibility!). The new `ColorEdit4`/`ColorPicker4` functions have lots of available flags! Check and run the demo window, under "Color/Picker Widgets", to understand the various new options. +- Changed signature of `ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)` to `ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))`. This function was rarely used and was very dodgy (no explicit ID!). +- Changed `BeginPopupContextWindow(bool also_over_items=true, const char* str_id=NULL, int mouse_button=1)` signature to `(const char* str_id=NULL, int mouse_button=1, bool also_over_items=true)`. This is perhaps the most aggressive change in this update, but note that the majority of users relied on default parameters completely, so this will affect only a fraction of users of this already rarely used function. +- Removed `IsPosHoveringAnyWindow()`, which was partly broken and misleading. In the vast majority of cases, people using that function wanted to use `io.WantCaptureMouse` flag. Replaced with IM_ASSERT + comment redirecting user to `io.WantCaptureMouse`. (#1237) +- Removed the old `ValueColor()` helpers, they are equivalent to calling `Text(label)` + `SameLine()` + `ColorButton()`. +- Removed `ColorEditMode()` and `ImGuiColorEditMode` type in favor of `ImGuiColorEditFlags` and parameters to the various Color*() functions. The `SetColorEditOptions()` function allows to initialize default but the user can still change them with right-click context menu. Commenting out your old call to `ColorEditMode()` may just be fine! + +Other Changes: + +- Added flags to `ColorEdit3()`, `ColorEdit4()`. The color edit widget now has a context-menu and access to the color picker. (#346) +- Added flags to `ColorButton()`. (#346) +- Added `ColorPicker3()`, `ColorPicker4()`. The API along with those of the updated `ColorEdit4()` was designed so you may use them in various situation and hopefully compose your own picker if required. There are a bunch of available flags, check the Demo window and comment for `ImGuiColorEditFlags_`. Some of the options it supports are: two color picker types (hue bar + sat/val rectangle, hue wheel + rotating sat/val triangle), display as u8 or float, lifting 0.0..1.0 constraints (currently rgba only), context menus, alpha bar, background checkerboard options, preview tooltip, basic revert. For simple use, calling the existing `ColorEdit4()` function as you did before will be enough, as you can now open the color picker from there. (#346) [@r-lyeh, @nem0, @thennequin, @dariomanesku and @ocornut] +- Added `SetColorEditOptions()` to set default color options (e.g. if you want HSV over RGBA, float over u8, select a default picker mode etc. at startup time without a user intervention. Note that the user can still change options with the context menu unless disabled with `ImGuiColorFlags_NoOptions` or explicitly enforcing a display type/picker mode etc.). +- Added user-facing `IsPopupOpen()` function. (#891) [@mkeeter] +- Added `GetColorU32(u32)` variant that perform the style alpha multiply without a floating-point round trip, and helps makes code more consistent when using ImDrawList APIs. +- Added `PushStyleColor(ImGuiCol idx, ImU32 col)` overload. +- Added `GetStyleColorVec4(ImGuiCol idx)` which is equivalent to accessing `ImGui::GetStyle().Colors[idx]` (aka return the raw style color without alpha alteration). +- ImFontAtlas: Added `GlyphRangesBuilder` helper class, which makes it easier to build custom glyph ranges from your app/game localization data, or add into existing glyph ranges. +- ImFontAtlas: Added `TexGlyphPadding` option. (#1282) [@jadwallis] +- ImFontAtlas: Made it possible to override size of AddFontDefault() (even if it isn't really recommended!). +- ImDrawList: Added `GetClipRectMin()`, `GetClipRectMax()` helpers. +- Fixed Ini saving crash if the ImGuiWindowFlags_NoSavedSettings gets removed from a window after its creation (unlikely!). (#1000) +- Fixed `PushID()`/`PopID()` from marking parent window as Accessed (which needlessly woke up the root "Debug" window when used outside of a regular window). (#747) +- Fixed an assert when calling `CloseCurrentPopup()` twice in a row. [@nem0] +- Window size can be loaded from .ini data even if ImGuiWindowFlags_NoResize flag is set. (#1048, #1056) +- Columns: Added `SetColumnWidth()`. (#913) [@ggtucker] +- Columns: Dragging a column preserve its width by default. (#913) [@ggtucker] +- Columns: Fixed first column appearing wider than others. (#1266) +- Columns: Fixed allocating space on the right-most side with the assumption of a vertical scrollbar. The space is only allocated when needed. (#125, #913, #893, #1138) +- Columns: Fixed the right-most column from registering its content width to the parent window, which led to various issues when using auto-resizing window or e.g. horizontal scrolling. (#519, #125, #913) +- Columns: Refactored some of the columns code internally toward a better API (not yet exposed) + minor optimizations. (#913) [@ggtucker, @ocornut] +- Popups: Most pop-ups windows can be moved by the user after appearing (if they don't have explicit positions provided by caller, or e.g. sub-menu pop-up). The previous restriction was totally arbitrary. (#1252) +- Tooltip: `SetTooltip()` is expanded immediately into a window, honoring current font / styling setting. Add internal mechanism to override tooltips. (#862) +- PlotHistogram: bars are drawn based on zero-line, so negative values are going under. (#828) +- Scrolling: Fixed return values of `GetScrollMaxX()`, `GetScrollMaxY()` when both scrollbars were enabled. Tweak demo to display more data. (#1271) [@degracode] +- Scrolling: Fixes for Vertical Scrollbar not automatically getting enabled if enabled Horizontal Scrollbar straddle the vertical limit. (#1271, #246) +- Scrolling: `SetScrollHere()`, `SetScrollFromPosY()`: Fixed Y scroll aiming when Horizontal Scrollbar is enabled. (#665). +- [Windows] Clipboard: Fixed not closing Win32 clipboard on early open failure path. (#1264) +- Removed an unnecessary dependency on int64_t which failed on some older compilers. +- Demo: Rearranged everything under Widgets in a more consistent way. +- Demo: Columns: Added Horizontal Scrolling demo. Tweaked another Columns demo. (#519, #125, #913) +- Examples: OpenGL: Various makefiles for MINGW, Linux. (#1209, #1229, #1209) [@fr500, @acda] +- Examples: Enabled vsync by default in example applications, so it doesn't confuse people that the sample run at 2000+ fps and waste an entire CPU. (#1213, #1151). +- Various other small fixes, tweaks, comments, optimizations. + + +----------------------------------------------------------------------- + VERSION 1.50 (2017-06-02) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.50 + +Breaking Changes: + +- Added a void* user_data parameter to Clipboard function handlers. (#875) +- SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal. +- Renamed ImDrawList::PathFill() - rarely used directly - to ImDrawList::PathFillConvex() for clarity and consistency. +- Removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. +- Style: style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. +- BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild(). + +Other Changes: + +- InputText(): Added support for CTRL+Backspace (delete word). +- InputText(): OSX uses Super+Arrows for home/end. Add Shortcut+Backspace support. (#650) [@michaelbartnett] +- InputText(): Got rid of individual OSX-specific options in ImGuiIO, added a single io.OSXBehaviors flag. (#473, #650) +- InputText(): Fixed pressing home key on last character when it isn't a trailing \n (#588, #815) +- InputText(): Fixed state corruption/crash bug in stb_textedit.h redo logic when exhausting undo/redo char buffer. (#715. #681) +- InputTextMultiline(): Fixed CTRL+DownArrow moving scrolling out of bounds. +- InputTextMultiline(): Scrollbar fix for when input and latched internal buffers differs in a way that affects vertical scrollbar existence. (#725) +- ImFormatString(): Fixed an overflow handling bug with implementation of vsnprintf() that do not return -1. (#793) +- BeginChild(const char*) now applies stack id to provided label, consistent with other widgets. (#894, #713) +- SameLine() with explicit X position is relative to left of group/columns. (ref #746, #125, #630) +- SliderInt(), SliderFloat() supports reverse direction (where v_min > v_max). (#854) +- SliderInt(), SliderFloat() better support for when v_min==v_max. (#919) +- SliderInt(), SliderFloat() enforces writing back value when interacting, to be consistent with other widgets. (#919) +- SliderInt, SliderFloat(): Fixed edge case where style.GrabMinSize being bigger than slider width can lead to a division by zero. (#919) +- Added IsRectVisible() variation with explicit start-end positions. (#768) [@thedmd] +- Fixed TextUnformatted() clipping bug in the large-text path when horizontal scroll has been applied. (#692, #246) +- Fixed minor text clipping issue in window title when using font straying above usual line. (#699) +- Fixed SetCursorScreenPos() fixed not adjusting CursorMaxPos as well. +- Fixed scrolling offset when using SetScrollY(), SetScrollFromPosY(), SetScrollHere() with menu bar. +- Fixed using IsItemActive() after EndGroup() or any widget using groups. (#840, #479) +- Fixed IsItemActive() lagging by one frame on initial widget activation. (#840) +- Fixed Separator() zero-height bounding box resulting in clipping when laying exactly on top line of clipping rectangle (#860) +- Fixed PlotLines() PlotHistogram() calling with values_count == 0. +- Fixed clicking on a window's void while staying still overzealously marking .ini settings as dirty. (#923) +- Fixed assert triggering when a window has zero rendering but has a callback. (#810) +- Scrollbar: Fixed rendering when sizes are negative to reduce glitches (which can happen with certain style settings and zero WindowMinSize). +- EndGroup(): Made IsItemHovered() work when an item was activated within the group. (#849) +- BulletText(): Fixed stopping to display formatted string after the '##' mark. +- Closing the focused window restore focus to the first active root window in descending z-order .(part of #727) +- Word-wrapping: Fixed a bug where we never wrapped after a 1 character word. [@sronsse] +- Word-wrapping: Fixed TextWrapped() overriding wrap position if one is already set. (#690) +- Word-wrapping: Fixed incorrect testing for negative wrap coordinates, they are perfectly legal. (#706) +- ImGuiListClipper: Fixed automatic-height calc path dumbly having user display element 0 twice. (#661, #716) +- ImGuiListClipper: Fix to behave within column. (#661, #662, #716) +- ImDrawList: Renamed ImDrawList::PathFill() to ImDrawList::PathFillConvex() for clarity. (BREAKING API) +- Columns: End() avoid calling Columns(1) if no columns set is open, not sure why it wasn't the case already (pros: faster, cons: exercise less code). +- ColorButton(): Fix ColorButton showing wrong hex value for alpha. (#1068) [@codecat] +- ColorEdit4(): better preserve inputting value out of 0..255 range, display then clamped in Hexadecimal form. +- Shutdown() clear out some remaining pointers for sanity. (#836) +- Added IMGUI_USE_BGRA_PACKED_COLOR option in imconfig.h (#767, #844) [@thedmd] +- Style: Removed the inconsistent shadow under RenderCollapseTriangle() (~#707) +- Style: Added ButtonTextAlign, ImGuiStyleVar_ButtonTextAlign. (#842) +- ImFont: Allowing to use up to 0xFFFE glyphs in same font (increased from previous 0x8000). +- ImFont: Added GetGlyphRangesThai() helper. [@nProtect] +- ImFont: CalcWordWrapPositionA() fixed font scaling with fallback character. +- ImFont: Calculate and store the approximate texture surface to get an idea of how costly each source font is. +- ImFontConfig: Added GlyphOffset to explicitly offset glyphs at font build time, useful for merged fonts. Removed MergeGlyphCenterV. (BREAKING API) +- Clarified asserts in CheckStacksSize() when there is a stack mismatch. +- Context: Support for #define-ing GImGui and IMGUI_SET_CURRENT_CONTEXT_FUNC to enable custom thread-based hackery (#586) +- Updated stb_truetype.h to 1.14 (added OTF support, removed warnings). (#883, #976) +- Updated stb_rect_pack.h to 0.10 (removed warnings). (#883) +- Added ImGuiMouseCursor_None enum value for convenient usage by app/backends. +- Clipboard: Added a void* user_data parameter to Clipboard function handlers. (#875) (BREAKING API) +- Internals: Refactor internal text alignment options to use ImVec2, removed ImGuiAlign. (#842, #222) +- Internals: Renamed ImLoadFileToMemory to ImFileLoadToMemory to be consistent with ImFileOpen + fix mismatching .h name. (#917) +- OS/Windows: Fixed Windows default clipboard handler leaving its buffer unfreed on application's exit. (#714) +- OS/Windows: No default IME handler when compiling for Windows using GCC. (#738) +- OS/Windows: Now using _wfopen() instead of fopen() to allow passing in paths/filenames with UTF-8 characters. (#917) +- Tools: binary_to_compressed_c: Avoid ?? trigraphs sequences in string outputs which break some older compilers. (#839) +- Demo: Added an extra 3-way columns demo. +- Demo: ShowStyleEditor: show font character map / grid in more details. +- Demo: Console: Fixed a completion bug when multiple candidates are equals and match until the end. +- Demo: Fixed 1-byte off overflow in the ShowStyleEditor() combo usage. (#783) [@bear24rw] +- Examples: Accessing ImVector fields directly, feel less stl-ey. (#810) +- Examples: OpenGL*: Saving/restoring existing scissor rectangle for completeness. (#807) +- Examples: OpenGL*: Saving/restoring active texture number (the value modified by glActiveTexture). (#1087, #1088, #1116) +- Examples: OpenGL*: Saving/restoring separate color/alpha blend functions correctly. (#1120) [@greggman] +- Examples: OpenGL2: Uploading font texture as RGBA32 to increase compatibility with users shaders for beginners. (#824) +- Examples: Vulkan: Countless fixes and improvements. (#785, #804, #910, #1017, #1039, #1041, #1042, #1043, #1080) [@martty, @Loftilus, @ParticlePeter, @SaschaWillems] +- Examples: DirectX9/10/10: Only call SetCursor(NULL) is io.MouseDrawCursor is set. (#585, #909) +- Examples: DirectX9: Explicitly setting viewport to match that other examples are doing. (#937) +- Examples: GLFW+OpenGL3: Fixed Shutdown() calling GL functions with NULL parameters if NewFrame was never called. (#800) +- Examples: GLFW+OpenGL2: Renaming opengl_example/ to opengl2_example/ for clarity. +- Examples: SDL+OpenGL: explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) +- Examples: SDL2: Added build .bat files for Win32. +- Added various links to language/engine bindings. +- Various other minor fixes, tweaks, comments, optimizations. + + +----------------------------------------------------------------------- + VERSION 1.49 (2016-05-09) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.49 + +Breaking Changes: + +- Renamed `SetNextTreeNodeOpened()` to `SetNextTreeNodeOpen()` for consistency, no redirection. +- Removed confusing set of `GetInternalState()`, `GetInternalStateSize()`, `SetInternalState()` functions. Now using `CreateContext()`, `DestroyContext()`, `GetCurrentContext()`, `SetCurrentContext()`. If you were using multiple contexts the change should be obvious and trivial. +- Obsoleted old signature of `CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false)`, as extra parameters were badly designed and rarely used. Most uses were using 1 parameter and shouldn't affect you. You can replace the "default_open = true" flag in new API with `CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen)`. +- Changed `ImDrawList::PushClipRect(ImVec4 rect)` to `ImDraw::PushClipRect(ImVec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false)`. Note that higher-level `ImGui::PushClipRect()` is preferable because it will clip at logic/widget level, whereas `ImDrawList::PushClipRect()` only affect your renderer. +- Title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore (see #655). If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you. However if your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color. (Or If this is confusing, just pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.) + + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) + { + float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)); + float k = title_bg_col.w / new_a; + return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); + } + +Other changes: + +- New version of ImGuiListClipper helper calculates item height automatically. See comments and demo code. (#662, #661, #660) +- Added SetNextWindowSizeConstraints() to enable basic min/max and programmatic size constraints on window. Added demo. (#668) +- Added PushClipRect()/PopClipRect() (previously part of imgui_internal.h). Changed ImDrawList::PushClipRect() prototype. (#610) +- Added IsRootWindowOrAnyChildHovered() helper. (#615) +- Added TreeNodeEx() functions. (#581, #600, #190) +- Added ImGuiTreeNodeFlags_Selected flag to display TreeNode as "selected". (#581, #190) +- Added ImGuiTreeNodeFlags_AllowOverlapMode flag. (#600) +- Added ImGuiTreeNodeFlags_NoTreePushOnOpen flag (#590). +- Added ImGuiTreeNodeFlags_NoAutoOpenOnLog flag (previously private). +- Added ImGuiTreeNodeFlags_DefaultOpen flag (previously private). +- Added ImGuiTreeNodeFlags_OpenOnDoubleClick flag. +- Added ImGuiTreeNodeFlags_OpenOnArrow flag. +- Added ImGuiTreeNodeFlags_Leaf flag, always opened, no arrow, for convenience. For simple use case prefer using TreeAdvanceToLabelPos()+Text(). +- Added ImGuiTreeNodeFlags_Bullet flag, to add a bullet to Leaf node or replace Arrow with a bullet. +- Added TreeAdvanceToLabelPos(), GetTreeNodeToLabelSpacing() helpers. (#581, #324) +- Added CreateContext()/DestroyContext()/GetCurrentContext()/SetCurrentContext(). Obsoleted nearly identical GetInternalState()/SetInternalState() functions. (#586, #269) +- Added NewLine() to undo a SameLine() and as a shy reminder that horizontal layout support hasn't been implemented yet. +- Added IsItemClicked() helper. (#581) +- Added CollapsingHeader() variant with close button. (#600) +- Fixed MenuBar missing lower border when borders are enabled. +- InputText(): Fixed clipping of cursor rendering in case it gets out of the box (which can be forced w/ ImGuiInputTextFlags_NoHorizontalScroll. (#601) +- Style: Changed default IndentSpacing from 22 to 21. (#581, #324) +- Style: Fixed TitleBg/TitleBgActive color being rendered above WindowBg color, which was inconsistent and causing visual artifact. (#655) + This broke the meaning of TitleBg and TitleBgActive. Only affect values where Alpha<1.0f. Fixed default theme. Read comments in "API BREAKING CHANGES" section to convert. +- Relative rendering of order of Child windows creation is preserved, to allow more control with overlapping children. (#595) +- Fixed GetWindowContentRegionMax() being off by ScrollbarSize amount when explicit SizeContents is set. +- Indent(), Unindent(): optional non-default indenting width. (#324, #581) +- Bullet(), BulletText(): Slightly bigger. Less polygons. +- ButtonBehavior(): fixed subtle old bug when a repeating button would also return true on mouse release (barely noticeable unless RepeatRate is set to be very slow). (#656) +- BeginMenu(): a menu that becomes disabled while open gets closed down, facilitate user's code. (#126) +- BeginGroup(): fixed using within Columns set. (#630) +- Fixed a lag in reading the currently hovered window when dragging a window. (#635) +- Obsoleted 4 parameters version of CollapsingHeader(). Refactored code into TreeNodeBehavior. (#600, #579) +- Scrollbar: minor fix for top-right rounding of scrollbar background when window has menu bar but no title bar. +- MenuItem(): the check mark renders in disabled color when menu item is disabled. +- Fixed clipping rectangle floating point representation to ensure renderer-side float point operations yield correct results in typical DirectX/GL settings. (#582, 597) +- Fixed GetFrontMostModalRootWindow(), fixing missing fade-out when a combo pop was used stacked over a modal window. (#604) +- ImDrawList: Added AddQuad(), AddQuadFilled() helpers. +- ImDrawList: AddText() refactor, moving some code to ImFont, reserving less unused vertices when large vertical clipping occurs. +- ImFont: Added RenderChar() helper. +- ImFont: Added AddRemapChar() helper. (#609) +- ImFontConfig: Clarified persistence requirement of GlyphRanges array. (#651) +- ImGuiStorage: Added bool helper functions for completeness. +- AddFontFromMemoryCompressedTTF(): Fix ImFontConfig propagation. (#587) +- Renamed majority of use of the word "opened" to "open" for clarity. Renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(). (#625, #579) +- Examples: OpenGL3: Saving/restoring glActiveTexture() state. (#602) +- Examples: DirectX9: save/restore all device state. +- Examples: DirectX9: Removed dependency on d3dx9.h, d3dx9.lib, dxguid.lib so it can be used in a DirectXMath.h only environment. (#611) +- Examples: DirectX10/X11: Apply depth-stencil state (no use of depth buffer). (#640, #636) +- Examples: DirectX11/X11: Added comments on removing dependency on D3DCompiler. (#638) +- Examples: SDL: Initialize video+timer subsystem only. +- Examples: Apple/iOS: lowered XCode project deployment target from 10.7 to 10.11. (#598, #575) + + +----------------------------------------------------------------------- + VERSION 1.48 (2016-04-09) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.48 + +Breaking Changes: + +- Consistently honoring exact width passed to PushItemWidth() (when positive), previously it would add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346) +- Style: removed `style.WindowFillAlphaDefault` which was confusing and redundant, baked alpha into `ImGuiCol_WindowBg` color. If you had a custom WindowBg color but didn't change WindowFillAlphaDefault, multiply WindowBg alpha component by 0.7. Renamed `ImGuiCol_TooltipBg` to `ImGuiCol_PopupBG`, applies to other types of pop-ups. `bg_alpha` parameter of 5-parameters version of Begin() is an override. (#337) +- InputText(): Added BufTextLen field in ImGuiTextEditCallbackData. Requesting user to update it if the buffer is modified in the callback. Added a temporary length-check assert to minimize panic for the 3 people using the callback. (#541) +- Renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). (#340) + +Other Changes: + +- Consistently honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346) +- Fixed clipping of child windows within parent not taking account of child outer clipping boundaries (including scrollbar, etc.). (#506) +- TextUnformatted(): Fixed rare crash bug with large blurb of text (2k+) not finished with a '\n' and fully above the clipping Y line. (#535) +- IO: Added 'KeySuper' field to hold CMD keyboard modifiers for OS X. Updated all examples accordingly. (#473) +- Added ImGuiWindowFlags_ForceVerticalScrollbar, ImGuiWindowFlags_ForceHorizontalScrollbar flags. (#476) +- Added IM_COL32 macros to generate a U32 packed color, convenient for direct use of ImDrawList api. (#346) +- Added GetFontTexUvWhitePixel() helper, convenient for direct use of ImDrawList api. +- Selectable(): Added ImGuiSelectableFlags_AllowDoubleClick flag to allow user reacting on double-click. (@zapolnov) (#516) +- Begin(): made the close button explicitly set the boolean to false instead of toggling it. (#499) +- BeginChild()/EndChild(): fixed incorrect layout to allow widgets submitted after an auto-fitted child window. (#540) +- BeginChild(): Added ImGuiWindowFlags_AlwaysUseWindowPadding flag to ensure non-bordered child window uses window padding. (#462) +- Fixed InputTextMultiLine(), ListBox(), BeginChildFrame(), ProgressBar(): outer frame not honoring bordering. (#462, #503) +- Fixed Image(), ImageButtion() rendering a rectangle 1 px too large on each axis. (#457) +- SetItemAllowOverlap(): Promoted from imgui_internal.h to public imgui.h api. (#517) +- Combo(): Right-most button stays highlighted when pop-up is open. +- Combo(): Display pop-up above if there's isn't enough space below / or select largest side. (#505) +- DragFloat(), SliderFloat(), InputFloat(): fixed cases of erroneously returning true repeatedly after a text input modification (e.g. "0.0" --> "0.000" would keep returning true). (#564) +- DragFloat(): Always apply value when mouse is held/widget active, so that an always-resetting variable (e.g. non saved local) can be passed. +- InputText(): OS X friendly behaviors: Word movement uses ALT key; Shortcuts uses CMD key; Double-clicking text select a single word; Jumping to next word sets cursor to end of current word instead of beginning of current word. (@zhiayang), (#473) +- InputText(): Added BufTextLen in ImGuiTextEditCallbackData. Requesting user to maintain it if buffer is modified. Zero-ing structure properly before use. (#541) +- CheckboxFlags(): Added support for testing/setting multiple flags at the same time. (@DMartinek) (#555) +- TreeNode(), CollapsingHeader() fixed not being able to use "##" sequence in a formatted label. +- ColorEdit4(): Empty label doesn't add InnerSpacing.x, matching behavior of other widgets. (#346) +- ColorEdit4(): Removed unnecessary calls to scanf() when idle in hexadecimal edit mode. +- BeginPopupContextItem(), BeginPopupContextWindow(): added early out optimization. +- CaptureKeyboardFromApp() / CaptureMouseFromApp(): added argument to allow clearing the capture flag. (#533) +- ImDrawList: Fixed index-overflow check broken by AddText() casting current index back to ImDrawIdx. (#514) +- ImDrawList: Fixed incorrect removal of trailing draw command if it is a callback command. +- ImDrawList: Allow windows with only a callback only to be functional. (#524) +- ImDrawList: Fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. (#457) +- ImDrawList: Fixed ImDrawList::AddCircle() to fit precisely within bounding box like AddCircleFilled() and AddRectFilled(). (#457) +- ImDrawList: AddCircle(), AddRect() takes optional thickness parameter. +- ImDrawList: Added AddTriangle(). +- ImDrawList: Added PrimQuadUV() helper to ease custom rendering of textured quads (require primitive reserve). +- ImDrawList: Allow AddText(ImFont\* font, float font_size, ...) variant to take NULL/0.0f as default. +- ImFontAtlas: heuristic increase default texture width up for large number of glyphs. (#491) +- ImTextBuffer: Fixed empty() helper which was utterly broken. +- Metrics: allow to inspect individual triangles in draw calls. +- Demo: added more draw primitives in the Custom Rendering example. (#457) +- Demo: extra comments and example for PushItemWidth(-1) patterns. +- Demo: InputText password demo filters out blanks. (#515) +- Demo: Fixed malloc/free mismatch and leak when destructing demo console, if it has been used. (@fungos) (#536) +- Demo: plot code doesn't use ImVector to avoid heap allocation and be more friendly to custom allocator users. (#538) +- Fixed compilation on DragonFly BSD (@mneumann) (#563) +- Examples: Vulkan: Added a Vulkan example (@Loftilus) (#549) +- Examples: DX10, DX11: Saving/restoring most device state so dropping render function in your codebase shouldn't have DX device side-effects. (#570) +- Examples: DX10, DX11: Fixed ImGui_ImplDX??_NewFrame() from recreating device objects if render isn't called (g_pVB not set). +- Examples: OpenGL3: Fix BindVertexArray/BindBuffer order. (@nlguillemot) (#527) +- Examples: OpenGL: skip rendering and calling glViewport() if we have zero-fixed buffer. (#486) +- Examples: SDL2+OpenGL3: Fix context creation options. Made ImGui_ImplSdlGL3_NewFrame() signature match GL2 one. (#468, #463) +- Examples: SDL2+OpenGL2/3: Fix for high-dpi displays. (@nickgravelyn) +- Various extra comments and clarification in the code. +- Various other fixes and optimizations. + + +----------------------------------------------------------------------- + VERSION 1.47 (2015-12-25) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.47 + +Changes: + +- Rebranding "ImGui" -> "dear imgui" as an optional first name to reduce ambiguity with IMGUI term. (#21) +- Added ProgressBar(). (#333) +- InputText(): Added ImGuiInputTextFlags_Password mode: hide display, disable logging/copying to clipboard. (#237, #363, #374) +- Added GetColorU32() helper to retrieve color given enum with global alpha and extra applied. +- Added ImGuiIO::ClearInputCharacters() superfluous helper. +- Fixed ImDrawList draw command merging bug where using PopClipRect() along with PushTextureID()/PopTextureID() functions + would occasionally restore an incorrect clipping rectangle. +- Fixed ImDrawList draw command merging so PushTextureID(XXX)/PopTextureID()/PushTextureID(XXX) sequence are now properly merged. +- Fixed large popups positioning issues when their contents on either axis is larger than DisplaySize, + and WindowPadding < DisplaySafeAreaPadding. +- Fixed border rendering in various situations when using non-pixel aligned glyphs. +- Fixed border rendering of windows to always contain the border within the window. +- Fixed Shutdown() leaking font atlas data if NewFrame() was never called. (#396, #303) +- Fixed int>void\* warnings for 64-bit architectures with fancy warnings enabled. +- Renamed the dubious Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. +- InputText(): Fixed and better handling of using keyboard while mouse button if being held and dragging. (#429) +- InputText(): Replace OS IME (Input Method Editor) cursor on top-left when we are not text editing. +- TreeNode(), CollapsingHeader(), Bullet(), BulletText(): various sizing and layout fixes to better support laying out + multiple item with different height on same line. (#414, #282) +- Begin(): Initial window creation with ImGuiWindowFlags_NoBringToFrontOnFocus flag pushes it at the front of global window list. +- BeginPopupContextWindow() and BeginPopupContextVoid() reopen window on subsequent click. (#439) +- ColorEdit4(): Fixed broken tooltip on hovering the color button. (actually fixes #373, #380) +- ImageButton(): uses FrameRounding up to a maximum of available framing size. (#394) +- Columns: Fixed bug with indentation within columns, also making code a bit shorter/faster. (#414, #125) +- Columns: Columns set with no implicit id include the columns count within the id to reduce collisions. (#125) +- Columns: Removed one unnecessary allocation when columns are not used by a window. (#125) +- ImFontAtlas: Tweaked GetGlyphRangesJapanese() so it is easier to modify. +- ImFontAtlas: Updated stb_rect_pack.h to 0.08. +- Metrics: Fixed computing ImDrawCmd bounding box when the draw buffer have been unindexed. +- Demo: Added a simple "Property Editor" demo applet. (#125, #414) +- Demo: Fixed assertion in "Custom Rendering" demo when holding both mouse buttons. (#393) +- Demo: Lots of extra comments, fixes. +- Demo: Tweaks to Style Editor. +- Examples: Not clearing input data/tex data in atlas (will be required for dynamic atlas anyway). +- Examples: Added /Zi (output debug information) to Win32 batch files. +- Examples: Various fixes for resizing window and recreating graphic context. +- Examples: OpenGL2/3: Save/restore viewport as part of default render function. (#392, #441). +- Examples; OpenGL3: Fixed gl3w.c for Linux when compiled with a C++ compiler. (#411) +- Examples: DirectX: Removed assumption about Unicode build in example main.cpp. (#399) +- Examples: DirectX10: Added DirectX10 example. (#424) +- Examples: DirectX11: Downgraded requirement from shader model 5.0 to 4.0. (#420) +- Examples: DirectX11: Removed Debug flag from graphics context. (#415) +- Examples: Added SDL+OpenGL3 example. (#356) + + +----------------------------------------------------------------------- + VERSION 1.46 (2015-10-18) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.46 + +Changes: + +- Begin*(): added ImGuiWindowFlags_NoFocusOnAppearing flag. (#314) +- Begin*(): added ImGuiWindowFlags_NoBringToFrontOnFocus flag. +- Added GetDrawData() alternative to setting a Render function pointer in ImGuiIO structure. +- Added SetClipboardText(), GetClipboardText() helper shortcuts that user code can call directly without reading + from the ImGuiIO structure (to match MemAlloc/MemFree) +- Fixed handling of malformed UTF-8 at the end of a non-zero terminated string range. +- Fixed mouse click detection when passing DeltaTime 0.0. (#338) +- Fixed IsKeyReleased() and IsMouseReleased() returning true on the first frame. +- Fixed using SetNextWindow\* functions on Modal windows with a ImGuiSetCond_Appearing condition. (#377) +- IsMouseHoveringRect(): Added 'bool clip' parameter to disable clipping provided rectangle. (#316) +- InputText(): added ImGuiInputTextFlags_ReadOnly flag. (#211) +- InputText(): lose cursor/undo-stack when reactivating focus is buffer has changed size. +- InputText(): fixed ignoring text inputs when ALT or ALTGR are pressed. (#334) +- InputText(): fixed mouse-dragging not tracking the cursor when text doesn't fit. (#339) +- InputText(): fixed cursor pixel-perfect alignment when horizontally scrolling. +- InputText(): fixed crash when passing a buf_size==0 (which can be of use for read-only selectable text boxes). (#360) +- InputFloat() fixed explicit precision modifier, both display and input were broken. +- PlotHistogram(): improved rendering of histogram with a lot of values. +- Dummy(): creates an item so functions such as IsItemHovered() can be used. +- BeginChildFrame() helper: added the extra_flags parameter. +- Scrollbar: fixed rounding of background + child window consistenly have ChildWindowBg color under ScrollbarBg fill. (#355). +- Scrollbar: background color less translucent in default style so it works better when changing background color. +- Scrollbar: fixed minor rendering offset when borders are enabled. (#365) +- ImDrawList: fixed 1 leak per ImDrawList using the ChannelsSplit() API (via Columns). (#318) +- ImDrawList: fixed rectangle rendering glitches with width/height <= 1/2 and rounding enabled. +- ImDrawList: AddImage() uv parameters default to (0,0) and (1,1). +- ImFontAtlas: Added TexDesiredWidth and tweaked default cheapo best-width choice. (#327) +- ImFontAtlas: Added GetGlyphRangesKorean() helper to retrieve unicode ranges for Korean. (#348) +- ImGuiTextFilter::Draw() helper return bool and build when filter is modified. +- ImGuiTextBuffer: added c_str() helper. +- ColorEdit4(): fixed hovering the color button always showing 1.0 alpha. (#373) +- ColorConvertFloat4ToU32() round the floats instead of truncating them. +- Window: Fixed window lower-right clipping limit so it plays more friendly with both OpenGL and DirectX coordinates. +- Internal: Extracted a EndFrame() function out of Render() but kept it internal/private + clarified some asserts. (#335) +- Internal: Added missing IMGUI_API definitions in imgui_internal.h (#326) +- Internal: ImLoadFileToMemory() return void\* instead of taking void*\* + allow optional int\* file_size. +- Demo: Horizontal scrollbar demo allows to enable simultanaeous scrollbars on both axises. +- Tools: binary_to_compressed_c.cpp: added -nocompress option. +- Examples: Added example for the Marmalade platform. +- Examples: Added batch files to build Windows examples with VS. +- Examples: OpenGL3: Saving/restoring more GL state correctly. (#347) +- Examples: OpenGL2/3: Added msys2/mingw64 target to Makefiles. + + +----------------------------------------------------------------------- + VERSION 1.45 (2015-09-01) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.45 + +Breaking Changes: + +- With the addition of better horizontal scrolling primitives I had to make some consistency fixes. + `GetCursorPos()` `SetCursorPos()` `GetContentRegionMax()` `GetWindowContentRegionMin()` `GetWindowContentRegionMax()` + are now incorporating the scrolling amount. They were incorrectly not incorporating this amount previously. + It PROBABLY shouldn't break anything, but that depends on how you used them. Namely: + - If you always used SetCursorPos() with values relative to GetCursorPos() there shouldn't be a problem. + However if you used absolute coordinates, note that SetCursorPosY(100.0f) will put you at +100 from the initial Y position (which may be scrolled out of the view), NOT at +100 from the window top border. Since there wasn't any official scrolling value on X axis (past just manually moving the cursor) this can only affect you if you used to set absolute coordinates on the Y axis which is hopefully rare/unlikely, and trivial to fix. + - The value of GetWindowContentRegionMax() isn't necessarily close to GetWindowWidth() if horizontally scrolling. + Previously they were roughly interchangeable (roughly because the content region exclude window padding). + +Other Changes: + +- Added Horizontal Scrollbar via ImGuiWindowFlags_HorizontalScroll (#246). +- Added GetScrollX(), GetScrollX(), GetScrollMaxX() apis (#246). +- Added SetNextWindowContentSize(), SetNextWindowContentWidth() to explicitly set the content size of a window, which + define the range of scrollbar. When set explicitly it also define the base value from which widget width are derived. +- Added IO.WantTextInput telling when ImGui is expecting text input, so that e.g. OS on-screen keyboard can be enabled. +- Added printf attribute to printf-like text formatting functions (Clang/GCC). +- Added GetMousePosOnOpeningCurrentPopup() helper. +- Added GetContentRegionAvailWidth() helper. +- Malformed UTF-8 data don't terminate string, output 0xFFFD instead (#307). +- ImDrawList: Added AddBezierCurve(), PathBezierCurveTo() API for cubic bezier curves (#311). +- ImDrawList: Allow to override ImDrawIdx type (#292). +- ImDrawList: Added an assert on overflowing index value (#292). +- ImDrawList: Fixed issues with channels split/merge. Now functional without manually adding a draw cmd. Added comments. +- ImDrawData: Added ScaleClipRects() helper useful when rendering scaled. (#287). +- Fixed Bullet() inconsistent layout behaviour when clipped. +- Fixed IsWindowHovered() not taking account of window hoverability (may be disabled because of a popup). +- Fixed InvisibleButton() not honoring negative size consistently with other widgets that do so. +- Fixed OpenPopup() accessing current window, effectively opening "Debug" when called from an empty window stack. +- TreeNode(): Fixed IsItemHovered() result being inconsistent with interaction visuals (#282). +- TreeNode(): Fixed mouse interaction padding past the node label being accounted for in layout (#282). +- BeginChild(): Passing a ImGuiWindowFlags_NoMove inhibits moving parent window from this child. +- BeginChild() fixed missing rounding for child sizes which leaked into layout and have items misaligned. +- Begin(): Removed default name = "Debug" parameter. We already have a "Debug" window pushed to the stack in the first place so it's not really a useful default. +- Begin(): Minor fixes with windows main clipping rectangle (e.g. child window with border). +- Begin(): Window flags are only read on the first call of the frame. Subsequent calls ignore flags, which allows appending to a window without worryin about flags. +- InputText(): ignore character input when ctrl/alt are held. (Normally those text input are ignored by most wrappers.) (#279). +- Demo: Fixed incorrectly formed string passed to Combo (#298). +- Demo: Added simple Log demo. +- Demo: Added horizontal scrolling example + enabled in console, log and child examples (#246). +- Style: made scrollbars rounded by default. Because nice. Minor menu bar background alpha tweak. (#246) +- Metrics: display indices along with triangles count (#299) and some internal state. +- ImGuiTextFilter::PassFilter() supports string range. Added [] helper to ImGuiTextBuffer. +- ImGuiTextFilter::Draw() default parameter width=0.0f for no override, allow override with negative values. +- Examples: OpenGL2/OpenGL3: fix for retina displays. Default font current lack crispness. +- Examples: OpenGL2/OpenGL3: save/restore more GL state correctly. +- Examples: DirectX9/DirectX11: resizing buffers dynamically (#299). +- Examples: DirectX9/DirectX11: added missing middle mouse button to Windows event handler. +- Examples: DirectX11: fix for Visual Studio 2015 presumably shipping with an updated version of DX11. +- Examples: iOS: fixed missing files in project. + + +----------------------------------------------------------------------- + VERSION 1.44 (2015-08-08) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.44 + +Breaking Changes: + +- imgui.cpp has been split intro extra files: imgui_demo.cpp, imgui_draw.cpp, imgui_internal.h. + Add the two extra .cpp to your project or #include them from another .cpp file. (#219) + +Other Changes: + +- Internal data structure and several useful functions are now exposed in imgui_internal.h. This should make it easier + and more natural to extend ImGui. However please note that none of the content in imgui_internal.h is guaranteed + for forward-compatibility and code using those types/functions may occasionally break. (#219) +- All sample code is in imgui_demo.cpp. Please keep this file in your project and consider allowing your code to call + the ShowTestWindow() function as de-facto guide to ImGui features. It will be stripped out by the linker when unused. +- Added GetContentRegionAvail() helper (basically GetContentRegionMax() - GetCursorPos()). +- Added ImGuiWindowFlags_NoInputs for totally input-passthru window. +- Button(): honor negative size consistently with other widgets that do so (width -100 to align the button 100 pixels + before the right-most position of the contents region). +- InputTextMultiline(): honor negative size consistently with other widgets that do so. +- Combo() clamp popup to lower edge of visible area. +- InputInt(): value doesn't pass through an int>float>int casting chain, fix handling lost of precision with "large" integer. +- InputInt() allow hexadecimal input (awkwardly via ImGuiInputTextFlags_CharsHexadecimal but we will allow format + string in InputInt* later). +- Checkbox(), RadioButton(): fixed scaling of checkbox and radio button for the filling of "active" visual. +- Columns: never assume horizontal space for scrollbar if NoScrollbar flag is explicitly set. +- Slider: fixed using FramePadding between frame and grab visual. Scaling that spacing would look odd. +- Fixed lower-right resize grip hit box not scaling along with its rendered size (#287) +- ImDrawList: Fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (v1.43) being off by an extra PI for no reason. +- ImDrawList: Added ImDrawList::AddText() shorthand helper. +- ImDrawList: Add missing support for anti-aliased thick-lines (#133, also ref #288) +- ImFontAtlas: Added AddFontFromMemoryCompressedBase85TTF() to load base85 encoded font string. Default font encoded + as base85 saves ~100 lines / 26 KB of source code. Added base85 output to the binary_to_compressed_c tool. +- Build fix for MinGW (#276). +- Examples: OpenGL3: Fixed running on script core profiles for OSX (#277). +- Examples: OpenGL3: Simplified code using glBufferData for vertices as well (#277, #278) +- Examples: DirectX11: Clear font texture view to ensure Release() doesn't get called twice (#290). +- Updated to stb_truetype 1.07 (back to vanilla version as our minor changes are now in master & fix unlikely assert + with odd fonts (#280) + + +----------------------------------------------------------------------- + VERSION 1.43 (2015-07-17) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.43 + +Breaking Changes: + +- This is a rather important release and we unfortunately had to break the rendering API. + ImGui now requires you to render indexed vertices instead of non-indexed ones. The fix should be very easy. + Sorry for that! This change is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + Each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles + using indices from the index buffer. +- If you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update + your copy and you can ignore the rest. +- The signature of the io.RenderDrawListsFn handler has changed + From: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + To: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data) + With: argument 'cmd_lists' -> 'draw_data->CmdLists' + argument 'cmd_lists_count' -> 'draw_data->CmdListsCount' + ImDrawList 'commands' -> 'CmdBuffer' + ImDrawList 'vtx_buffer' -> 'VtxBuffer' + ImDrawList n/a -> 'IdxBuffer' (new) + ImDrawCmd 'vtx_count' -> 'ElemCount' + ImDrawCmd 'clip_rect' -> 'ClipRect' + ImDrawCmd 'user_callback' -> 'UserCallback' + ImDrawCmd 'texture_id' -> 'TextureId' +- If you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index + the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + Refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. Please upgrade! + +Other Changes: + +- Added anti-aliasing on lines and shapes based on primitives by @MikkoMononen (#133). + Between the use of indexed-rendering and the fact that the entire rendering codebase has been optimized and massaged + enough, with anti-aliasing enabled ImGui 1.43 is now running FASTER than 1.41. + Made some extra effort in making the code run faster in your typical Debug build. +- Anti-aliasing can be disabled in the ImGuiStyle structure via the AntiAliasedLines/AntiAliasedShapes fields for further gains. +- ImDrawList: Added AddPolyline(), AddConvexPolyFilled() with optional anti-aliasing. +- ImDrawList: Added stateful path building and stroking API. PathLineTo(), PathArcTo(), PathRect(), PathFill(), PathStroke() + with optional anti-aliasing. +- ImDrawList: Added AddRectFilledMultiColor() helper. +- ImDrawList: Added multi-channel rendering so out of order elements can be rendered in separate channels and then merged + back together (used by columns). +- ImDrawList: Fixed merging draw commands when equal clip rectangles are in the two first commands. +- ImDrawList: Fixed window draw lists not destructed properly on Shutdown(). +- ImDrawData: Added DeIndexAllBuffers() helper. +- Added lots of new font options ImFontAtlas::AddFont() and the new ImFontConfig structure. + - Added support for oversampling (ImFontConfig: OversampleH, OversampleV) and sub-pixel positioning (ImFontConfig: PixelSnapH). + Oversampling allows sub-pixel positioning but can also be used as a way to get some leeway with scaling fonts without re-rasterizing. + - Added GlyphExtraSpacing option to add extra horizontal spacing between characters (#242). + - Added MergeMode option to merge glyphs from different font inputs into a same font (#182, #232). + - Added FontDataOwnedByAtlas option to keep ownership from the TTF data buffer and request the atlas to make a copy (#220). +- Updated to stb_truetype 1.06 (+ minor mods) with better font rasterization. +- InputText: Added ImGuiInputTextFlags_NoHorizontalScroll flag. +- InputText: Added ImGuiInputTextFlags_AlwaysInsertMode flag. +- InputText: Added HasSelection() helper in ImGuiTextEditCallbackData as a clarification. +- InputText: Fix for using END key on a multi-line text editor (#275) +- Columns: Dispatch render of each column in a sub-draw list and merge on closure, saving a lot of draw calls! (#125) +- Popups: Fixed Combo boxes inside menus. (#272) +- Style: Added GrabRounding setting to make the sliders etc. grabs rounded. +- Changed SameLine() parameters from int to float. +- Fixed incorrect assert triggering when code stole ActiveID from user moving a window by calling e.g. SetKeyboardFocusHere(). +- Fixed CollapsingHeader() label rendering outside its frame in columns context where ClipRect max isn't aligned with the + right-side of the header. +- Metrics window: calculate bounding box of actual vertices when hovering a draw list. +- Examples: Showing more information in the Fonts section. +- Examples: Added a gratuitous About window. +- Examples: Updated all examples code (OpenGL/DX9/DX11/SDL/Allegro/iOS) to use indexed rendering. +- Examples: Fixed the SDL2 example to support Unicode text input (#274). + + +----------------------------------------------------------------------- + VERSION 1.42 (2015-07-08) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.42 + +Breaking Changes: + +- Renamed SetScrollPosHere() to SetScrollHere(). Kept inline redirection function (will obsolete). +- Renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion and make scrolling API consistent, + because positions (e.g. cursor position) are not equivalent to scrolling amount. +- Removed obsolete GetDefaultFontData() function that would assert anyway. + If you are updating from <1.30 you'll get a compile error instead of an assertion. (obsoleted 2015/01/11) + +Other Changes: + +- Added SDL2 example application (courtesy of @CedricGuillemet) +- Added iOS example application (courtesy of @joeld42) +- Added Allegro 5 example application (courtesy of @bggd) +- Added TitleBgActive color in style so focused window is made visible. (#253) +- Added CaptureKeyboardFromApp() / CaptureMouseFromApp() to manually enforce inputs capturing. +- Added DragFloatRange2() DragIntRange2() helpers. (#76) +- Added a Y centering ratio to SetScrollFromCursorPos() which can be used to aim the top or bottom of the window. (#150) +- Added SetScrollY(), SetScrollFromPos(), GetCursorStartPos() for manual scrolling manipulations. (#150). +- Added GetKeyIndex() helper for converting from ImGuiKey_\* enum to user's keycodes. Basically pulls from io.KeysMap[]. +- Added missing ImGuiKey_PageUp, ImGuiKey_PageDown so more UI code can be written without referring to implementation-side keycodes. +- MenuItem() can be activated on release. (#245) +- Allowing NewFrame() with DeltaTime==0.0f to not assert. +- Fixed IsMouseDragging(). (#260) +- Fixed PlotLines(), PlotHistogram() using incorrect hovering test so they would show their tooltip even when there is + a popup between mouse and the graph. +- Fixed window padding being reported incorrectly for child windows with borders when parent have no borders. +- Fixed a bug with TextUnformatted() clipping of long text blob when clipping y1 line sits on the first line of text. (#257) +- Fixed text baseline alignment of small button (no padding) after regular buttons. +- Fixed ListBoxHeader() not honoring negative sizes the same way as BeginChild() or BeginChildFrame(). (#263) +- Fixed warnings for more pedantic compiler settings (#258). +- ImVector<> cannot be re-defined anymore, cannot be replaced with std::vector<>. Allowed us to clean up and optimize + lots of code. Yeah! (#262) +- ImDrawList: store pointer to their owner name for easier auditing/debugging. +- Examples: added scroll tracking example with SetScrollFromCursorPos(). +- Examples: metrics windows render clip rectangle when hovering over a draw call. +- Lots of small optimization (particularly to run faster on unoptimized builds) and tidying up. +- Added font links in extra_fonts/ + instructions for using compressed fonts in C array. + + +----------------------------------------------------------------------- + VERSION 1.41 (2015-06-26) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.41 + +Breaking Changes: + +- Changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent). + Only makes a difference when texture have transparency. +- Changed Selectable() API from (label, selected, size) to (label, selected, flags, size). + Size override should be used very rarely so hopefully it doesn't affect many people. Sorry! + +Other Changes: + +- Added InputTextMultiline() multi-line text editor, vertical scrolling, selection, optimized enough to handle rather + big chunks of text in stateless context (thousands of lines are ok), option for allowing Tab to be input, option + for validating with Return or Ctrl+Return (#200). +- Added modal window API, BeginPopupModal(), follows the popup api scheme. Modal windows can be closed by clicking + outside. By default the rest of the screen is dimmed (using ImGuiCol_ModalWindowDarkening). Modal windows can be stacked. +- Added GetGlyphRangesCyrillic() helper (#237). +- Added SetNextWindowPosCenter() to center a window prior to knowing its size. (#249) +- Added IsWindowHovered() helper. +- Added IsMouseReleased(), IsKeyReleased() helpers to allow to user to avoid tracking them. (#248) +- Allow Set*WindowSize() calls to be used with popups. +- Window: AutoFit can be triggered on each axis separately via SetNextWindowSize(), etc. +- Window: fixed scrolling with mouse wheel while window was collapsed. +- Window: fixed mouse wheel scroll issues. +- DragFloat(), SliderFloat(): Fixed rounding of negative numbers which sometime made the negative lower bound unreachable. +- InputText(): lifted character count limit. +- InputText(): fixes in case of using per-window font scaling. +- Selectable(), MenuItem(): do not use frame rounding for hovering/selection. +- Selectable(): Added flag ImGuiSelectableFlags_DontClosePopups. +- Selectable(): Added flag ImGuiSelectableFlags_SpanAllColumns (#125). +- Combo(): Fixed issue with activating a Combo() not taking active id (#241). +- ColorButton(), ColorEdit4(): fix to ensure that the colored square stays square when non-default padding settings are used. +- BeginChildFrame(): returns bool like BeginChild() for clipping. +- SetScrollPosHere(): takes account of item height + more accurate centering + fixed precision issue. +- ImFont: ignoring '\r'. +- ImFont: added GetCharAdvance() helper. Exposed font Ascent and font Descent. +- ImFont: additional rendering optimizations. +- Metrics windows display storage size. + + +----------------------------------------------------------------------- + VERSION 1.40 (2015-05-31) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.40 + +Breaking Changes: + +- The BeginPopup() API (introduced in 1.37) had to be changed to allow for stacked popups and menus. + Use OpenPopup() to toggle the opened state and BeginPopup() to append.** +- The third parameter of Button(), 'repeat_if_held' has been removed. While it's been very rarely used, + some code will possibly break if you didn't rely on the default parameter. + Use PushButtonRepeat()/PopButtonRepeat() to configure repeat. +- Renamed IsRectClipped() to !IsRectVisible() for consistency (opposite return value!). Kept inline redirection function (will obsolete) +- Renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline indirection function (will obsolete). + +Other Changes: + +- Menus: Added a menu system! Menus are typically populated with menu items and sub-menus, but you can add any sort of + widgets in them (buttons, text inputs, sliders, etc.). (#126) +- Menus: Added MenuItem() to append a menu item. Optional shortcut display, acts a button & toggle with checked/unchecked state, + disabled mode. Menu items can be used in any window. +- Menus: Added BeginMenu() to append a sub-menu. Note that you generally want to add sub-menu inside a popup or a menu-bar. + They will work inside a normal window but it will be a bit unusual. +- Menus: Added BeginMenuBar() to append to window menu-bar (set ImGuiWindowFlags_MenuBar to enable). +- Menus: Added BeginMainMenuBar() helper to append to a fullscreen main menu-bar. +- Popups: Support for stacked popups. Each popup level inhibit inputs to lower levels. The menus system is based on this. (#126). +- Popups: Added BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() to create a popup window on mouse-click. +- Popups: Popups have borders by default (#197), attenuated border alpha in default theme. +- Popups & Tooltip: Fit within display. Handling various positioning/sizing/scrolling edge cases. Better hysteresis when moving + in corners. Tooltip always tries to stay away from mouse-cursor. +- Added ImGuiStorage::GetVoidPtrRef() for manipulating stored void*. +- Added IsKeyDown() IsMouseDown() as convenience and for consistency with existing functions (instead of reading them from IO structures). +- Added Dummy() helper to advance layout by a given size. Unlike InvisibleButton() this doesn't catch any click. +- Added configurable io.KeyRepeatDelay, io.KeyRepeatRate keyboard and mouse repeat rate. +- Added PushButtonRepeat() / PopButtonRepeat() to enable hold-button-to-repeat press on any button. +- Removed the third 'repeat' parameter of Button(). +- Added IsAnyItemHovered() helper. +- Added GetItemsLineHeightWithSpacing() helper. +- Added ImGuiListClipper helper for clipping large list of evenly sized items, to avoid using CalcListClipping() directly. +- Separator: within group start on group horizontal offset. (#205) +- InputText: Fixed incorrect edit state after text buffer is appended to by user via the callback. (#206) +- InputText: CTRL+letter-key shortcuts (e.g. CTRL+C/V/X) makes sure only CTRL is pressed. (#214) +- InputText: Fixed cursor generating a zero-width wire-frame rectangle turning into a division by zero (would go unnoticed + unless you trapped exceptions). +- InputFloatN/InputIntN: Flags parameter added to match scalar versions. (#218) +- Selectable: Horizontal filling not declared to ItemSize() so Selectable(),SameLine() works and we can better auto-fit the window. +- Selectable: Handling text baseline alignment for line that aren't of text height. +- Combo: Empty label doesn't add ItemInnerSpacing alignment, matching other widgets. +- EndGroup: Carries the text base offset from the last line of the group (sort of incorrect but better than nothing, + should use the first line of the group, will implement in the future). +- Columns: distinguish columns-set ID from other widgets as a convenience, added asserts and sailors. +- ListBox: ListBox() function only use public API to encourage creating custom versions. ListBoxHeader() can return false. +- ListBox: Uses ImGuiListClipper and assume items of matching height, so large lists can be handled. +- Plot: overlay label clipped within frame when not fitting. +- Window: Added ImGuiSetCond_Appearing to test the hidden->visible transition in SetWindow***/SetNextWindow*** functions. +- Window: Auto-fitting cancel out one worth of vertical spacing for vertical symmetry (like what group and tooltip do). +- Window: Default item width for auto-resizing windows expressed as a factor of font height, scales better with different font. +- Window: Fixed auto-fit calculation mismatch of whether a scrollbar will be added by maximum height clamping. Also honor NoScrollBar in the case of height clamping, not adding extra horizontal space. +- Window: Hovering require to hover same child window. Reverted 860cf57 (December 3). Might break something if you have + child overlapping items in parent window. +- Window: Fixed appending multiple times to an existing child via multiple BeginChild/EndChild calls to same child name. + Allows a simple form of out-of-order appending. +- Window: Fixed auto-filling child window using WindowMinSize at their minimum size, irrelevant. +- Metrics: Added io.MetricsActiveWindows counter. (#213. +- Metrics: Added io.MetricsAllocs counter (number of active memory allocations). +- Metrics: ShowMetricsWindow() shows popups stack, allocations. +- Style: Added style.DisplayWindowPadding to prevent windows from reaching edges of display (similar to style.DisplaySafeAreaPadding which is still in effect and also affect popups/tooltips). +- Style: Removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). +- Style: Added style.ScrollbarRounding. (#212) +- Style: Added ImGuiCol_TextDisabled for disabled text. Added TextDisabled() helper. +- Style: Added style.WindowTitleAlign alignment options, to e.g. center title on windows. (#222) +- ImVector: tweak growth strategy, matches vector from VS2010. +- ImFontAtlas: Added ClearFonts(), making the different clear funcs more explicit. (#224) +- ImFontAtlas: Fixed appending new fonts without clearing existing fonts. Clearing input data left to application. (#224) +- ImDrawList: Merge draw command better, cases of multiple Begin/End gets merged properly. +- Store common stacked settings contiguously in memory to avoid heap allocation for unused features, and reduce cache misses. +- Shutdown() tests for g.IO.Fonts not being NULL to ease use of multiple ImGui contexts. (#207) +- Added IMGUI_DISABLE_OBSOLETE_FUNCTIONS define to disable the functions that are meant to be removed. +- Examples: Added ? marks with tooltips next to various widgets. Added more comments in the demo window. +- Examples: Added Menu-bar example. +- Examples: Added Simple Layout example. +- Examples: AutoResize demo doesn't use TextWrapped(). +- Examples: Console example uses standard malloc/free, makes more sense as a copy & pastable example. +- Examples: DirectX9/11: Fixed key mapping for down arrow. +- Examples: DirectX9/11: hide OS cursor if ImGui is drawing it. (#155) +- Examples: DirectX11: explicitly set rasterizer state. +- Examples: OpenGL3: Add conditional compilation of forward compat as required by glfw on OSX. (#229) +- Fixed build with Visual Studio 2008 (possibly earlier versions as well). +- Other fixes, comments, tweaks. + + +----------------------------------------------------------------------- + +For older version, see https://github.com/ocornut/imgui/releases + diff --git a/Dependencies/imgui/docs/CONTRIBUTING.md b/Dependencies/imgui/docs/CONTRIBUTING.md new file mode 100644 index 000000000..eba3b65c0 --- /dev/null +++ b/Dependencies/imgui/docs/CONTRIBUTING.md @@ -0,0 +1,80 @@ +# Contributing Guidelines + +## Index + +- [Getting Started & General Advices](#getting-started--general-advices) +- [Issues vs Discussions](#issues-vs-discussions) +- [How to open an Issue](#how-to-open-an-issue) +- [How to open a Pull Request](#how-to-open-a-pull-request) +- [Copyright / Contributor License Agreement](#copyright--contributor-license-agreement) + +## Getting Started & General Advices + +- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1). +- Please browse the [Wiki](https://github.com/ocornut/imgui/wiki) to find code snippets, links and other resources (e.g. [Useful extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions)). +- Please read [docs/FAQ.md](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md). +- Please read [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) if your question relates to fonts or text. +- Please read one of the [examples/](https://github.com/ocornut/imgui/tree/master/examples) application if your question relates to setting up Dear ImGui. +- Please run `ImGui::ShowDemoWindow()` to explore the demo and its sources. +- Please use the search function of your IDE to search in for comments related to your situation. +- Please use the search function of GitHub to look for similar issues. You may [browse issues by Labels](https://github.com/ocornut/imgui/labels). +- Please use a web search engine to look for similar issues. +- If you get a crash or assert, use a debugger to locate the line triggering it and read the comments around. +- Please don't be a [Help Vampire](https://slash7.com/2006/12/22/vampires/). + +## Issues vs Discussions + +If you: +- Cannot BUILD or LINK examples. +- Cannot BUILD, or LINK, or RUN Dear ImGui in your application or custom engine. +- Cannot LOAD a font. + +Then please [use the Discussions forums](https://github.com/ocornut/imgui/discussions) instead of opening an issue. + +If Dear ImGui is successfully showing in your app and you have used Dear ImGui before, you can open an issue. Any form of discussions is welcome as a new issue. + +## How to open an issue + +You may use the Issue Tracker to submit bug reports, feature requests or suggestions. You may ask for help or advice as well. But **PLEASE CAREFULLY READ THIS WALL OF TEXT. ISSUES IGNORING THOSE GUIDELINES MAY BE CLOSED. USERS IGNORING THOSE GUIDELINES MIGHT BE BLOCKED.** + +Please do your best to clarify your request. The amount of incomplete or ambiguous requests due to people not following those guidelines is often overwhelming. Issues created without the requested information may be closed prematurely. Exceptionally entitled, impolite, or lazy requests may lead to bans. + +**PLEASE UNDERSTAND THAT OPEN-SOURCE SOFTWARE LIVES OR DIES BY THE AMOUNT OF ENERGY MAINTAINERS CAN SPARE. WE HAVE LOTS OF STUFF TO DO. THIS IS AN ATTENTION ECONOMY AND MANY LAZY OR MINOR ISSUES ARE HOGGING OUR ATTENTION AND DRAINING ENERGY, TAKING US AWAY FROM MORE IMPORTANT WORK.** + +Steps: + +- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1). +- **PLEASE DO FILL THE REQUESTED NEW ISSUE TEMPLATE.** Including Dear ImGui version number, branch name, platform/renderer back-ends (imgui_impl_XXX files), operating system. +- **Try to be explicit with your GOALS, your EXPECTATIONS and what you have tried**. Be mindful of [The XY Problem](http://xyproblem.info/). What you have in mind or in your code is not obvious to other people. People frequently discuss problems and suggest incorrect solutions without first clarifying their goals. When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). If you tried something and it failed, show us what you tried. +- **Attach screenshots (or GIF/video) to clarify the context**. They often convey useful information that is omitted by the description. You can drag pictures/files in the message edit box. Avoid using 3rd party image hosting services, prefer the long-term longevity of GitHub attachments (you can drag pictures into your post). On Windows, you can use [ScreenToGif](https://www.screentogif.com/) to easily capture .gif files. +- **If you are discussing an assert or a crash, please provide a debugger callstack**. Never state "it crashes" without additional information. If you don't know how to use a debugger and retrieve a callstack, learning about it will be useful. +- **Please make sure that your project has asserts enabled.** Calls to IM_ASSERT() are scattered in the code to help catch common issues. When an assert is triggered read the comments around it. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application doesn't report an error, your asserts are disabled. +- **Please provide a Minimal, Complete, and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem**. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/../main.cpp) or demo (imgui_demo.cpp) to understand and reproduce it. Narrowing your problem to its shortest and purest form is the easiest way to understand it. Please test your shortened code to ensure it exhibits the problem. **Often while creating the MCVE you will end up solving the problem!** Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time. +- Please state if you have made substantial modifications to your copy of Dear ImGui or the back-end. +- If you are not calling Dear ImGui directly from C++, please provide information about your Language and the wrapper/binding you are using. +- Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proofread your messages before sending them. Edits are not seen by those users unless they browse the site. + +**Some unfortunate words of warning** +- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multiplayer games, please don't try posting here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to project our time and sanity. +- Due to frequent abuse of this service from the aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions will be harshly dismissed. + +If you have been using Dear ImGui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fulfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information is useful in a given context. + +## How to open a Pull Request + +- **Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance.** PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it. +- Many PRs are useful to demonstrate a need and a possible solution but aren't adequate for merging (causing other issues, not seeing other aspects of the big picture, etc.). In doubt, don't hesitate to push a PR because that is always the first step toward finding the mergeable solution! Even if a PR stays unmerged for a long time, its presence can be useful for other users and helps toward finding a general solution. +- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/). +- **When fixing a warning or compilation problem,** please post the compiler log and specify the compiler version and platform you are using. +- **Attach screenshots (or GIF/video) to clarify the context and demonstrate the feature at a glance.** You can drag pictures/files in the message edit box. Prefer the long-term longevity of GitHub attachments over 3rd party hosting (you can drag pictures into your post). +- **Make sure your code follows the coding style already used in the codebase:** 4 spaces indentations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample). +- **Make sure you create a branch dedicated to the pull request**. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits). + +Thank you for reading! + +## Copyright / Contributor License Agreement + +Any code you submit will become part of the repository and be distributed under the [Dear ImGui license](https://github.com/ocornut/imgui/blob/master/LICENSE.txt). By submitting code to the project you agree that the code is your work and that you can give it to the project. + +You also agree by submitting your code that you grant all transferrable rights to the code to the project maintainer, including for example re-licensing the code, modifying the code, and distributing it in source or binary forms. Specifically, this includes a requirement that you assign copyright to the project maintainer. For this reason, do not modify any copyright statements in files in any PRs. + diff --git a/Dependencies/imgui/docs/EXAMPLES.md b/Dependencies/imgui/docs/EXAMPLES.md new file mode 100644 index 000000000..b7874099e --- /dev/null +++ b/Dependencies/imgui/docs/EXAMPLES.md @@ -0,0 +1,246 @@ +_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md or view this file with any Markdown viewer)_ + +## Dear ImGui: Examples + +**The [examples/](https://github.com/ocornut/imgui/blob/master/examples) folder example applications (standalone, ready-to-build) for variety of +platforms and graphics APIs.** They all use standard backends from the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder (see [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md)). + +The purpose of Examples is to showcase integration with backends, let you try Dear ImGui, and guide you toward +integrating Dear ImGui in your own application/game/engine. +**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.** + +You can find Windows binaries for some of those example applications at: + http://www.dearimgui.org/binaries + + +### Getting Started + +Integration in a typical existing application, should take <20 lines when using standard backends. + +```cpp +At initialization: + call ImGui::CreateContext() + call ImGui_ImplXXXX_Init() for each backend. + +At the beginning of your frame: + call ImGui_ImplXXXX_NewFrame() for each backend. + call ImGui::NewFrame() + +At the end of your frame: + call ImGui::Render() + call ImGui_ImplXXXX_RenderDrawData() for your Renderer backend. + +At shutdown: + call ImGui_ImplXXXX_Shutdown() for each backend. + call ImGui::DestroyContext() +``` + +Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)): + +```cpp +// Create a Dear ImGui context, setup some options +ImGui::CreateContext(); +ImGuiIO& io = ImGui::GetIO(); +io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options + +// Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp) +ImGui_ImplWin32_Init(my_hwnd); +ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context); + +// Application main loop +while (true) +{ + // Beginning of frame: update Renderer + Platform backend, start Dear ImGui frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // Any application code here + ImGui::Text("Hello, world!"); + + // End of frame: render Dear ImGui + ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + + // Swap + g_pSwapChain->Present(1, 0); +} + +// Shutdown +ImGui_ImplDX11_Shutdown(); +ImGui_ImplWin32_Shutdown(); +ImGui::DestroyContext(); +``` + +Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +Please read the comments and instruction at the top of each file. +Please read FAQ at http://www.dearimgui.org/faq + +If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h) +files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual +Changelog, so if you want to update them later it will be easier to catch up with what changed. + + +### Examples Applications + +[example_allegro5/](https://github.com/ocornut/imgui/blob/master/examples/example_allegro5/)
+Allegro 5 example.
+= main.cpp + imgui_impl_allegro5.cpp + +[example_android_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_android_opengl3/)
+Android + OpenGL3 (ES) example.
+= main.cpp + imgui_impl_android.cpp + imgui_impl_opengl3.cpp + +[example_apple_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_metal/)
+OSX & iOS + Metal example.
+= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm
+It is based on the "cross-platform" game template provided with Xcode as of Xcode 9. +(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends. +You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.) + +[example_apple_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_apple_opengl2/)
+OSX + OpenGL2 example.
+= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends. + You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.) + +[example_emscripten_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_opengl3/)
+Emcripten + SDL2 + OpenGL3+/ES2/ES3 example.
+= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
+Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten. +We provide this to make the Emscripten differences obvious, and have them not pollute all other examples. + +[example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/)
+Emcripten + GLFW + WebGPU example.
+= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp + +[example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/)
+GLFW (Mac) + Metal example.
+= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm + +[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/)
+GLFW + OpenGL2 example (legacy, fixed pipeline).
+= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
+**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter. +If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to +make things more complicated, will require your code to reset many OpenGL attributes to their initial +state, and might confuse your GPU driver. One star, not recommended. + +[example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/)
+GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline).
+= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
+This uses more modern OpenGL calls and custom shaders.
+This may actually also work with OpenGL 2.x contexts!
+Prefer using that if you are using modern OpenGL in your application (anything with shaders). + +[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/)
+GLFW (Win32, Mac, Linux) + Vulkan example.
+= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
+This is quite long and tedious, because: Vulkan. +For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp. + +[example_glut_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glut_opengl2/)
+GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2 example.
+= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp
+Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL. + +[example_null/](https://github.com/ocornut/imgui/blob/master/examples/example_null/)
+Null example, compile and link imgui, create context, run headless with no inputs and no graphics output.
+= main.cpp
+This is used to quickly test compilation of core imgui files in as many setups as possible. +Because this application doesn't create a window nor a graphic context, there's no graphics output. + +[example_sdl_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_directx11/)
+SDL2 + DirectX11 example, Windows only.
+= main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp
+This to demonstrate usage of DirectX with SDL. + +[example_sdl_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_metal/)
+SDL2 (Mac) + Metal example.
+= main.mm + imgui_impl_sdl.cpp + imgui_impl_metal.mm + +[example_sdl_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl2/)
+SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
+= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
+**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter. +If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to +make things more complicated, will require your code to reset many OpenGL attributes to their initial +state, and might confuse your GPU driver. One star, not recommended. + +[example_sdl_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl3/)
+SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
+= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
+This uses more modern OpenGL calls and custom shaders.
+This may actually also work with OpenGL 2.x contexts!
+ +[example_sdl_sdlrenderer/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_sdlrenderer/)
+SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer (most graphics backends are supported underneath)
+= main.cpp + imgui_impl_sdl.cpp + imgui_impl_sdlrenderer.cpp
+This requires SDL 2.0.18+ (released November 2021)
+We do not really recommend using SDL_Renderer as it is a rather primitive API. + +[example_sdl_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_vulkan/)
+SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
+= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
+This is quite long and tedious, because: Vulkan.
+For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp. + +[example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/)
+DirectX9 example, Windows only.
+= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp + +[example_win32_directx10/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx10/)
+DirectX10 example, Windows only.
+= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp + +[example_win32_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx11/)
+DirectX11 example, Windows only.
+= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp + +[example_win32_directx12/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx12/)
+DirectX12 example, Windows only.
+= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+This is quite long and tedious, because: DirectX12. + + +### Miscellaneous + +**Building** + +Unfortunately nowadays it is still tedious to create and maintain portable build files using external +libraries (the kind we're using here to create a window and render 3D triangles) without relying on +third party software and build systems. For most examples here we choose to provide: + - Makefiles for Linux/OSX + - Batch files for Visual Studio 2008+ + - A .sln project file for Visual Studio 2012+ + - Xcode project files for the Apple examples +Please let us know if they don't work with your setup! +You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those +directly with a command-line compiler. + +If you are interested in using Cmake to build and links examples, see: + https://github.com/ocornut/imgui/pull/1713 and https://github.com/ocornut/imgui/pull/3027 + +**About mouse cursor latency** + +Dear ImGui has no particular extra lag for most behaviors, +e.g. the last value passed to 'io.AddMousePosEvent()' before NewFrame() will result in windows being moved +to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience should be pleasant. + +However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated +path and will feel smoother than the majority of contents rendered via regular graphics API (including, +but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane +as the mouse, that disconnect may be jarring to particularly sensitive users. +You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor +using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a +regularly rendered software cursor. +However, rendering a mouse cursor at 60 FPS will feel sluggish so you likely won't want to enable that at +all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_ +when an interactive drag is in progress. + +Note that some setup or GPU drivers are likely to be causing extra display lag depending on their settings. +If you feel that dragging windows feels laggy and you are not sure what the cause is: try to build a simple +drawing a flat 2D shape directly under the mouse cursor! + diff --git a/Dependencies/imgui/docs/FAQ.md b/Dependencies/imgui/docs/FAQ.md new file mode 100644 index 000000000..e48268cb5 --- /dev/null +++ b/Dependencies/imgui/docs/FAQ.md @@ -0,0 +1,684 @@ +# FAQ (Frequently Asked Questions) + +You may link to this document using short form: + https://www.dearimgui.org/faq +or its real address: + https://github.com/ocornut/imgui/blob/master/docs/FAQ.md +or view this file with any Markdown viewer. + + +## Index + +| **Q&A: Basics** | +:---------------------------------------------------------- | +| [Where is the documentation?](#q-where-is-the-documentation) | +| [What is this library called?](#q-what-is-this-library-called) | +| [Which version should I get?](#q-which-version-should-i-get) | +| **Q&A: Integration** | +| **[How to get started?](#q-how-to-get-started)** | +| **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-my-application)** | +| [How can I enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) | +| [How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)](#q-how-can-i-use-this-on-a-machine-without-mouse-keyboard-or-screen-input-share-remote-display) | +| [I integrated Dear ImGui in my engine and little squares are showing instead of text...](#q-i-integrated-dear-imgui-in-my-engine-and-little-squares-are-showing-instead-of-text) | +| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) | +| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) | +| **Q&A: Usage** | +| **[About the ID Stack system..
Why is my widget not reacting when I click on it?
How can I have widgets with an empty label?
How can I have multiple widgets with the same label?
How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** | +| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)| +| [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) | +| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) | +| [How can I display custom shapes? (using low-level ImDrawList API)](#q-how-can-i-display-custom-shapes-using-low-level-imdrawlist-api) | +| **Q&A: Fonts, Text** | +| [How should I handle DPI in my application?](#q-how-should-i-handle-dpi-in-my-application) | +| [How can I load a different font than the default?](#q-how-can-i-load-a-different-font-than-the-default) | +| [How can I easily use icons in my application?](#q-how-can-i-easily-use-icons-in-my-application) | +| [How can I load multiple fonts?](#q-how-can-i-load-multiple-fonts) | +| [How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?](#q-how-can-i-display-and-input-non-latin-characters-such-as-chinese-japanese-korean-cyrillic) | +| **Q&A: Concerns** | +| [Who uses Dear ImGui?](#q-who-uses-dear-imgui) | +| [Can you create elaborate/serious tools with Dear ImGui?](#q-can-you-create-elaborateserious-tools-with-dear-imgui) | +| [Can you reskin the look of Dear ImGui?](#q-can-you-reskin-the-look-of-dear-imgui) | +| [Why using C++ (as opposed to C)?](#q-why-using-c-as-opposed-to-c) | +| **Q&A: Community** | +| [How can I help?](#q-how-can-i-help) | + + +# Q&A: Basics + +### Q: Where is the documentation? + +**This library is poorly documented at the moment and expects the user to be acquainted with C/C++.** +- The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links. +- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. You can run those applications and explore them. +- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. The demo covers most features of Dear ImGui, so you can read the code and see its output. +- See documentation: [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md), [Examples](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md), [Fonts](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md). +- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h). +- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful. +- The [Issues](https://github.com/ocornut/imgui/issues) and [Discussions](https://github.com/ocornut/imgui/discussions) sections can be searched for past questions and issues. +- Your programming IDE is your friend, find the type or function declaration to find comments associated with it. +- The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primarily designed as a debugging tool, having access to that information tends to help understands concepts. + +##### [Return to Index](#index) + +--- + +### Q. What is this library called? + +**This library is called Dear ImGui**. Please refer to it as Dear ImGui (not ImGui, not IMGUI). + +(The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library. + +##### [Return to Index](#index) + +--- + +### Q: Which version should I get? +I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. + +You may use the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes: +- [Docking features](https://github.com/ocornut/imgui/issues/2109) +- [Multi-viewport features](https://github.com/ocornut/imgui/issues/1542) + +Many projects are using this branch and it is kept in sync with master regularly. + +##### [Return to Index](#index) + +---- + +# Q&A: Integration + +### Q: How to get started? + +Read [EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md).
+Read [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md).
+Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp).
+The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links. + +For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). + +##### [Return to Index](#index) + +--- + +### Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? + +You can read the `io.WantCaptureMouse`, `io.WantCaptureKeyboard` and `io.WantTextInput` flags from the ImGuiIO structure. +- When `io.WantCaptureMouse` is set, you need to discard/hide the mouse inputs from your underlying application. +- When `io.WantCaptureKeyboard` is set, you need to discard/hide the keyboard inputs from your underlying application. +- When `io.WantTextInput` is set, you can notify your OS/engine to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS). + +Important: you should always pass your mouse/keyboard inputs to Dear ImGui, regardless of the value `io.WantCaptureMouse`/`io.WantCaptureKeyboard`. This is because e.g. we need to detect that you clicked in the void to unfocus its own windows, and other reasons. + +```cpp +void MyLowLevelMouseButtonHandler(int button, bool down) +{ + // (1) ALWAYS forward mouse data to ImGui! This is automatic with default backends. With your own backend: + ImGuiIO& io = ImGui::GetIO(); + io.AddMouseButtonEvent(button, down); + + // (2) ONLY forward mouse data to your underlying app/game. + if (!io.WantCaptureMouse) + my_game->HandleMouseData(...); +} +``` + + +**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handles mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs. + +**Note:** Those flags are updated by `ImGui::NewFrame()`. However it is generally more correct and easier that you poll flags from the previous frame, then submit your inputs, then call `NewFrame()`. If you attempt to do the opposite (which is generally harder) you are likely going to submit your inputs after `NewFrame()`, and therefore too late. + +**Note:** If you are using a touch device, you may find use for an early call to `UpdateHoveredWindowAndCaptureFlags()` to correctly dispatch your initial touch. We will work on better out-of-the-box touch support in the future. + +**Note:** Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) + +##### [Return to Index](#index) + +--- + +### Q: How can I enable keyboard or gamepad controls? +- The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected! +- Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable. +- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting backend). +- See [Control Sheets for Gamepads](http://www.dearimgui.org/controls_sheets) (reference PNG/PSD for PS4, XB1, Switch gamepads). +- See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details. + +##### [Return to Index](#index) + +--- + +### Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display) +- You can share your computer mouse seamlessly with your console/tablet/phone using solutions such as [Synergy](https://symless.com/synergy) +This is the preferred solution for developer productivity. +In particular, the [micro-synergy-client repository](https://github.com/symless/micro-synergy-client) has simple +and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect +to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer. +Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols. +- Game console users: consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. +- You may also use a third party solution such as [netImgui](https://github.com/sammyfreg/netImgui), [Remote ImGui](https://github.com/JordiRos/remoteimgui) or [imgui-ws](https://github.com/ggerganov/imgui-ws) which sends the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. See [Wiki](https://github.com/ocornut/imgui/wiki) index for most details. +- For touch inputs, you can increase the hit box of widgets (via the `style.TouchPadding` setting) to accommodate for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision. + +##### [Return to Index](#index) + +--- + +### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... +Your renderer is not using the font texture correctly or it hasn't been uploaded to the GPU. +- If this happens using the standard backends: A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which could happens if for some reason your texture is too big. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md). +- If this happens with a custom backend: make sure you have uploaded the font texture to the GPU, that all shaders are rendering states are setup properly (e.g. texture is bound). Compare your code to existing backends and use a graphics debugger such as [RenderDoc](https://renderdoc.org) to debug your rendering states. + +##### [Return to Index](#index) + +--- + +### Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... +### Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... +You are probably mishandling the clipping rectangles in your render function. +Each draw command needs the triangle rendered using the clipping rectangle provided in the ImDrawCmd structure (`ImDrawCmd->CllipRect`). +Rectangles provided by Dear ImGui are defined as +`(x1=left,y1=top,x2=right,y2=bottom)` +and **NOT** as +`(x1,y1,width,height)`. +Refer to rendering backends in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder for references of how to handle the `ClipRect` field. + +##### [Return to Index](#index) + +--- + +# Q&A: Usage + +### Q: About the ID Stack system... +### Q: Why is my widget not reacting when I click on it? +### Q: How can I have widgets with an empty label? +### Q: How can I have multiple widgets with the same label? +### Q: How can I have multiple windows with the same label? + +A primer on labels and the ID Stack... + +Dear ImGui internally needs to uniquely identify UI elements. +Elements that are typically not clickable (such as calls to the Text functions) don't need an ID. +Interactive widgets (such as calls to Button buttons) need a unique ID. + +**Unique IDs are used internally to track active widgets and occasionally associate state to widgets.
+Unique IDs are implicitly built from the hash of multiple elements that identify the "path" to the UI element.** + +Since Dear ImGui 1.85, you can use `Demo>Tools>Stack Tool` or call `ImGui::ShowStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand. + +![Stack tool](https://user-images.githubusercontent.com/8225057/136235657-a0ea5665-dcd1-423f-9be6-dc3f8ced8f12.png) + +- Unique ID are often derived from a string label and at minimum scoped within their host window: +```cpp +Begin("MyWindow"); +Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK") +Button("Cancel"); // Label = "Cancel", ID = hash of ("MyWindow", "Cancel") +End(); +``` +- Other elements such as tree nodes, etc. also pushes to the ID stack: +```cpp +Begin("MyWindow"); +if (TreeNode("MyTreeNode")) +{ + Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "MyTreeNode", "OK") + TreePop(); +} +End(); +``` +- Two items labeled "OK" in different windows or different tree locations won't collide: +```cpp +Begin("MyFirstWindow"); +Button("OK"); // Label = "OK", ID = hash of ("MyFirstWindow", "OK") +End(); +Begin("MyOtherWindow"); +Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK") +End(); +``` + +- If you have a same ID twice in the same location, you'll have a conflict: +```cpp +Begin("MyWindow"); +Button("OK"); +Button("OK"); // ERROR: ID collision with the first button! Interacting with either button will trigger the first one. +Button(""); // ERROR: ID collision with Begin("MyWindow")! +End(); +``` +Fear not! This is easy to solve and there are many ways to solve it! + +- Solving ID conflict in a simple/local context: +When passing a label you can optionally specify extra ID information within the string itself. +Use "##" to pass a complement to the ID that won't be visible to the end-user. +This helps solve the simple collision cases when you know e.g. at compilation time which items +are going to be created: +```cpp +Begin("MyWindow"); +Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play") +Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from other buttons +Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from other buttons +Button("##foo"); // Label = "", ID = hash of ("MyWindow", "##foo") // Different from window +End(); +``` +- If you want to completely hide the label, but still need an ID: +```cpp +Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox! +``` +- Occasionally/rarely you might want to change a label while preserving a constant ID. This allows +you to animate labels. For example, you may want to include varying information in a window title bar, +but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID: +```cpp +Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID") +Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same ID, different label + +sprintf(buf, "My game (%f FPS)###MyGame", fps); +Begin(buf); // Variable title, ID = hash of "MyGame" +``` +- Solving ID conflict in a more general manner: +Use `PushID()` / `PopID()` to create scopes and manipulate the ID stack, as to avoid ID conflicts +within the same window. This is the most convenient way of distinguishing ID when iterating and +creating many UI elements programmatically. +You can push a pointer, a string, or an integer value into the ID stack. +Remember that IDs are formed from the concatenation of _everything_ pushed into the ID stack. +At each level of the stack, we store the seed used for items at this level of the ID stack. +```cpp +Begin("Window"); +for (int i = 0; i < 100; i++) +{ + PushID(i); // Push i to the id tack + Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click") + PopID(); +} +for (int i = 0; i < 100; i++) +{ + MyObject* obj = Objects[i]; + PushID(obj); + Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click") + PopID(); +} +for (int i = 0; i < 100; i++) +{ + MyObject* obj = Objects[i]; + PushID(obj->Name); + Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click") + PopID(); +} +End(); +``` +- You can stack multiple prefixes into the ID stack: +```cpp +Button("Click"); // Label = "Click", ID = hash of (..., "Click") +PushID("node"); + Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") + PushID(my_ptr); + Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click") + PopID(); +PopID(); +``` +- Tree nodes implicitly create a scope for you by calling `PushID()`: +```cpp +Button("Click"); // Label = "Click", ID = hash of (..., "Click") +if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag) +{ + Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click") + TreePop(); +} +``` + +When working with trees, IDs are used to preserve the open/close state of each tree node. +Depending on your use cases you may want to use strings, indices, or pointers as ID. +- e.g. when following a single pointer that may change over time, using a static string as ID +will preserve your node open/closed state when the targeted object change. +- e.g. when displaying a list of objects, using indices or pointers as ID will preserve the +node open/closed state differently. See what makes more sense in your situation! + +##### [Return to Index](#index) + +--- + +### Q: How can I display an image? What is ImTextureID, how does it work? + +Short explanation: +- Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki). +- You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures. +- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value. +- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). + +**Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.** + +Long explanation: +- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame, those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder, we provide functions for popular graphics APIs (OpenGL, DirectX, etc.). +- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API. + We carry the information to identify a "texture" in the ImTextureID type. +ImTextureID is nothing more than a void*, aka 4/8 bytes worth of data: just enough to store one pointer or integer of your choice. +Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely passes ImTextureID values until they reach your rendering function. +- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using: +```cpp +OpenGL: +- ImTextureID = GLuint +- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp +``` +```cpp +DirectX9: +- ImTextureID = LPDIRECT3DTEXTURE9 +- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp +``` +```cpp +DirectX11: +- ImTextureID = ID3D11ShaderResourceView* +- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp +``` +```cpp +DirectX12: +- ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE +- See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp +``` +For example, in the OpenGL example backend we store raw OpenGL texture identifier (GLuint) inside ImTextureID. +Whereas in the DirectX11 example backend we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it. + +- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better by knowing how your codebase is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them. +If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example backends is probably the best choice. +(Advanced users may also decide to keep a low-level type in ImTextureID, use ImDrawList callback and pass information to their renderer) + +User code may do: +```cpp +// Cast our texture type to ImTextureID / void* +MyTexture* texture = g_CoffeeTableTexture; +ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height)); +``` +The renderer function called after ImGui::Render() will receive that same value that the user code passed: +```cpp +// Cast ImTextureID / void* stored in the draw command as our texture type +MyTexture* texture = (MyTexture*)pcmd->GetTexID(); +MyEngineBindTexture2D(texture); +``` +Once you understand this design, you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui. +This is by design and is a good thing because it means your code has full control over your data types and how you display them. +If you want to display an image file (e.g. PNG file) on the screen, please refer to documentation and tutorials for the graphics API you are using. + +Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki) to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11. + +C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa. +Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*. +Here are some examples: +```cpp +GLuint my_tex = XXX; +void* my_void_ptr; +my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer) +my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint + +ID3D11ShaderResourceView* my_dx11_srv = XXX; +void* my_void_ptr; +my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void* +my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView* +``` +Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understand how the ImDrawList are generated. + +##### [Return to Index](#index) + +--- + +### Q: How can I use my own math types instead of ImVec2/ImVec4? + +You can edit [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) and setup the `IM_VEC2_CLASS_EXTRA`/`IM_VEC4_CLASS_EXTRA` macros to add implicit type conversions. +This way you'll be able to use your own types everywhere, e.g. passing `MyVector2` or `glm::vec2` to ImGui functions instead of `ImVec2`. + +##### [Return to Index](#index) + +--- + +### Q: How can I interact with standard C++ types (such as std::string and std::vector)? +- Being highly portable (backends/bindings for several languages, frameworks, programming styles, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engine, Dear ImGui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases. +- To use ImGui::InputText() with a std::string or any resizable string class, see [misc/cpp/imgui_stdlib.h](https://github.com/ocornut/imgui/blob/master/misc/cpp/imgui_stdlib.h). +- To use combo boxes and list boxes with `std::vector` or any other data structure: the `BeginCombo()/EndCombo()` API +lets you iterate and submit items yourself, so does the `ListBoxHeader()/ListBoxFooter()` API. +Prefer using them over the old and awkward `Combo()/ListBox()` api. +- Generally for most high-level types you should be able to access the underlying data type. +You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code). +- Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass +to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application. +Please bear in mind that using `std::string` on applications with a large amount of UI may incur unsatisfactory performances. +Modern implementations of `std::string` often include small-string optimization (which is often a local buffer) but those +are not configurable and not the same across implementations. +- If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to an excessive amount +of heap allocations. Consider using literals, statically sized buffers, and your own helper functions. A common pattern +is that you will need to build lots of strings on the fly, and their maximum length can be easily scoped ahead. +One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str +This is a small helper where you can instance strings with configurable local buffers length. Many game engines will +provide similar or better string helpers. + +##### [Return to Index](#index) + +--- + +### Q: How can I display custom shapes? (using low-level ImDrawList API) + +- You can use the low-level `ImDrawList` api to render shapes within a window. +```cpp +ImGui::Begin("My shapes"); + +ImDrawList* draw_list = ImGui::GetWindowDrawList(); + +// Get the current ImGui cursor position +ImVec2 p = ImGui::GetCursorScreenPos(); + +// Draw a red circle +draw_list->AddCircleFilled(ImVec2(p.x + 50, p.y + 50), 30.0f, IM_COL32(255, 0, 0, 255), 16); + +// Draw a 3 pixel thick yellow line +draw_list->AddLine(ImVec2(p.x, p.y), ImVec2(p.x + 100.0f, p.y + 100.0f), IM_COL32(255, 255, 0, 255), 3.0f); + +// Advance the ImGui cursor to claim space in the window (otherwise the window will appear small and needs to be resized) +ImGui::Dummy(ImVec2(200, 200)); + +ImGui::End(); +``` +![ImDrawList usage](https://raw.githubusercontent.com/wiki/ocornut/imgui/tutorials/CustomRendering01.png) + +- Refer to "Demo > Examples > Custom Rendering" in the demo window and read the code of `ShowExampleAppCustomRendering()` in `imgui_demo.cpp` from more examples. +- To generate colors: you can use the macro `IM_COL32(255,255,255,255)` to generate them at compile time, or use `ImGui::GetColorU32(IM_COL32(255,255,255,255))` or `ImGui::GetColorU32(ImVec4(1.0f,1.0f,1.0f,1.0f))` to generate a color that is multiplied by the current value of `style.Alpha`. +- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui_internal.h"` to use the internally defined math operators, but instead prefer using your own math library and set it up in `imconfig.h`. +- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other Dear ImGui window (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated with a Dear ImGui window. +- You can also create your own empty window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via `GetWindowDrawList()` and draw to it in any way you like. +- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing `ImDrawListSharedData`, and then call your renderer function with your own ImDrawList or ImDrawData data. +- Looking for fun? The [ImDrawList coding party 2020](https://github.com/ocornut/imgui/issues/3606) thread is full of "don't do this at home" extreme uses of the ImDrawList API. + +##### [Return to Index](#index) + +--- + +# Q&A: Fonts, Text + +### Q: How should I handle DPI in my application? + +The short answer is: obtain the desired DPI scale, load your fonts resized with that scale (always round down fonts size to the nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`. + +Your application may want to detect DPI change and reload the fonts and reset style between frames. + +Your ui code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead. + +Down the line Dear ImGui will provide a variety of standardized reference values to facilitate using this. + +Applications in the `examples/` folder are not DPI aware partly because they are unable to load a custom font from the file-system (may change that in the future). + +The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scales). The current way to handle this on the application side is: +- Create and maintain one font atlas per active DPI scale (e.g. by iterating `platform_io.Monitors[]` before `NewFrame()`). +- Hook `platform_io.OnChangedViewport()` to detect when a `Begin()` call makes a Dear ImGui window change monitor (and therefore DPI). +- In the hook: swap atlas, swap style with correctly sized one, and remap the current font from one atlas to the other (you may need to maintain a remapping table of your fonts at varying DPI scales). + +This approach is relatively easy and functional but comes with two issues: +- It's not possibly to reliably size or position a window ahead of `Begin()` without knowing on which monitor it'll land. +- Style override may be lost during the `Begin()` call crossing monitor boundaries. You may need to do some custom scaling mumbo-jumbo if you want your `OnChangedViewport()` handler to preserve style overrides. + +Please note that if you are not using multi-viewports with multi-monitors using different DPI scales, you can ignore that and use the simpler technique recommended at the top. + +On Windows, in addition to scaling the font size (make sure to round to an integer) and using `style.ScaleAllSizes()`, you will need to inform Windows that your application is DPI aware. If this is not done, Windows will scale the application window and the UI text will be blurry. Potential solutions to indicate DPI awareness on Windows are: + +- For SDL: the flag `SDL_WINDOW_ALLOW_HIGHDPI` needs to be passed to `SDL_CreateWindow()``. +- For GLFW: this is done automatically. +- For other Windows projects with other backends, or wrapper projects: + - We provide a `ImGui_ImplWin32_EnableDpiAwareness()` helper method in the Win32 backend. + - Use an [application manifest file](https://learn.microsoft.com/en-us/windows/win32/hidpi/setting-the-default-dpi-awareness-for-a-process) to set the `` property. + +### Q: How can I load a different font than the default? +Use the font atlas to load the TTF/OTF file you want: + +```cpp +ImGuiIO& io = ImGui::GetIO(); +io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); +io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() +``` + +Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code. + +(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.) + +(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about font loading.) + +New programmers: remember that in C/C++ and most programming languages if you want to use a +backslash \ within a string literal, you need to write it double backslash "\\": + +```cpp +io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!) +io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT (Windows only) +io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT +``` + +##### [Return to Index](#index) + +--- + +### Q: How can I easily use icons in my application? +The most convenient and practical way is to merge an icon font such as FontAwesome inside your +main font. Then you can refer to icons within your strings. +You may want to see `ImFontConfig::GlyphMinAdvanceX` to make your icon look monospace to facilitate alignment. +(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about icons font loading.) +With some extra effort, you may use colorful icons by registering custom rectangle space inside the font atlas, +and copying your own graphics data into it. See docs/FONTS.md about using the AddCustomRectFontGlyph API. + +##### [Return to Index](#index) + +--- + +### Q: How can I load multiple fonts? +Use the font atlas to pack them into a single texture: +(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file and the code in ImFontAtlas for more details.) + +```cpp +ImGuiIO& io = ImGui::GetIO(); +ImFont* font0 = io.Fonts->AddFontDefault(); +ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); +ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels); +io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() +// the first loaded font gets used by default +// use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime + +// Options +ImFontConfig config; +config.OversampleH = 2; +config.OversampleV = 1; +config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixel up +config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters +io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config); + +// Combine multiple fonts into one (e.g. for icon fonts) +static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 }; +ImFontConfig config; +config.MergeMode = true; +io.Fonts->AddFontDefault(); +io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font +io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs +``` + +##### [Return to Index](#index) + +--- + +### Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? +When loading a font, pass custom Unicode ranges to specify the glyphs to load. + +```cpp +// Add default Japanese ranges +io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); + +// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need) +ImVector ranges; +ImFontGlyphRangesBuilder builder; +builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) +builder.AddChar(0x7262); // Add a specific character +builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges +builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) +io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, NULL, ranges.Data); +``` + +All your strings need to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8 +by using the u8"hello" syntax. Specifying literal in your source code using a local code page +(such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! +Otherwise, you can convert yourself to UTF-8 or load text data from a file already saved as UTF-8. + +Text input: it is up to your application to pass the right character code by calling `io.AddInputCharacter()`. +The applications in examples/ are doing that. +Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode). +You may also use `MultiByteToWideChar()` or `ToUnicode()` to retrieve Unicode codepoints from MultiByte characters or keyboard state. +Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to ImGui::GetMainViewport()->PlatformHandleRaw +for the default implementation of io.SetPlatformImeDataFn() to set your Microsoft IME position correctly. + +##### [Return to Index](#index) + +--- + +# Q&A: Concerns + +### Q: Who uses Dear ImGui? + +You may take a look at: + +- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) +- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) +- [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) +- [Gallery](https://github.com/ocornut/imgui/issues/5243) + +##### [Return to Index](#index) + +--- + +### Q: Can you create elaborate/serious tools with Dear ImGui? + +Yes. People have written game editors, data browsers, debuggers, profilers, and all sorts of non-trivial tools with the library. In my experience, the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library. + +Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful. + +Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm. + +##### [Return to Index](#index) + +--- + +### Q: Can you reskin the look of Dear ImGui? + +Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, and fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create a user interface for games, although with ingenious use of the low-level API you can do it. + +A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119)): +![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png) + +##### [Return to Index](#index) + +--- + +### Q: Why using C++ (as opposed to C)? + +Dear ImGui takes advantage of a few C++ language features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui doesn't use any C++ header file. Dear ImGui uses a very small subset of C++11 features. In particular, function overloading and default parameters are used to make the API easier to use and code terser. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors, and templates (in the case of the ImVector<> class) are also relied on as a convenience. + +There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating bindings to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings. + +##### [Return to Index](#index) + +--- + +# Q&A: Community + +### Q: How can I help? +- Businesses: please reach out to `contact AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project. +- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md). +- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help! +- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc. +You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/5243). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions. +- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR. + +##### [Return to Index](#index) + diff --git a/Dependencies/imgui/docs/FONTS.md b/Dependencies/imgui/docs/FONTS.md new file mode 100644 index 000000000..49a555bc5 --- /dev/null +++ b/Dependencies/imgui/docs/FONTS.md @@ -0,0 +1,401 @@ +_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/FONTS.md or view this file with any Markdown viewer)_ + +## Dear ImGui: Using Fonts + +The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer), +a 13 pixels high, pixel-perfect font used by default. We embed it in the source code so you can use Dear ImGui without any file system access. ProggyClean does not scale smoothly, therefore it is recommended that you load your own file when using Dear ImGui in an application aiming to look nice and wanting to support multiple resolutions. + +You may also load external .TTF/.OTF files. +In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience. + +**Also read the FAQ:** https://www.dearimgui.org/faq (there is a Fonts section!) + +## Index +- [Readme First](#readme-first) +- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application) +- [Fonts Loading Instructions](#font-loading-instructions) +- [Using Icon Fonts](#using-icon-fonts) +- [Using FreeType Rasterizer (imgui_freetype)](#using-freetype-rasterizer-imgui_freetype) +- [Using Colorful Glyphs/Emojis](#using-colorful-glyphsemojis) +- [Using Custom Glyph Ranges](#using-custom-glyph-ranges) +- [Using Custom Colorful Icons](#using-custom-colorful-icons) +- [Using Font Data Embedded In Source Code](#using-font-data-embedded-in-source-code) +- [About filenames](#about-filenames) +- [Credits/Licenses For Fonts Included In Repository](#creditslicenses-for-fonts-included-in-repository) +- [Font Links](#font-links) + +--------------------------------------- + ## Readme First + +- You can use the `Metrics/Debugger` window (available in `Demo>Tools`) to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`. The same information are also available in the Style Editor under Fonts. + +![Fonts debugging](https://user-images.githubusercontent.com/8225057/135429892-0e41ef8d-33c5-4991-bcf6-f997a0bcfd6b.png) + +- You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the content of your UTF-8 strings. From C/C++ code, you can call `ImGui::DebugTextEncoding("my string");` function to verify that your UTF-8 encoding is correct. + +![UTF-8 Encoding viewer](https://user-images.githubusercontent.com/8225057/166505963-8a0d7899-8ee8-4558-abb2-1ae523dc02f9.png) + +- All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas. + +- Make sure your font ranges data are persistent (available during the calls to `GetTexDataAsAlpha8()`/`GetTexDataAsRGBA32()/`Build()`. + +- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.: +```cpp +u8"hello" +u8"こんにちは" // this will be encoded as UTF-8 +``` + +##### [Return to Index](#index) + +## How should I handle DPI in my application? + +See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application). + +##### [Return to Index](#index) + + +## Font Loading Instructions + +**Load default font:** +```cpp +ImGuiIO& io = ImGui::GetIO(); +io.Fonts->AddFontDefault(); +``` + + +**Load .TTF/.OTF file with:** +```cpp +ImGuiIO& io = ImGui::GetIO(); +io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); +``` +If you get an assert stating "Could not load font file!", your font filename is likely incorrect. Read "[About filenames](#about-filenames)" carefully. + + +**Load multiple fonts:** +```cpp +// Init +ImGuiIO& io = ImGui::GetIO(); +ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); +ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels); +``` +```cpp +// In application loop: select font at runtime +ImGui::Text("Hello"); // use the default font (which is the first loaded font) +ImGui::PushFont(font2); +ImGui::Text("Hello with another font"); +ImGui::PopFont(); +``` + + +**For advanced options create a ImFontConfig structure and pass it to the AddFont() function (it will be copied internally):** +```cpp +ImFontConfig config; +config.OversampleH = 2; +config.OversampleV = 1; +config.GlyphExtraSpacing.x = 1.0f; +ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config); +``` + + +**Combine multiple fonts into one:** +```cpp +// Load a first font +ImFont* font = io.Fonts->AddFontDefault(); + +// Add character ranges and merge into the previous font +// The ranges array is not copied by the AddFont* functions and is used lazily +// so ensure it is available at the time of building or calling GetTexDataAsRGBA32(). +static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // Will not be copied by AddFont* so keep in scope. +ImFontConfig config; +config.MergeMode = true; +io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge into first font +io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges); // Merge into first font +io.Fonts->Build(); +``` + +**Add a fourth parameter to bake specific font ranges only:** + +```cpp +// Basic Latin, Extended Latin +io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault()); + +// Default + Selection of 2500 Ideographs used by Simplified Chinese +io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); + +// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs +io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); +``` +See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create your own ranges. + + +**Example loading and using a Japanese font:** + +```cpp +ImGuiIO& io = ImGui::GetIO(); +io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); +``` +```cpp +ImGui::Text(u8"こんにちは!テスト %d", 123); +if (ImGui::Button(u8"ロード")) +{ + // do stuff +} +ImGui::InputText("string", buf, IM_ARRAYSIZE(buf)); +ImGui::SliderFloat("float", &f, 0.0f, 1.0f); +``` + +![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02_jp.png) +
_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_ + +**Font Atlas too large?** + +- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API. The typical result of failing to upload a texture is if every glyph appears as a white rectangle. +- Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours. + +Some solutions: + +1. Reduce glyphs ranges by calculating them from source localization data. + You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win! +2. You may reduce oversampling, e.g. `font_config.OversampleH = 2`, this will largely reduce your texture size. + Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable. +3. Set `io.Fonts.TexDesiredWidth` to specify a texture width to minimize texture height (see comment in `ImFontAtlas::Build()` function). +4. Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two. +5. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample). +6. To support the extended range of unicode beyond 0xFFFF (e.g. emoticons, dingbats, symbols, shapes, ancient languages, etc...) add `#define IMGUI_USE_WCHAR32`in your `imconfig.h`. + +##### [Return to Index](#index) + +## Using Icon Fonts + +Using an icon font (such as [FontAwesome](http://fontawesome.io) or [OpenFontIcons](https://github.com/traverseda/OpenFontIcons)) is an easy and practical way to use icons in your Dear ImGui application. +A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without having to change fonts back and forth. + +To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut: https://github.com/juliettef/IconFontCppHeaders. + +So you can use `ICON_FA_SEARCH` as a string that will render as a "Search" icon. + +Example Setup: +```cpp +// Merge icons into default tool font +#include "IconsFontAwesome.h" +ImGuiIO& io = ImGui::GetIO(); +io.Fonts->AddFontDefault(); + +ImFontConfig config; +config.MergeMode = true; +config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced +static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 }; +io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges); +``` +Example Usage: +```cpp +// Usage, e.g. +ImGui::Text("%s among %d items", ICON_FA_SEARCH, count); +ImGui::Button(ICON_FA_SEARCH " Search"); +// C string _literals_ can be concatenated at compilation time, e.g. "hello" " world" +// ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB" +``` +See Links below for other icons fonts and related tools. + +Here's an application using icons ("Avoyd", https://www.avoyd.com): +![avoyd](https://user-images.githubusercontent.com/8225057/81696852-c15d9e80-9464-11ea-9cab-2a4d4fc84396.jpg) + +##### [Return to Index](#index) + +## Using FreeType Rasterizer (imgui_freetype) + +- Dear ImGui uses imstb\_truetype.h to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read. +- There is an implementation of the ImFontAtlas builder using FreeType that you can use in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder. +- FreeType supports auto-hinting which tends to improve the readability of small fonts. +- Read documentation in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder. +- Correct sRGB space blending will have an important effect on your font rendering quality. + +##### [Return to Index](#index) + +## Using Colorful Glyphs/Emojis + +- Rendering of colored emojis is only supported by imgui_freetype with FreeType 2.10+. +- You will need to load fonts with the `ImGuiFreeTypeBuilderFlags_LoadColor` flag. +- Emojis are frequently encoded in upper Unicode layers (character codes >0x10000) and will need dear imgui compiled with `IMGUI_USE_WCHAR32`. +- Not all types of color fonts are supported by FreeType at the moment. +- Stateful Unicode features such as skin tone modifiers are not supported by the text renderer. + +![colored glyphs](https://user-images.githubusercontent.com/8225057/106171241-9dc4ba80-6191-11eb-8a69-ca1467b206d1.png) + +```cpp +io.Fonts->AddFontFromFileTTF("../../../imgui_dev/data/fonts/NotoSans-Regular.ttf", 16.0f); +static ImWchar ranges[] = { 0x1, 0x1FFFF, 0 }; +static ImFontConfig cfg; +cfg.OversampleH = cfg.OversampleV = 1; +cfg.MergeMode = true; +cfg.FontBuilderFlags |= ImGuiFreeTypeBuilderFlags_LoadColor; +io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg, ranges); +``` + +##### [Return to Index](#index) + +## Using Custom Glyph Ranges + +You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs. +```cpp +ImVector ranges; +ImFontGlyphRangesBuilder builder; +builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) +builder.AddChar(0x7262); // Add a specific character +builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges +builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) + +io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data); +io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted. +``` + +##### [Return to Index](#index) + +## Using Custom Colorful Icons + +As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiFreeTypeBuilderFlags_LoadColor`, you may allocate your own space in the texture atlas and write yourself into it. **(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)** + +- You can use the `ImFontAtlas::AddCustomRect()` and `ImFontAtlas::AddCustomRectFontGlyph()` api to register rectangles that will be packed into the font atlas texture. Register them before building the atlas, then call Build()`. +- You can then use `ImFontAtlas::GetCustomRectByIndex(int)` to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles. +- This API is beta because it is likely to change in order to support multi-dpi (multiple viewports on multiple monitors with varying DPI scale). + +#### Pseudo-code: +```cpp +// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font +ImFont* font = io.Fonts->AddFontDefault(); +int rect_ids[2]; +rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1); +rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1); + +// Build atlas +io.Fonts->Build(); + +// Retrieve texture in RGBA format +unsigned char* tex_pixels = NULL; +int tex_width, tex_height; +io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height); + +for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++) +{ + int rect_id = rect_ids[rect_n]; + if (const ImFontAtlasCustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id)) + { + // Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!) + for (int y = 0; y < rect->Height; y++) + { + ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X); + for (int x = rect->Width; x > 0; x--) + *p++ = IM_COL32(255, 0, 0, 255); + } + } +} +``` + +##### [Return to Index](#index) + +## Using Font Data Embedded In Source Code + +- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code. +- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instructions on how to use the tool. +- You may find a precompiled version binary_to_compressed_c.exe for Windows inside the demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)). +- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger. + +Then load the font with: +```cpp +ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...); +``` +or +```cpp +ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...); +``` + +##### [Return to Index](#index) + +## About filenames + +**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_.** + +Two things to watch for: +- Make sure your IDE/debugger settings starts your executable from the right working directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it often starts from the folder where object or executable files are stored. +```cpp +// Relative filename depends on your Working Directory when running your program! +io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...); + +// Load from the parent folder of your Working Directory +io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...); +``` +- In C/C++ and most programming languages if you want to use a backslash `\` within a string literal, you need to write it double backslash `\\`. At it happens, Windows uses backslashes as a path separator, so be mindful. +```cpp +io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...); // This is INCORRECT!! +io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...); // This is CORRECT +``` +In some situations, you may also use `/` path separator under Windows. + +##### [Return to Index](#index) + +## Credits/Licenses For Fonts Included In Repository + +Some fonts files are available in the `misc/fonts/` folder: + +**Roboto-Medium.ttf**, by Christian Robetson +
Apache License 2.0 +
https://fonts.google.com/specimen/Roboto + +**Cousine-Regular.ttf**, by Steve Matteson +
Digitized data copyright (c) 2010 Google Corporation. +
Licensed under the SIL Open Font License, Version 1.1 +
https://fonts.google.com/specimen/Cousine + +**DroidSans.ttf**, by Steve Matteson +
Apache License 2.0 +
https://www.fontsquirrel.com/fonts/droid-sans + +**ProggyClean.ttf**, by Tristan Grimmer +
MIT License +
(recommended loading setting: Size = 13.0, GlyphOffset.y = +1) +
http://www.proggyfonts.net/ + +**ProggyTiny.ttf**, by Tristan Grimmer +
MIT License +
(recommended loading setting: Size = 10.0, GlyphOffset.y = +1) +
http://www.proggyfonts.net/ + +**Karla-Regular.ttf**, by Jonathan Pinhorn +
SIL OPEN FONT LICENSE Version 1.1 + +##### [Return to Index](#index) + +## Font Links + +#### ICON FONTS + +- C/C++ header for icon fonts (#define with code points to use in source code string literals) https://github.com/juliettef/IconFontCppHeaders +- FontAwesome https://fortawesome.github.io/Font-Awesome +- OpenFontIcons https://github.com/traverseda/OpenFontIcons +- Google Icon Fonts https://design.google.com/icons/ +- Kenney Icon Font (Game Controller Icons) https://github.com/nicodinh/kenney-icon-font +- IcoMoon - Custom Icon font builder https://icomoon.io/app + +#### REGULAR FONTS + +- Google Noto Fonts (worldwide languages) https://www.google.com/get/noto/ +- Open Sans Fonts https://fonts.google.com/specimen/Open+Sans +- (Japanese) M+ fonts by Coji Morishita http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html + +#### MONOSPACE FONTS + +Pixel Perfect: +- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperbounds.net +- Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font (also include an .inl file to use directly in dear imgui.) + +Regular: +- Google Noto Mono Fonts https://www.google.com/get/noto/ +- Typefaces for source code beautification https://github.com/chrissimpkins/codeface +- Programmation fonts http://s9w.github.io/font_compare/ +- Inconsolata http://www.levien.com/type/myfonts/inconsolata.html +- Adobe Source Code Pro: Monospaced font family for ui & coding environments https://github.com/adobe-fonts/source-code-pro +- Monospace/Fixed Width Programmer's Fonts http://www.lowing.org/fonts/ + +Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing). + +##### [Return to Index](#index) diff --git a/Dependencies/imgui/docs/README.md b/Dependencies/imgui/docs/README.md new file mode 100644 index 000000000..6cc64f0a6 --- /dev/null +++ b/Dependencies/imgui/docs/README.md @@ -0,0 +1,212 @@ +Dear ImGui +===== + +

"Give someone state and they'll have a bug one day, but teach them how to represent state in two separate locations that have to be kept in sync and they'll have bugs for a lifetime."
-ryg + +---- + +[![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build) [![Static Analysis Status](https://github.com/ocornut/imgui/workflows/static-analysis/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=static-analysis) + +(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out.) + +Businesses: support continued development and maintenance via invoiced sponsoring/support contracts: +
  _E-mail: contact @ dearimgui dot com_ +
Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page. + +| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Integration](#integration) | +:----------------------------------------------------------: | +| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) - [Credits](#credits) - [License](#license) | +| [Wiki](https://github.com/ocornut/imgui/wiki) - [Languages & frameworks backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) | + +### The Pitch + +Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline-enabled application. It is fast, portable, renderer agnostic, and self-contained (no external dependencies). + +Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries. + +Dear ImGui is particularly suited to integration in game engines (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on console platforms where operating system features are non-standard. + + - Minimize state synchronization. + - Minimize state storage on user side. + - Minimize setup and maintenance. + - Easy to use to create dynamic UI which are the reflection of a dynamic data set. + - Easy to use to create code-driven and data-driven tools. + - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. + - Easy to hack and improve. + - Portable, minimize dependencies, run on target (consoles, phones, etc.). + - Efficient runtime and memory consumption. + - Battle-tested, used by [many major actors in the game industry](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui). + +### Usage + +**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h). **No specific build process is required**. You can add the .cpp files into your existing project. + +**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. See the [Integration](#integration) section of this document for details. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui. + +After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop: +```cpp +ImGui::Text("Hello, world %d", 123); +if (ImGui::Button("Save")) + MySaveFunction(); +ImGui::InputText("string", buf, IM_ARRAYSIZE(buf)); +ImGui::SliderFloat("float", &f, 0.0f, 1.0f); +``` +![sample code output (dark, segoeui font, freetype)](https://user-images.githubusercontent.com/8225057/191050833-b7ecf528-bfae-4a9f-ac1b-f3d83437a2f4.png) +![sample code output (light, segoeui font, freetype)](https://user-images.githubusercontent.com/8225057/191050838-8742efd4-504d-4334-a9a2-e756d15bc2ab.png) + +```cpp +// Create a window called "My First Tool", with a menu bar. +ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar); +if (ImGui::BeginMenuBar()) +{ + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Open..", "Ctrl+O")) { /* Do stuff */ } + if (ImGui::MenuItem("Save", "Ctrl+S")) { /* Do stuff */ } + if (ImGui::MenuItem("Close", "Ctrl+W")) { my_tool_active = false; } + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); +} + +// Edit a color stored as 4 floats +ImGui::ColorEdit4("Color", my_color); + +// Generate samples and plot them +float samples[100]; +for (int n = 0; n < 100; n++) + samples[n] = sinf(n * 0.2f + ImGui::GetTime() * 1.5f); +ImGui::PlotLines("Samples", samples, 100); + +// Display contents in a scrolling region +ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff"); +ImGui::BeginChild("Scrolling"); +for (int n = 0; n < 50; n++) + ImGui::Text("%04d: Some text", n); +ImGui::EndChild(); +ImGui::End(); +``` +![my_first_tool_v188](https://user-images.githubusercontent.com/8225057/191055698-690a5651-458f-4856-b5a9-e8cc95c543e2.gif) + +Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweak variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game-making editor/framework, etc. + +### How it works + +Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization, and state retention from the user's point of view. It is less error-prone (less code and fewer bugs) than traditional retained-mode interfaces, and lends itself to creating dynamic user interfaces. + +Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate Dear ImGui with your existing codebase. + +_A common misunderstanding is to mistake immediate mode GUI for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the GUI functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._ + +### Releases & Changelogs + +See [Releases](https://github.com/ocornut/imgui/releases) page for decorated Changelogs. +Reading the changelogs is a good way to keep up to date with the things Dear ImGui has to offer, and maybe will give you ideas of some features that you've been ignoring until now! + +### Demo + +Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`. [Here's how the demo looks](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png). + +You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here: +- [imgui-demo-binaries-20220504.zip](https://www.dearimgui.org/binaries/imgui-demo-binaries-20220504.zip) (Windows, 1.88 WIP, built 2022/05/04, master) or [older binaries](https://www.dearimgui.org/binaries). + +The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.org/faq)). + +### Integration + +On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more imgui_impl_xxxx files instead of rewriting them: this will be less work for you, and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so. + +Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui into your custom engine. **Make sure to spend time reading the [FAQ](https://www.dearimgui.org/faq), comments, and the examples applications!** + +Officially maintained backends/bindings (in repository): +- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU. +- Platforms: GLFW, SDL2, Win32, Glut, OSX, Android. +- Frameworks: Allegro5, Emscripten. + +[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page: +- Languages: C, C# and: Beef, ChaiScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift... +- Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, GLEQ, Godot, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS & Switch (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SDL_Renderer, SFML, Sokol, Unity, Unreal Engine 4, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets. +- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages. + +[Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page: +- Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. + +Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. + +### Gallery + +For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/5243)! + +For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page. + +| | | +|--|--| +| Custom engine [erhe](https://github.com/tksuoran/erhe) (docking branch)
[![erhe](https://user-images.githubusercontent.com/8225057/190203358-6988b846-0686-480e-8663-1311fbd18abd.jpg)](https://user-images.githubusercontent.com/994606/147875067-a848991e-2ad2-4fd3-bf71-4aeb8a547bcf.png) | Custom engine for [Wonder Boy: The Dragon's Trap](http://www.TheDragonsTrap.com) (2017)
[![the dragon's trap](https://user-images.githubusercontent.com/8225057/190203379-57fcb80e-4aec-4fec-959e-17ddd3cd71e5.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) | +| Custom engine (untitled)
[![editor white](https://user-images.githubusercontent.com/8225057/190203393-c5ac9f22-b900-4d1e-bfeb-6027c63e3d92.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) | Tracy Profiler ([github](https://github.com/wolfpld/tracy))
[![tracy profiler](https://user-images.githubusercontent.com/8225057/190203401-7b595f6e-607c-44d3-97ea-4c2673244dfb.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png) | + +### Support, Frequently Asked Questions (FAQ) + +See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered. + +See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles. + +See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) to read/learn about the Immediate Mode GUI paradigm. + +See: [Upcoming Changes](https://github.com/ocornut/imgui/wiki/Upcoming-Changes). + +Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). For other questions, bug reports, requests, feedback, you may post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully. + +Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_). + +**Which version should I get?** + +We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features. This branch is kept in sync with master regularly. + +**Who uses Dear ImGui?** + +See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/5243)! + +How to help +----------- + +**How can I help?** + +- See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues) and [GitHub Discussions](https://github.com/ocornut/imgui/discussions). +- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it. +- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas. +- Have your company financially support this project with invoiced sponsoring/support contact (please reach out: contact at dearimgui dot com). + +Sponsors +-------- + +Ongoing Dear ImGui development is and has been financially supported by users and private sponsors. +
Please see the **[detailed list of current and past Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors)** for details. +
From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. + +**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!** + +Dear ImGui is using software and services provided free of charge for open source projects: +- [PVS-Studio](https://www.viva64.com/en/b/0570/) for static analysis. +- [GitHub actions](https://github.com/features/actions) for continuous integration systems. +- [OpenCppCoverage](https://github.com/OpenCppCoverage/OpenCppCoverage) for code coverage analysis. + +Credits +------- + +Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://tearaway.mediamolecule.com) (PS Vita). + +Recurring contributors (2022): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups) (a large portion of work on automation systems, regression tests and other features are currently unpublished). + +Sponsoring, support contracts and other B2B transactions are hosted and handled by [Lizardcube](https://www.lizardcube.com). + +Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it." + +Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license). +
Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain). + +Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Also thank you to everyone posting feedback, questions and patches on GitHub. + +License +------- + +Dear ImGui is licensed under the MIT License, see [LICENSE.txt](https://github.com/ocornut/imgui/blob/master/LICENSE.txt) for more information. diff --git a/Dependencies/imgui/docs/TODO.txt b/Dependencies/imgui/docs/TODO.txt new file mode 100644 index 000000000..cb7e6be77 --- /dev/null +++ b/Dependencies/imgui/docs/TODO.txt @@ -0,0 +1,370 @@ +dear imgui +ISSUES & TODO LIST + +Issue numbers (#) refer to GitHub issues listed at https://github.com/ocornut/imgui/issues/XXXX +This list is not well maintained, most of the work happens on GitHub nowadays. +The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker). +It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions. + + - doc/test: add a proper documentation+regression testing system (#435) + - doc/test: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.). + - doc/tips: tips of the day: website? applet in imgui_club? + - doc/wiki: work on the wiki https://github.com/ocornut/imgui/wiki + + - window: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #. + - window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690) + - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass. + - window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify. + - window: begin with *p_open == false could return false. + - window: get size/pos helpers given names (see discussion in #249) + - window: when window is very small, prioritize resize button over close button. + - window: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon? + - window: expose contents size. (#1045) + - window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call. + - window: GetWindowSize() returns (0,0) when not calculated? (#1045) + - window: investigate better auto-positioning for new windows. + - window: top most window flag? more z-order contrl? (#2574) + - window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size? + - window/size: how to allow to e.g. auto-size vertically to fit contents, but be horizontally resizable? Assuming SetNextWindowSize() is modified to treat -1.0f on each axis as "keep as-is" (would be good but might break erroneous code): Problem is UpdateWindowManualResize() and lots of code treat (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) together. + - window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false. + - window/child: background options for child windows, border option (disable rounding). + - window/child: allow resizing of child windows (possibly given min/max for each axis?.) + - window/child: allow SetNextWindowContentSize() to work on child windows. + - window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero. + - window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar). + - window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331) + ! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463) + - scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse) + - scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet. + - scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?) + - scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro) + - scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui) + + - drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646) + ! drawlist: add CalcTextSize() func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!) + - drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). (WIP branch) + - drawlist: primitives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api + - drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally + - drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4(). + - drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302) + - drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API). + - drawlist: AddRect vs AddLine position confusing (#2441) + - drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962) + - drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation. + - drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas. + + - main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode? + + - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395) + - widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h. + - widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery. + - widgets: start exposing PushItemFlag() and ImGuiItemFlags + - widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260 + - widgets: activate by identifier (trigger button, focus given id) + - widgets: a way to represent "mixed" values, so e.g. all values replaced with *, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed) (#2644) + - widgets: checkbox: checkbox with custom glyph inside frame. + - widgets: coloredit: keep reporting as active when picker is on? + - widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow. + - selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. + - selectable: generic BeginSelectable()/EndSelectable() mechanism. (work out alongside range-select branch) + - selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection) + + - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. (WIP branch) + - input text: preserve scrolling when unfocused? + - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541) + - input text: expose CursorPos in char filter event (#816) + - input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009) + - input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active (available in internals) + - input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701) + - input text: hover tooltip could show unclamped text + - input text: support for INSERT key to toggle overwrite mode. currently disabled because stb_textedit behavior is unsatisfactory on multi-line. (#2863) + - input text: option to Tab after an Enter validation. + - input text: add ImGuiInputTextFlags_EnterToApply? (off #218) + - input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text. + - input text: add flag (e.g. ImGuiInputTextFlags_EscapeClearsBuffer) to clear instead of revert. what to do with focus? (also see #2890) + - input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725) + - input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it. + - input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position. + - input text: decorrelate display layout from inputs with custom template - e.g. what's the easiest way to implement a nice IP/Mac address input editor? + - input text: global callback system so user can plug in an expression evaluator easily. (#1691) + - input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature) + - input text: a way to preview completion (e.g. disabled text completing from the cursor) + - input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there. + - input text: a way for the user to provide syntax coloring. + - input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count. + - input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc). + - input text multi-line: support for copy/cut without selection (copy/cut current line?) + - input text multi-line: line numbers? status bar? (follow up on #200) + - input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725) + - input text multi-line: better horizontal scrolling support (#383, #1224) + - input text multi-line: single call to AddText() should be coarse clipped on InputTextEx() end. + - input number: optional range min/max for Input*() functions + - input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled) + - input number: use mouse wheel to step up/down + + - layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner. + - layout, font: horizontal tab support, A) text mode: forward only tabs (e.g. every 4 characters/N pixels from pos x1), B) manual mode: explicit tab stops acting as mini columns, no clipping (for menu items, many kind of uses, also vaguely relate to #267, #395) + - layout: horizontal layout helper (#97) + - layout: horizontal flow until no space left (#404) + - layout: more generic alignment state (left/right/centered) for single items? + - layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding. + - layout: vertical alignment of mixed height items (e.g. buttons) within a same line (#1284) + - layout: null layout mode were items are not rendered but user can query GetItemRectMin()/Max/Size. + - layout: (R&D) local multi-pass layout mode. + - layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access. + + - tables: see https://github.com/ocornut/imgui/issues/2957#issuecomment-569726095 + + - group: BeginGroup() needs a border option. (~#1496) + - group: IsHovered() after EndGroup() covers whole AABB rather than the intersection of individual items. Is that desirable? + - group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550) + +!- color: the color conversion helpers/types are a mess and needs sorting out. + - color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h + + - plot: full featured plot/graph api w/ scrolling, zooming etc. all bell & whistle. why not! + - plot: PlotLines() should use the polygon-stroke facilities, less vertices (currently issues with averaging normals) + - plot: make it easier for user to draw extra stuff into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots) + - plot: "smooth" automatic scale over time, user give an input 0.0(full user scale) 1.0(full derived from value) + - plot: option/feature: draw the zero line + - plot: option/feature: draw grid, vertical markers + - plot: option/feature: draw unit + - plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID) + + - clipper: ability to disable the clipping through a simple flag/bool. + - clipper: ability to run without knowing full count in advance. + - clipper: horizontal clipping support. (#2580) + + - separator: expose flags (#759) + - separator: take indent into consideration (optional) + - separator: width, thickness, centering (#1643) + - splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319) + + - dock: merge docking branch (#2109) + + - tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work (WIP branch) + - tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing. + - tabs: persistent order/focus in BeginTabBar() api (#261, #351) + - tabs: TabItem could honor SetNextItemWidth()? + - tabs: explicit api (even if internal) to cleanly manipulate tab order. + - tabs: Mouse wheel over tab bar could scroll? (with shift?) (#2702) + + - image/image button: misalignment on padded/bordered button? + - image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that? + - image button: not taking an explicit id can be problematic. (#2464, #1390) + - slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar) + - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt() + - slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946) + - slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate. + - slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign) + - slider: relative dragging? + precision dragging + - slider: step option (#1183) + - slider: style: fill % of the bar instead of positioning a drag. + - knob: rotating knob widget (#942) + - drag float: support for reversed drags (min > max) (removed is_locked, also see fdc526e) + - drag float: up/down axis + - drag float: power != 0.0f with current value being outside the range keeps the value stuck. + - drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits) + + - combo: use clipper. + - combo: flag for BeginCombo to not return true when unchanged (#1182) + - combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview() + - combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203) + - listbox: multiple selection (WIP range-select branch) + - listbox: unselect option (#1208) + - listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?) (WIP range-select branch) + - listbox: user may want to initial scroll to focus on the one selected value? + - listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681) + - listbox: scrolling should track modified selection. + - listbox: future api should allow to enable horizontal scrolling (#2510) + +!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402) + - modals: make modal title bar blink when trying to click outside the modal + - modals: technically speaking, we could make Begin() with ImGuiWindowFlags_Modal work without involving popup. May help untangle a few things, as modals are more like regular windows than popups. + - popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331) + - popups: clicking outside (to close popup) and holding shouldn't drag window below. + - popups: add variant using global identifier similar to Begin/End (#402) + - popups: border options. richer api like BeginChild() perhaps? (#197) + - popups/modals: although it is sometimes convenient that popups/modals lifetime is owned by imgui, we could also a bool-owned-by-user api as long as Begin() return value testing is enforced. + + - tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction. + - tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic. + - tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485) (WIP branch) + - tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch) + + - status-bar: add a per-window status bar helper similar to what menu-bar does. generalize concept of layer0 rect in window (can make _MenuBar window flag obsolete too). + - shortcuts: local-style shortcut api, e.g. parse "&Save" + - shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu + - shortcuts: programmatically access shortcuts "Focus("&Save")) + - menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin) + - menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer. + - menus: could merge draw call in most cases (how about storing an optional aabb in ImDrawCmd to move the burden of merging in a single spot). + - menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column) + + - tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings? + - tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits? + - tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer) + - tree node: tweak color scheme to distinguish headers from selected tree node (#581) + - tree node: leaf/non-leaf highlight mismatch. + - tree node: flag to disable formatting and/or detect "%s" + - tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?) + + - settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes? + - settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437) + - settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair + + - style: better default styles. (#707) + - style: PushStyleVar: allow direct access to individual float X/Y elements. + - style: add a highlighted text color (for headers, etc.) + - style: border types: out-screen, in-screen, etc. (#447) + - style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier) + - style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc. + - style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation). + - style: global scale setting. + - style: FramePadding could be different for up vs down (#584) + - style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle + - style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223) + - style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners. + - style editor: color child window height expressed in multiple of line height. + + - log: improve logging of ArrowButton, ListBox, TabItem + - log: carry on indent / tree depth when opening a child window + - log: enabling log ends up pushing and growing vertices buffers because we don't distinguish layout vs render clipping + - log: have more control over the log scope (e.g. stop logging when leaving current tree node scope) + - log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard) + - log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs. + - log: obsolete LogButtons().... (was: LogButtons() options for specifying depth and/or hiding depth slider) + + - filters: set a current filter that certains items (e.g. tree node) can automatically query to hide themselves + - filters: handle wild-cards (with implicit leading/trailing *), reg-exprs + - filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb) + + - drag and drop: focus drag target window on hold (even without open) + - drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725) + - drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233 + - drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143) + - drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725) + - drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637) + - drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem) + - drag and drop: demo with reordering nodes (in a list, or a tree node). (#143) + - drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration) + - drag and drop: allow for multiple payload types. (#143) + - drag and drop: make payload optional? payload promise? (see 2018/01/11 post in #143) + - drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process" + - drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?) + + - markup: simple markup language for color change? (#902, #3130) + + - text: selectable text (for copy) as a generic feature (ItemFlags?) + - text: proper alignment options in imgui_internal.h + - text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT + - text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not + - text/layout/tabs: \t pulling position from base pos + step, or offset array (e.g. could be used in text edit, menus for simple icon+text alignment, etc.) + - text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use? + - text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width. + - text/wrapped: custom separator for text wrapping. (#3002) + - text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249) + + - font: arbitrary line spacing. (#2945) + - font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype) + - font: free the Alpha buffer if user only requested RGBA. +!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions). + - font: for the purpose of RenderTextEllipsis(), it might be useful that CalcTextSizeA() can ignore the trailing padding? + - font: a CalcTextHeight() helper could run faster than CalcTextSize().y + - font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX + - font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data + - font: remove ID from CustomRect registration, it seems unnecessary! + - font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575) + - font: PushFontSize API (#1018) + - font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite? + - font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width + - font/demo: add tools to show glyphs used by a text blob, display U16 value, list missing glyphs. + - font/demo: demonstrate use of ImFontGlyphRangesBuilder. + - font/atlas: add a missing Glyphs.reserve() + - font/atlas: incremental updates + - font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier. + - font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise + - font/draw: need to be able to specify wrap start position. + - font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines). also see #3349. + - font/draw: fix for drawing 16k+ visible characters in same call. + - font/draw: underline, squiggle line rendering helpers. + - font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct), would save on cache line. + - font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list? + - font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize) + - font: fix AddRemapChar() to work before atlas has been built. + - font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF. + - font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer? + - font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8? + + - nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab) + ! nav: never clear NavId on some setup (e.g. gamepad centric) + - nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable. + - nav: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure. + - nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view? + - nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window" + - nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping(). + - nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch) + - nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name) + - nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem + - nav: NavFlattened: init requests don't work properly on flattened siblings. + - nav: NavFlattened: pageup/pagedown/home/end don't work properly on flattened siblings. + - nav: NavFlattened: ESC on a flattened child should select something. + - nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child. + - nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..). + - nav: simulate right-click or context activation? (SHIFT+F10, keyboard Menu key?) + - nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc. + - nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?) + - nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons. + - nav/menus: allow pressing Menu to leave a sub-menu. + - nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar? + - nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it? + - nav/menus: main menu bar currently cannot restore a NULL focus. Could save NavWindow at the time of being focused, similarly to what popup do? + - nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition? + - nav/windowing: configure fade-in/fade-out delay on Ctrl+Tab? + - nav/windowing: when CTRL+Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering. + - nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied + - focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622) + + - inputs: we need an explicit flag about whether the platform window is focused, to be able to distinguish focused key releases vs alt-tabbing all release behaviors. + - inputs: support track pad style scrolling & slider edit. + - inputs/io: backspace and arrows in the context of a text input could use system repeat rate. + - inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808) + - inputs/scrolling: support for smooth scrolling (#2462, #2569) + + - misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for backend to be able stop refreshing easily. + - misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls. + - misc: idle: if cursor blink if the _only_ visible animation, could even expose a dirty rectangle that optionally can be leverage by some app to render in a smaller viewport, getting rid of much pixel shading cost. + - misc: no way to run a root-most GetID() with ImGui:: api since there's always a Debug window in the stack. (mentioned in #2960) + - misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?) + - misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682) + - misc: use more size_t in public api? + - misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch) + - misc: possible compile-time support for wchar_t instead of char*? + + - demo: demonstrate using PushStyleVar() in more details. + - demo: add vertical separator demo + - demo: add virtual scrolling example? + - demo: demonstrate Plot offset + - demo: window size constraint: square demo is broken when resizing from edges (#1975), would need to rework the callback system to solve this + + - examples: window minimize, maximize (#583) + - examples: provide a zero frame-rate/idle example. + - examples: dx11/dx12: try to use new swapchain blit models (#2970) + - backends: report it better when not able to create texture? + - backends: apple: example_apple should be using modern GL3. + - backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440) + - backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900) + - backends: opengl: could use a single vertex buffer and glBufferSubData for uploads? + - backends: opengl: explicitly disable GL_STENCIL_TEST in bindings. + - backends: vulkan: viewport: support for synchronized swapping of multiple swap chains. + - backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 + - backends: emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42) + + - bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (WIP project "dear-bindings" still private) + + - optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF. (#1038 + needed for string_view) + - optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request. + - optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335) + - optimization: fully covered window (covered by another with non-translucent bg + WindowRounding worth of padding) may want to clip rendering. + - optimization: use another hash function than crc32, e.g. FNV1a + - optimization: turn some the various stack vectors into statically-sized arrays diff --git a/Dependencies/imgui/examples/README.txt b/Dependencies/imgui/examples/README.txt new file mode 100644 index 000000000..6db2f3c48 --- /dev/null +++ b/Dependencies/imgui/examples/README.txt @@ -0,0 +1,9 @@ +See BACKENDS and EXAMPLES files in the docs/ folder, or on the web at: https://github.com/ocornut/imgui/tree/master/docs + +Backends = Helper code to facilitate integration with platforms/graphics api (used by Examples + should be used by your app). +Examples = Standalone applications showcasing integration with platforms/graphics api. + +Some Examples have extra README files in their respective directory, please check them too! + +Once Dear ImGui is running (in either examples or your own application/game/engine), +run and refer to ImGui::ShowDemoWindow() in imgui_demo.cpp for the end-user API. diff --git a/Dependencies/imgui/examples/example_allegro5/README.md b/Dependencies/imgui/examples/example_allegro5/README.md new file mode 100644 index 000000000..d6d812eab --- /dev/null +++ b/Dependencies/imgui/examples/example_allegro5/README.md @@ -0,0 +1,36 @@ + +# Configuration + +Dear ImGui outputs 16-bit vertex indices by default. +Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile dear imgui with 32-bit indices. +You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename. +We are providing `imconfig_allegro5.h` that enables 32-bit indices. +Note that the backend supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion. + +# How to Build + +### On Ubuntu 14.04+ and macOS + +```bash +g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../../backends/imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example +``` + +On macOS, install Allegro with homebrew: `brew install allegro`. + +### On Windows with Visual Studio's CLI + +You may install Allegro using vcpkg: +``` +git clone https://github.com/Microsoft/vcpkg +cd vcpkg +bootstrap-vcpkg.bat +vcpkg install allegro5 --triplet=x86-windows ; for win32 +vcpkg install allegro5 --triplet=x64-windows ; for win64 +vcpkg integrate install ; register include / libs in Visual Studio +``` + +Build: +``` +set ALLEGRODIR=path_to_your_allegro5_folder +cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. main.cpp ..\..\backends\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib +``` diff --git a/Dependencies/imgui/examples/example_allegro5/imconfig_allegro5.h b/Dependencies/imgui/examples/example_allegro5/imconfig_allegro5.h new file mode 100644 index 000000000..35afa67fd --- /dev/null +++ b/Dependencies/imgui/examples/example_allegro5/imconfig_allegro5.h @@ -0,0 +1,11 @@ +//----------------------------------------------------------------------------- +// COMPILE-TIME OPTIONS FOR DEAR IMGUI ALLEGRO 5 EXAMPLE +// See imconfig.h for the full template +// Because Allegro doesn't support 16-bit vertex indices, we enable the compile-time option of imgui to use 32-bit indices +//----------------------------------------------------------------------------- + +#pragma once + +// Use 32-bit vertex indices because Allegro doesn't support 16-bit ones +// This allows us to avoid converting vertices format at runtime +#define ImDrawIdx int diff --git a/Dependencies/imgui/examples/example_allegro5/main.cpp b/Dependencies/imgui/examples/example_allegro5/main.cpp new file mode 100644 index 000000000..e58f705f3 --- /dev/null +++ b/Dependencies/imgui/examples/example_allegro5/main.cpp @@ -0,0 +1,145 @@ +// Dear ImGui: standalone example application for Allegro 5 +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// On Windows, you can install Allegro5 using vcpkg: +// git clone https://github.com/Microsoft/vcpkg +// cd vcpkg +// bootstrap - vcpkg.bat +// vcpkg install allegro5 --triplet=x86-windows ; for win32 +// vcpkg install allegro5 --triplet=x64-windows ; for win64 +// vcpkg integrate install ; register include and libs in Visual Studio + +#include +#include +#include +#include "imgui.h" +#include "imgui_impl_allegro5.h" + +int main(int, char**) +{ + // Setup Allegro + al_init(); + al_install_keyboard(); + al_install_mouse(); + al_init_primitives_addon(); + al_set_new_display_flags(ALLEGRO_RESIZABLE); + ALLEGRO_DISPLAY* display = al_create_display(1280, 720); + al_set_window_title(display, "Dear ImGui Allegro 5 example"); + ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue(); + al_register_event_source(queue, al_get_display_event_source(display)); + al_register_event_source(queue, al_get_keyboard_event_source()); + al_register_event_source(queue, al_get_mouse_event_source()); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplAllegro5_Init(display); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool running = true; + while (running) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + ALLEGRO_EVENT ev; + while (al_get_next_event(queue, &ev)) + { + ImGui_ImplAllegro5_ProcessEvent(&ev); + if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) + running = false; + if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE) + { + ImGui_ImplAllegro5_InvalidateDeviceObjects(); + al_acknowledge_resize(display); + ImGui_ImplAllegro5_CreateDeviceObjects(); + } + } + + // Start the Dear ImGui frame + ImGui_ImplAllegro5_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + al_clear_to_color(al_map_rgba_f(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w)); + ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData()); + al_flip_display(); + } + + // Cleanup + ImGui_ImplAllegro5_Shutdown(); + ImGui::DestroyContext(); + al_destroy_event_queue(queue); + al_destroy_display(display); + + return 0; +} diff --git a/Dependencies/imgui/examples/example_android_opengl3/CMakeLists.txt b/Dependencies/imgui/examples/example_android_opengl3/CMakeLists.txt new file mode 100644 index 000000000..63531f4dc --- /dev/null +++ b/Dependencies/imgui/examples/example_android_opengl3/CMakeLists.txt @@ -0,0 +1,40 @@ +cmake_minimum_required(VERSION 3.6) + +project(ImGuiExample) + +set(CMAKE_CXX_STANDARD 11) +set(CMAKE_CXX_STANDARD_REQUIRED ON) +set(CMAKE_CXX_EXTENSIONS OFF) + +add_library(${CMAKE_PROJECT_NAME} SHARED + ${CMAKE_CURRENT_SOURCE_DIR}/main.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_demo.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_draw.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_tables.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_widgets.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_android.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_opengl3.cpp + ${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c +) + +set(CMAKE_SHARED_LINKER_FLAGS + "${CMAKE_SHARED_LINKER_FLAGS} -u ANativeActivity_onCreate" +) + +target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE + IMGUI_IMPL_OPENGL_ES3 +) + +target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE + ${CMAKE_CURRENT_SOURCE_DIR}/../.. + ${CMAKE_CURRENT_SOURCE_DIR}/../../backends + ${ANDROID_NDK}/sources/android/native_app_glue +) + +target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE + android + EGL + GLESv3 + log +) diff --git a/Dependencies/imgui/examples/example_android_opengl3/android/.gitignore b/Dependencies/imgui/examples/example_android_opengl3/android/.gitignore new file mode 100644 index 000000000..3c7a61910 --- /dev/null +++ b/Dependencies/imgui/examples/example_android_opengl3/android/.gitignore @@ -0,0 +1,12 @@ +.cxx +.externalNativeBuild +build/ +*.iml + +.idea +.gradle +local.properties + +# Android Studio puts a Gradle wrapper here, that we don't want: +gradle/ +gradlew* diff --git a/Dependencies/imgui/examples/example_android_opengl3/android/app/build.gradle b/Dependencies/imgui/examples/example_android_opengl3/android/app/build.gradle new file mode 100644 index 000000000..aa7f0eadd --- /dev/null +++ b/Dependencies/imgui/examples/example_android_opengl3/android/app/build.gradle @@ -0,0 +1,34 @@ +apply plugin: 'com.android.application' +apply plugin: 'kotlin-android' + +android { + compileSdkVersion 29 + buildToolsVersion "30.0.3" + ndkVersion "21.4.7075529" + defaultConfig { + applicationId "imgui.example.android" + minSdkVersion 23 + targetSdkVersion 29 + versionCode 1 + versionName "1.0" + } + + buildTypes { + release { + minifyEnabled false + proguardFiles getDefaultProguardFile('proguard-android-optimize.txt') + } + } + + externalNativeBuild { + cmake { + path "../../CMakeLists.txt" + } + } +} +repositories { + mavenCentral() +} +dependencies { + implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version" +} diff --git a/Dependencies/imgui/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml b/Dependencies/imgui/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml new file mode 100644 index 000000000..c4009e529 --- /dev/null +++ b/Dependencies/imgui/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml @@ -0,0 +1,24 @@ + + + + + + + + + + + + + + + diff --git a/Dependencies/imgui/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt b/Dependencies/imgui/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt new file mode 100644 index 000000000..896a88c8b --- /dev/null +++ b/Dependencies/imgui/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt @@ -0,0 +1,40 @@ +package imgui.example.android + +import android.app.NativeActivity +import android.os.Bundle +import android.content.Context +import android.view.inputmethod.InputMethodManager +import android.view.KeyEvent +import java.util.concurrent.LinkedBlockingQueue + +class MainActivity : NativeActivity() { + public override fun onCreate(savedInstanceState: Bundle?) { + super.onCreate(savedInstanceState) + } + + fun showSoftInput() { + val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager + inputMethodManager.showSoftInput(this.window.decorView, 0) + } + + fun hideSoftInput() { + val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager + inputMethodManager.hideSoftInputFromWindow(this.window.decorView.windowToken, 0) + } + + // Queue for the Unicode characters to be polled from native code (via pollUnicodeChar()) + private var unicodeCharacterQueue: LinkedBlockingQueue = LinkedBlockingQueue() + + // We assume dispatchKeyEvent() of the NativeActivity is actually called for every + // KeyEvent and not consumed by any View before it reaches here + override fun dispatchKeyEvent(event: KeyEvent): Boolean { + if (event.action == KeyEvent.ACTION_DOWN) { + unicodeCharacterQueue.offer(event.getUnicodeChar(event.metaState)) + } + return super.dispatchKeyEvent(event) + } + + fun pollUnicodeChar(): Int { + return unicodeCharacterQueue.poll() ?: 0 + } +} diff --git a/Dependencies/imgui/examples/example_android_opengl3/android/build.gradle b/Dependencies/imgui/examples/example_android_opengl3/android/build.gradle new file mode 100644 index 000000000..59f9c78e4 --- /dev/null +++ b/Dependencies/imgui/examples/example_android_opengl3/android/build.gradle @@ -0,0 +1,24 @@ +buildscript { + ext.kotlin_version = '1.4.31' + repositories { + google() + mavenCentral() + + } + dependencies { + classpath 'com.android.tools.build:gradle:4.1.0' + classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version" + + } +} + +allprojects { + repositories { + google() + mavenCentral() + } +} + +task clean(type: Delete) { + delete rootProject.buildDir +} diff --git a/Dependencies/imgui/examples/example_android_opengl3/android/settings.gradle b/Dependencies/imgui/examples/example_android_opengl3/android/settings.gradle new file mode 100644 index 000000000..e7b4def49 --- /dev/null +++ b/Dependencies/imgui/examples/example_android_opengl3/android/settings.gradle @@ -0,0 +1 @@ +include ':app' diff --git a/Dependencies/imgui/examples/example_android_opengl3/main.cpp b/Dependencies/imgui/examples/example_android_opengl3/main.cpp new file mode 100644 index 000000000..0dab5d0c1 --- /dev/null +++ b/Dependencies/imgui/examples/example_android_opengl3/main.cpp @@ -0,0 +1,372 @@ +// dear imgui: standalone example application for Android + OpenGL ES 3 +// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. + +#include "imgui.h" +#include "imgui_impl_android.h" +#include "imgui_impl_opengl3.h" +#include +#include +#include +#include +#include +#include + +// Data +static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY; +static EGLSurface g_EglSurface = EGL_NO_SURFACE; +static EGLContext g_EglContext = EGL_NO_CONTEXT; +static struct android_app* g_App = NULL; +static bool g_Initialized = false; +static char g_LogTag[] = "ImGuiExample"; +static std::string g_IniFilename = ""; + +// Forward declarations of helper functions +static int ShowSoftKeyboardInput(); +static int PollUnicodeChars(); +static int GetAssetData(const char* filename, void** out_data); + +void init(struct android_app* app) +{ + if (g_Initialized) + return; + + g_App = app; + ANativeWindow_acquire(g_App->window); + + // Initialize EGL + // This is mostly boilerplate code for EGL... + { + g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); + if (g_EglDisplay == EGL_NO_DISPLAY) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY"); + + if (eglInitialize(g_EglDisplay, 0, 0) != EGL_TRUE) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglInitialize() returned with an error"); + + const EGLint egl_attributes[] = { EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE }; + EGLint num_configs = 0; + if (eglChooseConfig(g_EglDisplay, egl_attributes, nullptr, 0, &num_configs) != EGL_TRUE) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned with an error"); + if (num_configs == 0) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned 0 matching config"); + + // Get the first matching config + EGLConfig egl_config; + eglChooseConfig(g_EglDisplay, egl_attributes, &egl_config, 1, &num_configs); + EGLint egl_format; + eglGetConfigAttrib(g_EglDisplay, egl_config, EGL_NATIVE_VISUAL_ID, &egl_format); + ANativeWindow_setBuffersGeometry(g_App->window, 0, 0, egl_format); + + const EGLint egl_context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE }; + g_EglContext = eglCreateContext(g_EglDisplay, egl_config, EGL_NO_CONTEXT, egl_context_attributes); + + if (g_EglContext == EGL_NO_CONTEXT) + __android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext() returned EGL_NO_CONTEXT"); + + g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, NULL); + eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext); + } + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + + // Redirect loading/saving of .ini file to our location. + // Make sure 'g_IniFilename' persists while we use Dear ImGui. + g_IniFilename = std::string(app->activity->internalDataPath) + "/imgui.ini"; + io.IniFilename = g_IniFilename.c_str();; + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplAndroid_Init(g_App->window); + ImGui_ImplOpenGL3_Init("#version 300 es"); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + // - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them. + + // We load the default font with increased size to improve readability on many devices with "high" DPI. + // FIXME: Put some effort into DPI awareness. + // Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transfered by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig + ImFontConfig font_cfg; + font_cfg.SizePixels = 22.0f; + io.Fonts->AddFontDefault(&font_cfg); + //void* font_data; + //int font_data_size; + //ImFont* font; + //font_data_size = GetAssetData("segoeui.ttf", &font_data); + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); + //IM_ASSERT(font != NULL); + //font_data_size = GetAssetData("DroidSans.ttf", &font_data); + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); + //IM_ASSERT(font != NULL); + //font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data); + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); + //IM_ASSERT(font != NULL); + //font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data); + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f); + //IM_ASSERT(font != NULL); + //font_data_size = GetAssetData("ArialUni.ttf", &font_data); + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Arbitrary scale-up + // FIXME: Put some effort into DPI awareness + ImGui::GetStyle().ScaleAllSizes(3.0f); + + g_Initialized = true; +} + +void tick() +{ + ImGuiIO& io = ImGui::GetIO(); + if (g_EglDisplay == EGL_NO_DISPLAY) + return; + + // Our state + static bool show_demo_window = true; + static bool show_another_window = false; + static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Poll Unicode characters via JNI + // FIXME: do not call this every frame because of JNI overhead + PollUnicodeChars(); + + // Open on-screen (soft) input if requested by Dear ImGui + static bool WantTextInputLast = false; + if (io.WantTextInput && !WantTextInputLast) + ShowSoftKeyboardInput(); + WantTextInputLast = io.WantTextInput; + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplAndroid_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); + glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + eglSwapBuffers(g_EglDisplay, g_EglSurface); +} + +void shutdown() +{ + if (!g_Initialized) + return; + + // Cleanup + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplAndroid_Shutdown(); + ImGui::DestroyContext(); + + if (g_EglDisplay != EGL_NO_DISPLAY) + { + eglMakeCurrent(g_EglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); + + if (g_EglContext != EGL_NO_CONTEXT) + eglDestroyContext(g_EglDisplay, g_EglContext); + + if (g_EglSurface != EGL_NO_SURFACE) + eglDestroySurface(g_EglDisplay, g_EglSurface); + + eglTerminate(g_EglDisplay); + } + + g_EglDisplay = EGL_NO_DISPLAY; + g_EglContext = EGL_NO_CONTEXT; + g_EglSurface = EGL_NO_SURFACE; + ANativeWindow_release(g_App->window); + + g_Initialized = false; +} + +static void handleAppCmd(struct android_app* app, int32_t appCmd) +{ + switch (appCmd) + { + case APP_CMD_SAVE_STATE: + break; + case APP_CMD_INIT_WINDOW: + init(app); + break; + case APP_CMD_TERM_WINDOW: + shutdown(); + break; + case APP_CMD_GAINED_FOCUS: + break; + case APP_CMD_LOST_FOCUS: + break; + } +} + +static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent) +{ + return ImGui_ImplAndroid_HandleInputEvent(inputEvent); +} + +void android_main(struct android_app* app) +{ + app->onAppCmd = handleAppCmd; + app->onInputEvent = handleInputEvent; + + while (true) + { + int out_events; + struct android_poll_source* out_data; + + // Poll all events. If the app is not visible, this loop blocks until g_Initialized == true. + while (ALooper_pollAll(g_Initialized ? 0 : -1, NULL, &out_events, (void**)&out_data) >= 0) + { + // Process one event + if (out_data != NULL) + out_data->process(app, out_data); + + // Exit the app by returning from within the infinite loop + if (app->destroyRequested != 0) + { + // shutdown() should have been called already while processing the + // app command APP_CMD_TERM_WINDOW. But we play save here + if (!g_Initialized) + shutdown(); + + return; + } + } + + // Initiate a new frame + tick(); + } +} + +// Unfortunately, there is no way to show the on-screen input from native code. +// Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI. +static int ShowSoftKeyboardInput() +{ + JavaVM* java_vm = g_App->activity->vm; + JNIEnv* java_env = NULL; + + jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6); + if (jni_return == JNI_ERR) + return -1; + + jni_return = java_vm->AttachCurrentThread(&java_env, NULL); + if (jni_return != JNI_OK) + return -2; + + jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz); + if (native_activity_clazz == NULL) + return -3; + + jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V"); + if (method_id == NULL) + return -4; + + java_env->CallVoidMethod(g_App->activity->clazz, method_id); + + jni_return = java_vm->DetachCurrentThread(); + if (jni_return != JNI_OK) + return -5; + + return 0; +} + +// Unfortunately, the native KeyEvent implementation has no getUnicodeChar() function. +// Therefore, we implement the processing of KeyEvents in MainActivity.kt and poll +// the resulting Unicode characters here via JNI and send them to Dear ImGui. +static int PollUnicodeChars() +{ + JavaVM* java_vm = g_App->activity->vm; + JNIEnv* java_env = NULL; + + jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6); + if (jni_return == JNI_ERR) + return -1; + + jni_return = java_vm->AttachCurrentThread(&java_env, NULL); + if (jni_return != JNI_OK) + return -2; + + jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz); + if (native_activity_clazz == NULL) + return -3; + + jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I"); + if (method_id == NULL) + return -4; + + // Send the actual characters to Dear ImGui + ImGuiIO& io = ImGui::GetIO(); + jint unicode_character; + while ((unicode_character = java_env->CallIntMethod(g_App->activity->clazz, method_id)) != 0) + io.AddInputCharacter(unicode_character); + + jni_return = java_vm->DetachCurrentThread(); + if (jni_return != JNI_OK) + return -5; + + return 0; +} + +// Helper to retrieve data placed into the assets/ directory (android/app/src/main/assets) +static int GetAssetData(const char* filename, void** outData) +{ + int num_bytes = 0; + AAsset* asset_descriptor = AAssetManager_open(g_App->activity->assetManager, filename, AASSET_MODE_BUFFER); + if (asset_descriptor) + { + num_bytes = AAsset_getLength(asset_descriptor); + *outData = IM_ALLOC(num_bytes); + int64_t num_bytes_read = AAsset_read(asset_descriptor, *outData, num_bytes); + AAsset_close(asset_descriptor); + IM_ASSERT(num_bytes_read == num_bytes); + } + return num_bytes; +} diff --git a/Dependencies/imgui/examples/example_apple_metal/README.md b/Dependencies/imgui/examples/example_apple_metal/README.md new file mode 100644 index 000000000..c13df2f1c --- /dev/null +++ b/Dependencies/imgui/examples/example_apple_metal/README.md @@ -0,0 +1,10 @@ +# iOS / OSX Metal example + +## Introduction + +This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9. + +Consider basing your work off the example_glfw_metal/ or example_sdl_metal/ examples. They are better supported and will be portable unlike this one. + + + diff --git a/Dependencies/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj b/Dependencies/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj new file mode 100644 index 000000000..4bb4fc288 --- /dev/null +++ b/Dependencies/imgui/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj @@ -0,0 +1,503 @@ +// !$*UTF8*$! +{ + archiveVersion = 1; + classes = { + }; + objectVersion = 48; + objects = { + +/* Begin PBXBuildFile section */ + 05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 05318E0E274C397200A8DE2E /* GameController.framework */; }; + 07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; }; + 07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; 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+@property (nonatomic, strong) id device; +@property (nonatomic, strong) id commandQueue; +@end + +//----------------------------------------------------------------------------------- +// AppViewController +//----------------------------------------------------------------------------------- + +@implementation AppViewController + +-(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil +{ + self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; + + _device = MTLCreateSystemDefaultDevice(); + _commandQueue = [_device newCommandQueue]; + + if (!self.device) + { + NSLog(@"Metal is not supported"); + abort(); + } + + // Setup Dear ImGui context + // FIXME: This example doesn't have proper cleanup... + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Renderer backend + ImGui_ImplMetal_Init(_device); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + return self; +} + +-(MTKView *)mtkView +{ + return (MTKView *)self.view; +} + +-(void)loadView +{ + self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)]; +} + +-(void)viewDidLoad +{ + [super viewDidLoad]; + + self.mtkView.device = self.device; + self.mtkView.delegate = self; + +#if TARGET_OS_OSX + ImGui_ImplOSX_Init(self.view); + [NSApp activateIgnoringOtherApps:YES]; +#endif +} + +-(void)drawInMTKView:(MTKView*)view +{ + ImGuiIO& io = ImGui::GetIO(); + io.DisplaySize.x = view.bounds.size.width; + io.DisplaySize.y = view.bounds.size.height; + +#if TARGET_OS_OSX + CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor; +#else + CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale; +#endif + io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale); + + id commandBuffer = [self.commandQueue commandBuffer]; + + MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor; + if (renderPassDescriptor == nil) + { + [commandBuffer commit]; + return; + } + + // Start the Dear ImGui frame + ImGui_ImplMetal_NewFrame(renderPassDescriptor); +#if TARGET_OS_OSX + ImGui_ImplOSX_NewFrame(view); +#endif + ImGui::NewFrame(); + + // Our state (make them static = more or less global) as a convenience to keep the example terse. + static bool show_demo_window = true; + static bool show_another_window = false; + static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + + renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; + [renderEncoder pushDebugGroup:@"Dear ImGui rendering"]; + ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder); + [renderEncoder popDebugGroup]; + [renderEncoder endEncoding]; + + // Present + [commandBuffer presentDrawable:view.currentDrawable]; + [commandBuffer commit]; +} + +-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size +{ +} + +//----------------------------------------------------------------------------------- +// Input processing +//----------------------------------------------------------------------------------- + +#if TARGET_OS_OSX + +- (void)viewWillAppear +{ + [super viewWillAppear]; + self.view.window.delegate = self; +} + +- (void)windowWillClose:(NSNotification *)notification +{ + ImGui_ImplMetal_Shutdown(); + ImGui_ImplOSX_Shutdown(); + ImGui::DestroyContext(); +} + +#else + +// This touch mapping is super cheesy/hacky. We treat any touch on the screen +// as if it were a depressed left mouse button, and we don't bother handling +// multitouch correctly at all. This causes the "cursor" to behave very erratically +// when there are multiple active touches. But for demo purposes, single-touch +// interaction actually works surprisingly well. +-(void)updateIOWithTouchEvent:(UIEvent *)event +{ + UITouch *anyTouch = event.allTouches.anyObject; + CGPoint touchLocation = [anyTouch locationInView:self.view]; + ImGuiIO &io = ImGui::GetIO(); + io.AddMousePosEvent(touchLocation.x, touchLocation.y); + + BOOL hasActiveTouch = NO; + for (UITouch *touch in event.allTouches) + { + if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled) + { + hasActiveTouch = YES; + break; + } + } + io.AddMouseButtonEvent(0, hasActiveTouch); +} + +-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } +-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } +-(void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } +-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } + +#endif + +@end + +//----------------------------------------------------------------------------------- +// AppDelegate +//----------------------------------------------------------------------------------- + +#if TARGET_OS_OSX + +@interface AppDelegate : NSObject +@property (nonatomic, strong) NSWindow *window; +@end + +@implementation AppDelegate + +-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender +{ + return YES; +} + +-(instancetype)init +{ + if (self = [super init]) + { + NSViewController *rootViewController = [[AppViewController alloc] initWithNibName:nil bundle:nil]; + self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect + styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable + backing:NSBackingStoreBuffered + defer:NO]; + self.window.contentViewController = rootViewController; + [self.window center]; + [self.window makeKeyAndOrderFront:self]; + } + return self; +} + +@end + +#else + +@interface AppDelegate : UIResponder +@property (strong, nonatomic) UIWindow *window; +@end + +@implementation AppDelegate + +-(BOOL)application:(UIApplication *)application + didFinishLaunchingWithOptions:(NSDictionary *)launchOptions +{ + UIViewController *rootViewController = [[AppViewController alloc] init]; + self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds]; + self.window.rootViewController = rootViewController; + [self.window makeKeyAndVisible]; + return YES; +} + +@end + +#endif + +//----------------------------------------------------------------------------------- +// Application main() function +//----------------------------------------------------------------------------------- + +#if TARGET_OS_OSX + +int main(int argc, const char * argv[]) +{ + return NSApplicationMain(argc, argv); +} + +#else + +int main(int argc, char * argv[]) +{ + @autoreleasepool + { + return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class])); + } +} + +#endif diff --git a/Dependencies/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj b/Dependencies/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj new file mode 100644 index 000000000..a168373d4 --- /dev/null +++ b/Dependencies/imgui/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj @@ -0,0 +1,332 @@ +// !$*UTF8*$! +{ + archiveVersion = 1; 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+ buildConfigurations = ( + 4080A97020B029B00036BA46 /* Debug */, + 4080A97120B029B00036BA46 /* Release */, + ); + defaultConfigurationIsVisible = 0; + defaultConfigurationName = Release; + }; + 4080A97220B029B00036BA46 /* Build configuration list for PBXNativeTarget "example_osx_opengl2" */ = { + isa = XCConfigurationList; + buildConfigurations = ( + 4080A97320B029B00036BA46 /* Debug */, + 4080A97420B029B00036BA46 /* Release */, + ); + defaultConfigurationIsVisible = 0; + defaultConfigurationName = Release; + }; +/* End XCConfigurationList section */ + }; + rootObject = 4080A96320B029B00036BA46 /* Project object */; +} diff --git a/Dependencies/imgui/examples/example_apple_opengl2/main.mm b/Dependencies/imgui/examples/example_apple_opengl2/main.mm new file mode 100644 index 000000000..21a313c0c --- /dev/null +++ b/Dependencies/imgui/examples/example_apple_opengl2/main.mm @@ -0,0 +1,251 @@ +// Dear ImGui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#import +#import +#import + +#include "imgui.h" +#include "imgui_impl_opengl2.h" +#include "imgui_impl_osx.h" + +//----------------------------------------------------------------------------------- +// AppView +//----------------------------------------------------------------------------------- + +@interface AppView : NSOpenGLView +{ + NSTimer* animationTimer; +} +@end + +@implementation AppView + +-(void)prepareOpenGL +{ + [super prepareOpenGL]; + +#ifndef DEBUG + GLint swapInterval = 1; + [[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval]; + if (swapInterval == 0) + NSLog(@"Error: Cannot set swap interval."); +#endif +} + +-(void)initialize +{ + // Setup Dear ImGui context + // FIXME: This example doesn't have proper cleanup... + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplOSX_Init(self); + ImGui_ImplOpenGL2_Init(); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); +} + +-(void)updateAndDrawDemoView +{ + // Start the Dear ImGui frame + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplOSX_NewFrame(self); + ImGui::NewFrame(); + + // Our state (make them static = more or less global) as a convenience to keep the example terse. + static bool show_demo_window = true; + static bool show_another_window = false; + static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + + [[self openGLContext] makeCurrentContext]; + GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + glViewport(0, 0, width, height); + glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + + ImGui_ImplOpenGL2_RenderDrawData(draw_data); + + // Present + [[self openGLContext] flushBuffer]; + + if (!animationTimer) + animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES]; +} + +-(void)reshape { [super reshape]; [[self openGLContext] update]; [self updateAndDrawDemoView]; } +-(void)drawRect:(NSRect)bounds { [self updateAndDrawDemoView]; } +-(void)animationTimerFired:(NSTimer*)timer { [self setNeedsDisplay:YES]; } +-(void)dealloc { animationTimer = nil; } + +@end + +//----------------------------------------------------------------------------------- +// AppDelegate +//----------------------------------------------------------------------------------- + +@interface AppDelegate : NSObject +@property (nonatomic, readonly) NSWindow* window; +@end + +@implementation AppDelegate +@synthesize window = _window; + +-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication +{ + return YES; +} + +-(NSWindow*)window +{ + if (_window != nil) + return (_window); + + NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0); + + _window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES]; + [_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"]; + [_window setAcceptsMouseMovedEvents:YES]; + [_window setOpaque:YES]; + [_window makeKeyAndOrderFront:NSApp]; + + return (_window); +} + +-(void)setupMenu +{ + NSMenu* mainMenuBar = [[NSMenu alloc] init]; + NSMenu* appMenu; + NSMenuItem* menuItem; + + appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"]; + menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"]; + [menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand]; + + menuItem = [[NSMenuItem alloc] init]; + [menuItem setSubmenu:appMenu]; + + [mainMenuBar addItem:menuItem]; + + appMenu = nil; + [NSApp setMainMenu:mainMenuBar]; +} + +-(void)dealloc +{ + _window = nil; +} + +-(void)applicationDidFinishLaunching:(NSNotification *)aNotification +{ + // Make the application a foreground application (else it won't receive keyboard events) + ProcessSerialNumber psn = {0, kCurrentProcess}; + TransformProcessType(&psn, kProcessTransformToForegroundApplication); + + // Menu + [self setupMenu]; + + NSOpenGLPixelFormatAttribute attrs[] = + { + NSOpenGLPFADoubleBuffer, + NSOpenGLPFADepthSize, 32, + 0 + }; + + NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs]; + AppView* view = [[AppView alloc] initWithFrame:self.window.frame pixelFormat:format]; + format = nil; +#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070 + if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6) + [view setWantsBestResolutionOpenGLSurface:YES]; +#endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070 + [self.window setContentView:view]; + + if ([view openGLContext] == nil) + NSLog(@"No OpenGL Context!"); + + [view initialize]; +} + +@end + +//----------------------------------------------------------------------------------- +// Application main() function +//----------------------------------------------------------------------------------- + +int main(int argc, const char* argv[]) +{ + @autoreleasepool + { + NSApp = [NSApplication sharedApplication]; + AppDelegate* delegate = [[AppDelegate alloc] init]; + [[NSApplication sharedApplication] setDelegate:delegate]; + [NSApp run]; + } + return NSApplicationMain(argc, argv); +} diff --git a/Dependencies/imgui/examples/example_emscripten_opengl3/Makefile b/Dependencies/imgui/examples/example_emscripten_opengl3/Makefile new file mode 100644 index 000000000..b2933e108 --- /dev/null +++ b/Dependencies/imgui/examples/example_emscripten_opengl3/Makefile @@ -0,0 +1,91 @@ +# +# Makefile to use with emscripten +# See https://emscripten.org/docs/getting_started/downloads.html +# for installation instructions. +# +# This Makefile assumes you have loaded emscripten's environment. +# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead) +# +# Running `make` will produce three files: +# - web/index.html +# - web/index.js +# - web/index.wasm +# +# All three are needed to run the demo. + +CC = emcc +CXX = em++ +WEB_DIR = web +EXE = $(WEB_DIR)/index.html +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) +CPPFLAGS = +LDFLAGS = +EMS = + +##--------------------------------------------------------------------- +## EMSCRIPTEN OPTIONS +##--------------------------------------------------------------------- + +# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only) +EMS += -s USE_SDL=2 +EMS += -s DISABLE_EXCEPTION_CATCHING=1 +LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1 + +# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877) +#EMS += -s BINARYEN_TRAP_MODE=clamp +#EMS += -s SAFE_HEAP=1 ## Adds overhead + +# Emscripten allows preloading a file or folder to be accessible at runtime. +# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts" +# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html +# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.) +USE_FILE_SYSTEM ?= 0 +ifeq ($(USE_FILE_SYSTEM), 0) +LDFLAGS += -s NO_FILESYSTEM=1 +CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS +endif +ifeq ($(USE_FILE_SYSTEM), 1) +LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts +endif + +##--------------------------------------------------------------------- +## FINAL BUILD FLAGS +##--------------------------------------------------------------------- + +CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +#CPPFLAGS += -g +CPPFLAGS += -Wall -Wformat -Os $(EMS) +LDFLAGS += --shell-file shell_minimal.html $(EMS) + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(EXE) + +$(WEB_DIR): + mkdir $@ + +serve: all + python3 -m http.server -d $(WEB_DIR) + +$(EXE): $(OBJS) $(WEB_DIR) + $(CXX) -o $@ $(OBJS) $(LDFLAGS) + +clean: + rm -rf $(OBJS) $(WEB_DIR) diff --git a/Dependencies/imgui/examples/example_emscripten_opengl3/README.md b/Dependencies/imgui/examples/example_emscripten_opengl3/README.md new file mode 100644 index 000000000..e2b19e44b --- /dev/null +++ b/Dependencies/imgui/examples/example_emscripten_opengl3/README.md @@ -0,0 +1,26 @@ +## How to Build + +- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions + +- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools. + +- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup. + +- Then build using `make` while in the `example_emscripten_opengl3/` directory. + +## How to Run + +To run on a local machine: +- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build. +- Otherwise, generally you will need a local webserver: + - Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):
+_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_ + - Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details. + - You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses). + - You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`. + - If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only). + +## Obsolete features: + +- Emscripten 2.0 (August 2020) obsoleted the fastcomp backend, only llvm is supported. +- Emscripten 1.39.0 (October 2019) obsoleted the `BINARYEN_TRAP_MODE=clamp` compilation flag which was required with version older than 1.39.0 to avoid rendering artefacts. See [#2877](https://github.com/ocornut/imgui/issues/2877) for details. If you use an older version, uncomment this line in the Makefile: `#EMS += -s BINARYEN_TRAP_MODE=clamp` diff --git a/Dependencies/imgui/examples/example_emscripten_opengl3/main.cpp b/Dependencies/imgui/examples/example_emscripten_opengl3/main.cpp new file mode 100644 index 000000000..a0a8d70c1 --- /dev/null +++ b/Dependencies/imgui/examples/example_emscripten_opengl3/main.cpp @@ -0,0 +1,176 @@ +// Dear ImGui: standalone example application for Emscripten, using SDL2 + OpenGL3 +// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/) +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten. +// It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten. +// See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that. + +#include "imgui.h" +#include "imgui_impl_sdl.h" +#include "imgui_impl_opengl3.h" +#include +#include +#include +#include + +// Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally. +// Having a single function that acts as a loop prevents us to store state in the stack of said function. So we need some location for this. +SDL_Window* g_Window = NULL; +SDL_GLContext g_GLContext = NULL; + +// For clarity, our main loop code is declared at the end. +static void main_loop(void*); + +int main(int, char**) +{ + // Setup SDL + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. for requirement details. + // It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully + // run this code on Chrome for Android for example. + const char* glsl_version = "#version 100"; + //const char* glsl_version = "#version 300 es"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); + + // Create window with graphics context + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + SDL_DisplayMode current; + SDL_GetCurrentDisplayMode(0, ¤t); + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + g_Window = SDL_CreateWindow("Dear ImGui Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + g_GLContext = SDL_GL_CreateContext(g_Window); + if (!g_GLContext) + { + fprintf(stderr, "Failed to initialize WebGL context!\n"); + return 1; + } + SDL_GL_SetSwapInterval(1); // Enable vsync + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. + // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. + io.IniFilename = NULL; + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext); + ImGui_ImplOpenGL3_Init(glsl_version); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details. + //io.Fonts->AddFontDefault(); +#ifndef IMGUI_DISABLE_FILE_FUNCTIONS + //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f); + io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); +#endif + + // This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them. + emscripten_set_main_loop_arg(main_loop, NULL, 0, true); +} + +static void main_loop(void* arg) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that. + + // Our state (make them static = more or less global) as a convenience to keep the example terse. + static bool show_demo_window = true; + static bool show_another_window = false; + static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + // Capture events here, based on io.WantCaptureMouse and io.WantCaptureKeyboard + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + SDL_GL_MakeCurrent(g_Window, g_GLContext); + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); + glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + SDL_GL_SwapWindow(g_Window); +} diff --git a/Dependencies/imgui/examples/example_emscripten_opengl3/shell_minimal.html b/Dependencies/imgui/examples/example_emscripten_opengl3/shell_minimal.html new file mode 100644 index 000000000..514385d7c --- /dev/null +++ b/Dependencies/imgui/examples/example_emscripten_opengl3/shell_minimal.html @@ -0,0 +1,64 @@ + + + + + + Dear ImGui Emscripten example + + + + + + {{{ SCRIPT }}} + + diff --git a/Dependencies/imgui/examples/example_emscripten_wgpu/Makefile b/Dependencies/imgui/examples/example_emscripten_wgpu/Makefile new file mode 100644 index 000000000..5c79f0c77 --- /dev/null +++ b/Dependencies/imgui/examples/example_emscripten_wgpu/Makefile @@ -0,0 +1,88 @@ +# +# Makefile to use with emscripten +# See https://emscripten.org/docs/getting_started/downloads.html +# for installation instructions. +# +# This Makefile assumes you have loaded emscripten's environment. +# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead) +# +# Running `make` will produce three files: +# - web/index.html (current stored in the repository) +# - web/index.js +# - web/index.wasm +# +# All three are needed to run the demo. + +CC = emcc +CXX = em++ +WEB_DIR = web +EXE = $(WEB_DIR)/index.js +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) +CPPFLAGS = +LDFLAGS = +EMS = + +##--------------------------------------------------------------------- +## EMSCRIPTEN OPTIONS +##--------------------------------------------------------------------- + +# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only) +EMS += -s DISABLE_EXCEPTION_CATCHING=1 +LDFLAGS += -s USE_GLFW=3 -s USE_WEBGPU=1 +LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1 + +# Emscripten allows preloading a file or folder to be accessible at runtime. +# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts" +# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html +# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.) +USE_FILE_SYSTEM ?= 0 +ifeq ($(USE_FILE_SYSTEM), 0) +LDFLAGS += -s NO_FILESYSTEM=1 +CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS +endif +ifeq ($(USE_FILE_SYSTEM), 1) +LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts +endif + +##--------------------------------------------------------------------- +## FINAL BUILD FLAGS +##--------------------------------------------------------------------- + +CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +#CPPFLAGS += -g +CPPFLAGS += -Wall -Wformat -Os $(EMS) +#LDFLAGS += --shell-file shell_minimal.html +LDFLAGS += $(EMS) + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(EXE) + +$(WEB_DIR): + mkdir $@ + +serve: all + python3 -m http.server -d $(WEB_DIR) + +$(EXE): $(OBJS) $(WEB_DIR) + $(CXX) -o $@ $(OBJS) $(LDFLAGS) + +clean: + rm -f $(EXE) $(OBJS) $(WEB_DIR)/*.js $(WEB_DIR)/*.wasm $(WEB_DIR)/*.wasm.pre diff --git a/Dependencies/imgui/examples/example_emscripten_wgpu/README.md b/Dependencies/imgui/examples/example_emscripten_wgpu/README.md new file mode 100644 index 000000000..c4c4dec76 --- /dev/null +++ b/Dependencies/imgui/examples/example_emscripten_wgpu/README.md @@ -0,0 +1,24 @@ +## How to Build + +- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions + +- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools. + +- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup. + +- Then build using `make` while in the `example_emscripten_wgpu/` directory. + +- Requires recent Emscripten as WGPU is still a work-in-progress API. + +## How to Run + +To run on a local machine: +- Make sure your browse supports WGPU and it is enabled. WGPU is still WIP not enabled by default in most browser. +- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build. +- Otherwise, generally you will need a local webserver: + - Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):
+_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_ + - Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details. + - You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses). + - You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`. + - If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only). diff --git a/Dependencies/imgui/examples/example_emscripten_wgpu/main.cpp b/Dependencies/imgui/examples/example_emscripten_wgpu/main.cpp new file mode 100644 index 000000000..c34245935 --- /dev/null +++ b/Dependencies/imgui/examples/example_emscripten_wgpu/main.cpp @@ -0,0 +1,247 @@ +// Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU +// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/) +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#include "imgui.h" +#include "imgui_impl_glfw.h" +#include "imgui_impl_wgpu.h" +#include +#include +#include +#include +#include +#include +#include + +// Global WebGPU required states +static WGPUDevice wgpu_device = NULL; +static WGPUSurface wgpu_surface = NULL; +static WGPUSwapChain wgpu_swap_chain = NULL; +static int wgpu_swap_chain_width = 0; +static int wgpu_swap_chain_height = 0; + +// States tracked across render frames +static bool show_demo_window = true; +static bool show_another_window = false; +static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + +// Forward declarations +static bool init_wgpu(); +static void main_loop(void* window); +static void print_glfw_error(int error, const char* description); +static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*); + +int main(int, char**) +{ + glfwSetErrorCallback(print_glfw_error); + if (!glfwInit()) + return 1; + + // Make sure GLFW does not initialize any graphics context. + // This needs to be done explicitly later + glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); + + GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", NULL, NULL); + if (!window) + { + glfwTerminate(); + return 1; + } + + // Initialize the WebGPU environment + if (!init_wgpu()) + { + if (window) + glfwDestroyWindow(window); + glfwTerminate(); + return 1; + } + glfwShowWindow(window); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. + // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. + io.IniFilename = NULL; + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplGlfw_InitForOther(window, true); + ImGui_ImplWGPU_Init(wgpu_device, 3, WGPUTextureFormat_RGBA8Unorm, WGPUTextureFormat_Undefined); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details. + //io.Fonts->AddFontDefault(); +#ifndef IMGUI_DISABLE_FILE_FUNCTIONS + //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f); + io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); +#endif + + // This function will directly return and exit the main function. + // Make sure that no required objects get cleaned up. + // This way we can use the browsers 'requestAnimationFrame' to control the rendering. + emscripten_set_main_loop_arg(main_loop, window, 0, false); + + return 0; +} + +static bool init_wgpu() +{ + wgpu_device = emscripten_webgpu_get_device(); + if (!wgpu_device) + return false; + + wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, NULL); + + // Use C++ wrapper due to misbehavior in Emscripten. + // Some offset computation for wgpuInstanceCreateSurface in JavaScript + // seem to be inline with struct alignments in the C++ structure + wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {}; + html_surface_desc.selector = "#canvas"; + + wgpu::SurfaceDescriptor surface_desc = {}; + surface_desc.nextInChain = &html_surface_desc; + + // Use 'null' instance + wgpu::Instance instance = {}; + wgpu_surface = instance.CreateSurface(&surface_desc).Release(); + + return true; +} + +static void main_loop(void* window) +{ + glfwPollEvents(); + + int width, height; + glfwGetFramebufferSize((GLFWwindow*) window, &width, &height); + + // React to changes in screen size + if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height) + { + ImGui_ImplWGPU_InvalidateDeviceObjects(); + + if (wgpu_swap_chain) + wgpuSwapChainRelease(wgpu_swap_chain); + + wgpu_swap_chain_width = width; + wgpu_swap_chain_height = height; + + WGPUSwapChainDescriptor swap_chain_desc = {}; + swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment; + swap_chain_desc.format = WGPUTextureFormat_RGBA8Unorm; + swap_chain_desc.width = width; + swap_chain_desc.height = height; + swap_chain_desc.presentMode = WGPUPresentMode_Fifo; + wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc); + + ImGui_ImplWGPU_CreateDeviceObjects(); + } + + // Start the Dear ImGui frame + ImGui_ImplWGPU_NewFrame(); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + + WGPURenderPassColorAttachment color_attachments = {}; + color_attachments.loadOp = WGPULoadOp_Clear; + color_attachments.storeOp = WGPUStoreOp_Store; + color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; + color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain); + WGPURenderPassDescriptor render_pass_desc = {}; + render_pass_desc.colorAttachmentCount = 1; + render_pass_desc.colorAttachments = &color_attachments; + render_pass_desc.depthStencilAttachment = NULL; + + WGPUCommandEncoderDescriptor enc_desc = {}; + WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc); + + WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc); + ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass); + wgpuRenderPassEncoderEnd(pass); + + WGPUCommandBufferDescriptor cmd_buffer_desc = {}; + WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc); + WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device); + wgpuQueueSubmit(queue, 1, &cmd_buffer); +} + +static void print_glfw_error(int error, const char* description) +{ + printf("Glfw Error %d: %s\n", error, description); +} + +static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*) +{ + const char* error_type_lbl = ""; + switch (error_type) + { + case WGPUErrorType_Validation: error_type_lbl = "Validation"; break; + case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break; + case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break; + case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break; + default: error_type_lbl = "Unknown"; + } + printf("%s error: %s\n", error_type_lbl, message); +} diff --git a/Dependencies/imgui/examples/example_glfw_metal/Makefile b/Dependencies/imgui/examples/example_glfw_metal/Makefile new file mode 100644 index 000000000..82d5ac962 --- /dev/null +++ b/Dependencies/imgui/examples/example_glfw_metal/Makefile @@ -0,0 +1,46 @@ +# +# You will need GLFW (http://www.glfw.org): +# brew install glfw +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_glfw_metal +IMGUI_DIR = ../.. +SOURCES = main.mm +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) + +LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore +LIBS += -L/usr/local/lib -L/opt/homebrew/lib +LIBS += -lglfw + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include +CXXFLAGS += -Wall -Wformat +CFLAGS = $(CXXFLAGS) + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:%.mm + $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.mm + $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< + +all: $(EXE) + @echo Build complete + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/Dependencies/imgui/examples/example_glfw_metal/main.mm b/Dependencies/imgui/examples/example_glfw_metal/main.mm new file mode 100644 index 000000000..7c4627bf5 --- /dev/null +++ b/Dependencies/imgui/examples/example_glfw_metal/main.mm @@ -0,0 +1,173 @@ +// Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#include "imgui.h" +#include "imgui_impl_glfw.h" +#include "imgui_impl_metal.h" +#include + +#define GLFW_INCLUDE_NONE +#define GLFW_EXPOSE_NATIVE_COCOA +#include +#include + +#import +#import + +static void glfw_error_callback(int error, const char* description) +{ + fprintf(stderr, "Glfw Error %d: %s\n", error, description); +} + +int main(int, char**) +{ + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Setup window + glfwSetErrorCallback(glfw_error_callback); + if (!glfwInit()) + return 1; + + // Create window with graphics context + glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); + GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", NULL, NULL); + if (window == NULL) + return 1; + + id device = MTLCreateSystemDefaultDevice(); + id commandQueue = [device newCommandQueue]; + + // Setup Platform/Renderer backends + ImGui_ImplGlfw_InitForOpenGL(window, true); + ImGui_ImplMetal_Init(device); + + NSWindow *nswin = glfwGetCocoaWindow(window); + CAMetalLayer *layer = [CAMetalLayer layer]; + layer.device = device; + layer.pixelFormat = MTLPixelFormatBGRA8Unorm; + nswin.contentView.layer = layer; + nswin.contentView.wantsLayer = YES; + + MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new]; + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f}; + + // Main loop + while (!glfwWindowShouldClose(window)) + { + @autoreleasepool + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + glfwPollEvents(); + + int width, height; + glfwGetFramebufferSize(window, &width, &height); + layer.drawableSize = CGSizeMake(width, height); + id drawable = [layer nextDrawable]; + + id commandBuffer = [commandQueue commandBuffer]; + renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]); + renderPassDescriptor.colorAttachments[0].texture = drawable.texture; + renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; + renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore; + id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; + [renderEncoder pushDebugGroup:@"ImGui demo"]; + + // Start the Dear ImGui frame + ImGui_ImplMetal_NewFrame(renderPassDescriptor); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder); + + [renderEncoder popDebugGroup]; + [renderEncoder endEncoding]; + + [commandBuffer presentDrawable:drawable]; + [commandBuffer commit]; + } + } + + // Cleanup + ImGui_ImplMetal_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); + + glfwDestroyWindow(window); + glfwTerminate(); + + return 0; +} diff --git a/Dependencies/imgui/examples/example_glfw_opengl2/Makefile b/Dependencies/imgui/examples/example_glfw_opengl2/Makefile new file mode 100644 index 000000000..1f15c15c0 --- /dev/null +++ b/Dependencies/imgui/examples/example_glfw_opengl2/Makefile @@ -0,0 +1,81 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# You will need GLFW (http://www.glfw.org): +# Linux: +# apt-get install libglfw-dev +# Mac OS X: +# brew install glfw +# MSYS2: +# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_glfw_opengl2 +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += -lGL `pkg-config --static --libs glfw3` + + CXXFLAGS += `pkg-config --cflags glfw3` + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo + LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib + #LIBS += -lglfw3 + LIBS += -lglfw + + CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32 + + CXXFLAGS += `pkg-config --cflags glfw3` + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) + diff --git a/Dependencies/imgui/examples/example_glfw_opengl2/build_win32.bat b/Dependencies/imgui/examples/example_glfw_opengl2/build_win32.bat new file mode 100644 index 000000000..a0a75f906 --- /dev/null +++ b/Dependencies/imgui/examples/example_glfw_opengl2/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_glfw_opengl2 +@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/Dependencies/imgui/examples/example_glfw_opengl2/main.cpp b/Dependencies/imgui/examples/example_glfw_opengl2/main.cpp new file mode 100644 index 000000000..b4d72009d --- /dev/null +++ b/Dependencies/imgui/examples/example_glfw_opengl2/main.cpp @@ -0,0 +1,160 @@ +// Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the example_glfw_opengl2/ folder** +// See imgui_impl_glfw.cpp for details. + +#include "imgui.h" +#include "imgui_impl_glfw.h" +#include "imgui_impl_opengl2.h" +#include +#ifdef __APPLE__ +#define GL_SILENCE_DEPRECATION +#endif +#include + +// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. +// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. +// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. +#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#pragma comment(lib, "legacy_stdio_definitions") +#endif + +static void glfw_error_callback(int error, const char* description) +{ + fprintf(stderr, "Glfw Error %d: %s\n", error, description); +} + +int main(int, char**) +{ + // Setup window + glfwSetErrorCallback(glfw_error_callback); + if (!glfwInit()) + return 1; + GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", NULL, NULL); + if (window == NULL) + return 1; + glfwMakeContextCurrent(window); + glfwSwapInterval(1); // Enable vsync + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplGlfw_InitForOpenGL(window, true); + ImGui_ImplOpenGL2_Init(); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + while (!glfwWindowShouldClose(window)) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + glfwPollEvents(); + + // Start the Dear ImGui frame + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + int display_w, display_h; + glfwGetFramebufferSize(window, &display_w, &display_h); + glViewport(0, 0, display_w, display_h); + glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + + // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), + // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below. + //GLint last_program; + //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + //glUseProgram(0); + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); + //glUseProgram(last_program); + + glfwMakeContextCurrent(window); + glfwSwapBuffers(window); + } + + // Cleanup + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); + + glfwDestroyWindow(window); + glfwTerminate(); + + return 0; +} diff --git a/Dependencies/imgui/examples/example_glfw_opengl3/Makefile b/Dependencies/imgui/examples/example_glfw_opengl3/Makefile new file mode 100644 index 000000000..252ce5714 --- /dev/null +++ b/Dependencies/imgui/examples/example_glfw_opengl3/Makefile @@ -0,0 +1,89 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# You will need GLFW (http://www.glfw.org): +# Linux: +# apt-get install libglfw-dev +# Mac OS X: +# brew install glfw +# MSYS2: +# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_glfw_opengl3 +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) +LINUX_GL_LIBS = -lGL + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## OPENGL ES +##--------------------------------------------------------------------- + +## This assumes a GL ES library available in the system, e.g. libGLESv2.so +# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2 +# LINUX_GL_LIBS = -lGLESv2 + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += $(LINUX_GL_LIBS) `pkg-config --static --libs glfw3` + + CXXFLAGS += `pkg-config --cflags glfw3` + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo + LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib + #LIBS += -lglfw3 + LIBS += -lglfw + + CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32 + + CXXFLAGS += `pkg-config --cflags glfw3` + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/Dependencies/imgui/examples/example_glfw_opengl3/build_win32.bat b/Dependencies/imgui/examples/example_glfw_opengl3/build_win32.bat new file mode 100644 index 000000000..4ba58d8c9 --- /dev/null +++ b/Dependencies/imgui/examples/example_glfw_opengl3/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_glfw_opengl3 +@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/Dependencies/imgui/examples/example_glfw_opengl3/main.cpp b/Dependencies/imgui/examples/example_glfw_opengl3/main.cpp new file mode 100644 index 000000000..222e27de4 --- /dev/null +++ b/Dependencies/imgui/examples/example_glfw_opengl3/main.cpp @@ -0,0 +1,174 @@ +// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline +// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#include "imgui.h" +#include "imgui_impl_glfw.h" +#include "imgui_impl_opengl3.h" +#include +#define GL_SILENCE_DEPRECATION +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include +#endif +#include // Will drag system OpenGL headers + +// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. +// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. +// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. +#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#pragma comment(lib, "legacy_stdio_definitions") +#endif + +static void glfw_error_callback(int error, const char* description) +{ + fprintf(stderr, "Glfw Error %d: %s\n", error, description); +} + +int main(int, char**) +{ + // Setup window + glfwSetErrorCallback(glfw_error_callback); + if (!glfwInit()) + return 1; + + // Decide GL+GLSL versions +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GL ES 2.0 + GLSL 100 + const char* glsl_version = "#version 100"; + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); +#elif defined(__APPLE__) + // GL 3.2 + GLSL 150 + const char* glsl_version = "#version 150"; + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac +#else + // GL 3.0 + GLSL 130 + const char* glsl_version = "#version 130"; + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); + //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only + //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only +#endif + + // Create window with graphics context + GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL); + if (window == NULL) + return 1; + glfwMakeContextCurrent(window); + glfwSwapInterval(1); // Enable vsync + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplGlfw_InitForOpenGL(window, true); + ImGui_ImplOpenGL3_Init(glsl_version); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + while (!glfwWindowShouldClose(window)) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + glfwPollEvents(); + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + int display_w, display_h; + glfwGetFramebufferSize(window, &display_w, &display_h); + glViewport(0, 0, display_w, display_h); + glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + + glfwSwapBuffers(window); + } + + // Cleanup + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); + + glfwDestroyWindow(window); + glfwTerminate(); + + return 0; +} diff --git a/Dependencies/imgui/examples/example_glfw_vulkan/CMakeLists.txt b/Dependencies/imgui/examples/example_glfw_vulkan/CMakeLists.txt new file mode 100644 index 000000000..a6e5bf910 --- /dev/null +++ b/Dependencies/imgui/examples/example_glfw_vulkan/CMakeLists.txt @@ -0,0 +1,45 @@ +# Example usage: +# mkdir build +# cd build +# cmake -g "Visual Studio 14 2015" .. + +cmake_minimum_required(VERSION 2.8) +project(imgui_example_glfw_vulkan C CXX) + +if(NOT CMAKE_BUILD_TYPE) + set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE) +endif() + +set(CMAKE_CXX_STANDARD 11) +set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES") +set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES") + +# GLFW +set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo +option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF) +option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF) +option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF) +option(GLFW_INSTALL "Generate installation target" OFF) +option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF) +add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL) +include_directories(${GLFW_DIR}/include) + +# Dear ImGui +set(IMGUI_DIR ../../) +include_directories(${IMGUI_DIR} ${IMGUI_DIR}/backends ..) + +# Libraries +find_package(Vulkan REQUIRED) +#find_library(VULKAN_LIBRARY + #NAMES vulkan vulkan-1) +#set(LIBRARIES "glfw;${VULKAN_LIBRARY}") +set(LIBRARIES "glfw;Vulkan::Vulkan") + +# Use vulkan headers from glfw: +include_directories(${GLFW_DIR}/deps) + +file(GLOB sources *.cpp) + +add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp ${IMGUI_DIR}/backends/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_tables.cpp ${IMGUI_DIR}/imgui_widgets.cpp) +target_link_libraries(example_glfw_vulkan ${LIBRARIES}) +target_compile_definitions(example_glfw_vulkan PUBLIC -DImTextureID=ImU64) diff --git a/Dependencies/imgui/examples/example_glfw_vulkan/build_win32.bat b/Dependencies/imgui/examples/example_glfw_vulkan/build_win32.bat new file mode 100644 index 000000000..82f01112d --- /dev/null +++ b/Dependencies/imgui/examples/example_glfw_vulkan/build_win32.bat @@ -0,0 +1,14 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. + +@set OUT_EXE=example_glfw_vulkan +@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% + +@set OUT_DIR=Release +mkdir %OUT_DIR% +cl /nologo /Zi /MD /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/Dependencies/imgui/examples/example_glfw_vulkan/build_win64.bat b/Dependencies/imgui/examples/example_glfw_vulkan/build_win64.bat new file mode 100644 index 000000000..0bf7936c6 --- /dev/null +++ b/Dependencies/imgui/examples/example_glfw_vulkan/build_win64.bat @@ -0,0 +1,13 @@ +@REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler. + +@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% + +@set OUT_DIR=Release +mkdir %OUT_DIR% +cl /nologo /Zi /MD /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/Dependencies/imgui/examples/example_glfw_vulkan/main.cpp b/Dependencies/imgui/examples/example_glfw_vulkan/main.cpp new file mode 100644 index 000000000..0d685f79c --- /dev/null +++ b/Dependencies/imgui/examples/example_glfw_vulkan/main.cpp @@ -0,0 +1,561 @@ +// Dear ImGui: standalone example application for Glfw + Vulkan +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +#include "imgui.h" +#include "imgui_impl_glfw.h" +#include "imgui_impl_vulkan.h" +#include // printf, fprintf +#include // abort +#define GLFW_INCLUDE_NONE +#define GLFW_INCLUDE_VULKAN +#include +#include + +// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. +// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. +// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. +#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#pragma comment(lib, "legacy_stdio_definitions") +#endif + +//#define IMGUI_UNLIMITED_FRAME_RATE +#ifdef _DEBUG +#define IMGUI_VULKAN_DEBUG_REPORT +#endif + +static VkAllocationCallbacks* g_Allocator = NULL; +static VkInstance g_Instance = VK_NULL_HANDLE; +static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; +static VkDevice g_Device = VK_NULL_HANDLE; +static uint32_t g_QueueFamily = (uint32_t)-1; +static VkQueue g_Queue = VK_NULL_HANDLE; +static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; +static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; +static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; + +static ImGui_ImplVulkanH_Window g_MainWindowData; +static int g_MinImageCount = 2; +static bool g_SwapChainRebuild = false; + +static void check_vk_result(VkResult err) +{ + if (err == 0) + return; + fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err); + if (err < 0) + abort(); +} + +#ifdef IMGUI_VULKAN_DEBUG_REPORT +static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData) +{ + (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments + fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage); + return VK_FALSE; +} +#endif // IMGUI_VULKAN_DEBUG_REPORT + +static void SetupVulkan(const char** extensions, uint32_t extensions_count) +{ + VkResult err; + + // Create Vulkan Instance + { + VkInstanceCreateInfo create_info = {}; + create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; + create_info.enabledExtensionCount = extensions_count; + create_info.ppEnabledExtensionNames = extensions; +#ifdef IMGUI_VULKAN_DEBUG_REPORT + // Enabling validation layers + const char* layers[] = { "VK_LAYER_KHRONOS_validation" }; + create_info.enabledLayerCount = 1; + create_info.ppEnabledLayerNames = layers; + + // Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it) + const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1)); + memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*)); + extensions_ext[extensions_count] = "VK_EXT_debug_report"; + create_info.enabledExtensionCount = extensions_count + 1; + create_info.ppEnabledExtensionNames = extensions_ext; + + // Create Vulkan Instance + err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); + check_vk_result(err); + free(extensions_ext); + + // Get the function pointer (required for any extensions) + auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT"); + IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL); + + // Setup the debug report callback + VkDebugReportCallbackCreateInfoEXT debug_report_ci = {}; + debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT; + debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT; + debug_report_ci.pfnCallback = debug_report; + debug_report_ci.pUserData = NULL; + err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport); + check_vk_result(err); +#else + // Create Vulkan Instance without any debug feature + err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); + check_vk_result(err); + IM_UNUSED(g_DebugReport); +#endif + } + + // Select GPU + { + uint32_t gpu_count; + err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL); + check_vk_result(err); + IM_ASSERT(gpu_count > 0); + + VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count); + err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus); + check_vk_result(err); + + // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers + // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple + // dedicated GPUs) is out of scope of this sample. + int use_gpu = 0; + for (int i = 0; i < (int)gpu_count; i++) + { + VkPhysicalDeviceProperties properties; + vkGetPhysicalDeviceProperties(gpus[i], &properties); + if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU) + { + use_gpu = i; + break; + } + } + + g_PhysicalDevice = gpus[use_gpu]; + free(gpus); + } + + // Select graphics queue family + { + uint32_t count; + vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL); + VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count); + vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues); + for (uint32_t i = 0; i < count; i++) + if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) + { + g_QueueFamily = i; + break; + } + free(queues); + IM_ASSERT(g_QueueFamily != (uint32_t)-1); + } + + // Create Logical Device (with 1 queue) + { + int device_extension_count = 1; + const char* device_extensions[] = { "VK_KHR_swapchain" }; + const float queue_priority[] = { 1.0f }; + VkDeviceQueueCreateInfo queue_info[1] = {}; + queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; + queue_info[0].queueFamilyIndex = g_QueueFamily; + queue_info[0].queueCount = 1; + queue_info[0].pQueuePriorities = queue_priority; + VkDeviceCreateInfo create_info = {}; + create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; + create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]); + create_info.pQueueCreateInfos = queue_info; + create_info.enabledExtensionCount = device_extension_count; + create_info.ppEnabledExtensionNames = device_extensions; + err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device); + check_vk_result(err); + vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue); + } + + // Create Descriptor Pool + { + VkDescriptorPoolSize pool_sizes[] = + { + { VK_DESCRIPTOR_TYPE_SAMPLER, 1000 }, + { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 }, + { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 }, + { VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 }, + { VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 }, + { VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 }, + { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 }, + { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 }, + { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 }, + { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 }, + { VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 } + }; + VkDescriptorPoolCreateInfo pool_info = {}; + pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; + pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; + pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes); + pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes); + pool_info.pPoolSizes = pool_sizes; + err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool); + check_vk_result(err); + } +} + +// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo. +// Your real engine/app may not use them. +static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height) +{ + wd->Surface = surface; + + // Check for WSI support + VkBool32 res; + vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res); + if (res != VK_TRUE) + { + fprintf(stderr, "Error no WSI support on physical device 0\n"); + exit(-1); + } + + // Select Surface Format + const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM }; + const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; + wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace); + + // Select Present Mode +#ifdef IMGUI_UNLIMITED_FRAME_RATE + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; +#else + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR }; +#endif + wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes)); + //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode); + + // Create SwapChain, RenderPass, Framebuffer, etc. + IM_ASSERT(g_MinImageCount >= 2); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); +} + +static void CleanupVulkan() +{ + vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator); + +#ifdef IMGUI_VULKAN_DEBUG_REPORT + // Remove the debug report callback + auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT"); + vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator); +#endif // IMGUI_VULKAN_DEBUG_REPORT + + vkDestroyDevice(g_Device, g_Allocator); + vkDestroyInstance(g_Instance, g_Allocator); +} + +static void CleanupVulkanWindow() +{ + ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator); +} + +static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data) +{ + VkResult err; + + VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; + err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); + if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) + { + g_SwapChainRebuild = true; + return; + } + check_vk_result(err); + + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; + { + err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking + check_vk_result(err); + + err = vkResetFences(g_Device, 1, &fd->Fence); + check_vk_result(err); + } + { + err = vkResetCommandPool(g_Device, fd->CommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(fd->CommandBuffer, &info); + check_vk_result(err); + } + { + VkRenderPassBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; + info.renderPass = wd->RenderPass; + info.framebuffer = fd->Framebuffer; + info.renderArea.extent.width = wd->Width; + info.renderArea.extent.height = wd->Height; + info.clearValueCount = 1; + info.pClearValues = &wd->ClearValue; + vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); + } + + // Record dear imgui primitives into command buffer + ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer); + + // Submit command buffer + vkCmdEndRenderPass(fd->CommandBuffer); + { + VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + VkSubmitInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &image_acquired_semaphore; + info.pWaitDstStageMask = &wait_stage; + info.commandBufferCount = 1; + info.pCommandBuffers = &fd->CommandBuffer; + info.signalSemaphoreCount = 1; + info.pSignalSemaphores = &render_complete_semaphore; + + err = vkEndCommandBuffer(fd->CommandBuffer); + check_vk_result(err); + err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence); + check_vk_result(err); + } +} + +static void FramePresent(ImGui_ImplVulkanH_Window* wd) +{ + if (g_SwapChainRebuild) + return; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; + VkPresentInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &render_complete_semaphore; + info.swapchainCount = 1; + info.pSwapchains = &wd->Swapchain; + info.pImageIndices = &wd->FrameIndex; + VkResult err = vkQueuePresentKHR(g_Queue, &info); + if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) + { + g_SwapChainRebuild = true; + return; + } + check_vk_result(err); + wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores +} + +static void glfw_error_callback(int error, const char* description) +{ + fprintf(stderr, "Glfw Error %d: %s\n", error, description); +} + +int main(int, char**) +{ + // Setup GLFW window + glfwSetErrorCallback(glfw_error_callback); + if (!glfwInit()) + return 1; + + glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); + GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", NULL, NULL); + + // Setup Vulkan + if (!glfwVulkanSupported()) + { + printf("GLFW: Vulkan Not Supported\n"); + return 1; + } + uint32_t extensions_count = 0; + const char** extensions = glfwGetRequiredInstanceExtensions(&extensions_count); + SetupVulkan(extensions, extensions_count); + + // Create Window Surface + VkSurfaceKHR surface; + VkResult err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &surface); + check_vk_result(err); + + // Create Framebuffers + int w, h; + glfwGetFramebufferSize(window, &w, &h); + ImGui_ImplVulkanH_Window* wd = &g_MainWindowData; + SetupVulkanWindow(wd, surface, w, h); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplGlfw_InitForVulkan(window, true); + ImGui_ImplVulkan_InitInfo init_info = {}; + init_info.Instance = g_Instance; + init_info.PhysicalDevice = g_PhysicalDevice; + init_info.Device = g_Device; + init_info.QueueFamily = g_QueueFamily; + init_info.Queue = g_Queue; + init_info.PipelineCache = g_PipelineCache; + init_info.DescriptorPool = g_DescriptorPool; + init_info.Subpass = 0; + init_info.MinImageCount = g_MinImageCount; + init_info.ImageCount = wd->ImageCount; + init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT; + init_info.Allocator = g_Allocator; + init_info.CheckVkResultFn = check_vk_result; + ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Upload Fonts + { + // Use any command queue + VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool; + VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer; + + err = vkResetCommandPool(g_Device, command_pool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo begin_info = {}; + begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(command_buffer, &begin_info); + check_vk_result(err); + + ImGui_ImplVulkan_CreateFontsTexture(command_buffer); + + VkSubmitInfo end_info = {}; + end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + end_info.commandBufferCount = 1; + end_info.pCommandBuffers = &command_buffer; + err = vkEndCommandBuffer(command_buffer); + check_vk_result(err); + err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE); + check_vk_result(err); + + err = vkDeviceWaitIdle(g_Device); + check_vk_result(err); + ImGui_ImplVulkan_DestroyFontUploadObjects(); + } + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + while (!glfwWindowShouldClose(window)) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + glfwPollEvents(); + + // Resize swap chain? + if (g_SwapChainRebuild) + { + int width, height; + glfwGetFramebufferSize(window, &width, &height); + if (width > 0 && height > 0) + { + ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); + g_MainWindowData.FrameIndex = 0; + g_SwapChainRebuild = false; + } + } + + // Start the Dear ImGui frame + ImGui_ImplVulkan_NewFrame(); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f); + if (!is_minimized) + { + wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; + wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; + wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; + wd->ClearValue.color.float32[3] = clear_color.w; + FrameRender(wd, draw_data); + FramePresent(wd); + } + } + + // Cleanup + err = vkDeviceWaitIdle(g_Device); + check_vk_result(err); + ImGui_ImplVulkan_Shutdown(); + ImGui_ImplGlfw_Shutdown(); + ImGui::DestroyContext(); + + CleanupVulkanWindow(); + CleanupVulkan(); + + glfwDestroyWindow(window); + glfwTerminate(); + + return 0; +} diff --git a/Dependencies/imgui/examples/example_glut_opengl2/Makefile b/Dependencies/imgui/examples/example_glut_opengl2/Makefile new file mode 100644 index 000000000..7af289dc4 --- /dev/null +++ b/Dependencies/imgui/examples/example_glut_opengl2/Makefile @@ -0,0 +1,75 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# Linux: +# apt-get install freeglut3-dev +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_glut_opengl2 +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glut.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += -lGL -lglut + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework OpenGL -framework GLUT + LIBS += -L/usr/local/lib -L/opt/local/lib + + CXXFLAGS += -I/usr/local/include -I/opt/local/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -lopengl32 -limm32 +ifeq ($(shell pkg-config freeglut --exists 2> /dev/null && echo yes || echo no),yes) + CXXFLAGS += $(shell pkg-config freeglut --cflags) + LIBS += $(shell pkg-config freeglut --libs) +else + LIBS += -lglut +endif + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/Dependencies/imgui/examples/example_glut_opengl2/main.cpp b/Dependencies/imgui/examples/example_glut_opengl2/main.cpp new file mode 100644 index 000000000..81239cd6b --- /dev/null +++ b/Dependencies/imgui/examples/example_glut_opengl2/main.cpp @@ -0,0 +1,158 @@ +// Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! +// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!! +// !!! Nowadays, prefer using GLFW or SDL instead! + +// On Windows, you can install Freeglut using vcpkg: +// git clone https://github.com/Microsoft/vcpkg +// cd vcpkg +// bootstrap - vcpkg.bat +// vcpkg install freeglut --triplet=x86-windows ; for win32 +// vcpkg install freeglut --triplet=x64-windows ; for win64 +// vcpkg integrate install ; register include and libs in Visual Studio + +#include "imgui.h" +#include "imgui_impl_glut.h" +#include "imgui_impl_opengl2.h" +#define GL_SILENCE_DEPRECATION +#ifdef __APPLE__ + #include +#else + #include +#endif + +#ifdef _MSC_VER +#pragma warning (disable: 4505) // unreferenced local function has been removed +#endif + +// Our state +static bool show_demo_window = true; +static bool show_another_window = false; +static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + +void my_display_code() +{ + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } +} + +void glut_display_func() +{ + // Start the Dear ImGui frame + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplGLUT_NewFrame(); + + my_display_code(); + + // Rendering + ImGui::Render(); + ImGuiIO& io = ImGui::GetIO(); + glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y); + glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); + + glutSwapBuffers(); + glutPostRedisplay(); +} + +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + +int main(int argc, char** argv) +{ + // Create GLUT window + glutInit(&argc, argv); +#ifdef __FREEGLUT_EXT_H__ + glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); +#endif + glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE); + glutInitWindowSize(1280, 720); + glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example"); + + // Setup GLUT display function + // We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us, + // otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves. + glutDisplayFunc(glut_display_func); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + // FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs(). + ImGui_ImplGLUT_Init(); + ImGui_ImplGLUT_InstallFuncs(); + ImGui_ImplOpenGL2_Init(); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + glutMainLoop(); + + // Cleanup + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplGLUT_Shutdown(); + ImGui::DestroyContext(); + + return 0; +} diff --git a/Dependencies/imgui/examples/example_null/Makefile b/Dependencies/imgui/examples/example_null/Makefile new file mode 100644 index 000000000..9ceb35349 --- /dev/null +++ b/Dependencies/imgui/examples/example_null/Makefile @@ -0,0 +1,92 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# Important: This is a "null backend" application, with no visible output or interaction! +# This is used for testing purpose and continuous integration, and has little use for end-user. +# + +# Options +WITH_EXTRA_WARNINGS ?= 0 +WITH_FREETYPE ?= 0 + +EXE = example_null +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) + +CXXFLAGS += -std=c++11 -I$(IMGUI_DIR) +CXXFLAGS += -g -Wall -Wformat +LIBS = + +# We use the WITH_EXTRA_WARNINGS flag on our CI setup to eagerly catch zealous warnings +ifeq ($(WITH_EXTRA_WARNINGS), 1) + CXXFLAGS += -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros +endif + +# We use the WITH_FREETYPE flag on our CI setup to test compiling misc/freetype/imgui_freetype.cpp +# (only supported on Linux, and note that the imgui_freetype code currently won't be executed) +ifeq ($(WITH_FREETYPE), 1) + SOURCES += $(IMGUI_DIR)/misc/freetype/imgui_freetype.cpp + CXXFLAGS += $(shell pkg-config --cflags freetype2) + LIBS += $(shell pkg-config --libs freetype2) +endif + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + ifeq ($(WITH_EXTRA_WARNINGS), 1) + CXXFLAGS += -Wextra -Wpedantic + ifeq ($(shell $(CXX) -v 2>&1 | grep -c "clang version"), 1) + CXXFLAGS += -Wshadow -Wsign-conversion + endif + endif + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + ifeq ($(WITH_EXTRA_WARNINGS), 1) + CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-poison-system-directories + endif + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + ifeq ($(WITH_EXTRA_WARNINGS), 1) + CXXFLAGS += -Wextra -Wpedantic + endif + LIBS += -limm32 + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/misc/freetype/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/Dependencies/imgui/examples/example_null/build_win32.bat b/Dependencies/imgui/examples/example_null/build_win32.bat new file mode 100644 index 000000000..0cdfdc93b --- /dev/null +++ b/Dependencies/imgui/examples/example_null/build_win32.bat @@ -0,0 +1,3 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +mkdir Debug +cl /nologo /Zi /MD /I ..\.. %* *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib imm32.lib diff --git a/Dependencies/imgui/examples/example_null/main.cpp b/Dependencies/imgui/examples/example_null/main.cpp new file mode 100644 index 000000000..72381f0af --- /dev/null +++ b/Dependencies/imgui/examples/example_null/main.cpp @@ -0,0 +1,37 @@ +// dear imgui: "null" example application +// (compile and link imgui, create context, run headless with NO INPUTS, NO GRAPHICS OUTPUT) +// This is useful to test building, but you cannot interact with anything here! +#include "imgui.h" +#include + +int main(int, char**) +{ + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + + // Build atlas + unsigned char* tex_pixels = NULL; + int tex_w, tex_h; + io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h); + + for (int n = 0; n < 20; n++) + { + printf("NewFrame() %d\n", n); + io.DisplaySize = ImVec2(1920, 1080); + io.DeltaTime = 1.0f / 60.0f; + ImGui::NewFrame(); + + static float f = 0.0f; + ImGui::Text("Hello, world!"); + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::ShowDemoWindow(NULL); + + ImGui::Render(); + } + + printf("DestroyContext()\n"); + ImGui::DestroyContext(); + return 0; +} diff --git a/Dependencies/imgui/examples/example_sdl_directx11/build_win32.bat b/Dependencies/imgui/examples/example_sdl_directx11/build_win32.bat new file mode 100644 index 000000000..b93082704 --- /dev/null +++ b/Dependencies/imgui/examples/example_sdl_directx11/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_sdl_directx11 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/Dependencies/imgui/examples/example_sdl_directx11/main.cpp b/Dependencies/imgui/examples/example_sdl_directx11/main.cpp new file mode 100644 index 000000000..87e7c88d4 --- /dev/null +++ b/Dependencies/imgui/examples/example_sdl_directx11/main.cpp @@ -0,0 +1,231 @@ +// Dear ImGui: standalone example application for SDL2 + DirectX 11 +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#include "imgui.h" +#include "imgui_impl_sdl.h" +#include "imgui_impl_dx11.h" +#include +#include +#include +#include + +// Data +static ID3D11Device* g_pd3dDevice = NULL; +static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; +static IDXGISwapChain* g_pSwapChain = NULL; +static ID3D11RenderTargetView* g_mainRenderTargetView = NULL; + +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void CreateRenderTarget(); +void CleanupRenderTarget(); + +// Main code +int main(int, char**) +{ + // Setup SDL + // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, + // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!) + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // Setup window + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + SDL_SysWMinfo wmInfo; + SDL_VERSION(&wmInfo.version); + SDL_GetWindowWMInfo(window, &wmInfo); + HWND hwnd = (HWND)wmInfo.info.win.window; + + // Initialize Direct3D + if (!CreateDeviceD3D(hwnd)) + { + CleanupDeviceD3D(); + return 1; + } + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplSDL2_InitForD3D(window); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window)) + { + // Release all outstanding references to the swap chain's buffers before resizing. + CleanupRenderTarget(); + g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0); + CreateRenderTarget(); + } + } + + // Start the Dear ImGui frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; + g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); + g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + + g_pSwapChain->Present(1, 0); // Present with vsync + //g_pSwapChain->Present(0, 0); // Present without vsync + } + + // Cleanup + ImGui_ImplDX11_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + CleanupDeviceD3D(); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} + +// Helper functions + +bool CreateDeviceD3D(HWND hWnd) +{ + // Setup swap chain + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferCount = 2; + sd.BufferDesc.Width = 0; + sd.BufferDesc.Height = 0; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.BufferDesc.RefreshRate.Numerator = 60; + sd.BufferDesc.RefreshRate.Denominator = 1; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.OutputWindow = hWnd; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + + UINT createDeviceFlags = 0; + //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; + D3D_FEATURE_LEVEL featureLevel; + const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, }; + if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK) + return false; + + CreateRenderTarget(); + return true; +} + +void CleanupDeviceD3D() +{ + CleanupRenderTarget(); + if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } + if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } +} + +void CreateRenderTarget() +{ + ID3D11Texture2D* pBackBuffer; + g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); + pBackBuffer->Release(); +} + +void CleanupRenderTarget() +{ + if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } +} diff --git a/Dependencies/imgui/examples/example_sdl_metal/Makefile b/Dependencies/imgui/examples/example_sdl_metal/Makefile new file mode 100644 index 000000000..2167a98fa --- /dev/null +++ b/Dependencies/imgui/examples/example_sdl_metal/Makefile @@ -0,0 +1,47 @@ +# +# You will need SDL2 (http://www.libsdl.org): +# brew install sdl2 +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_sdl_metal +IMGUI_DIR = ../.. +SOURCES = main.mm +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) + +LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore +LIBS += `sdl2-config --libs` +LIBS += -L/usr/local/lib + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include +CXXFLAGS += `sdl2-config --cflags` +CXXFLAGS += -Wall -Wformat +CFLAGS = $(CXXFLAGS) + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:%.mm + $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.mm + $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< + +all: $(EXE) + @echo Build complete + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/Dependencies/imgui/examples/example_sdl_metal/main.mm b/Dependencies/imgui/examples/example_sdl_metal/main.mm new file mode 100644 index 000000000..ff7c5086c --- /dev/null +++ b/Dependencies/imgui/examples/example_sdl_metal/main.mm @@ -0,0 +1,182 @@ +// Dear ImGui: standalone example application for SDL2 + Metal +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#include "imgui.h" +#include "imgui_impl_sdl.h" +#include "imgui_impl_metal.h" +#include +#include + +#import +#import + +int main(int, char**) +{ + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Setup SDL + // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, + // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!) + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail. + SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal"); + + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + if (window == NULL) + { + printf("Error creating window: %s\n", SDL_GetError()); + return -2; + } + + SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); + if (renderer == NULL) + { + printf("Error creating renderer: %s\n", SDL_GetError()); + return -3; + } + + // Setup Platform/Renderer backends + CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_RenderGetMetalLayer(renderer); + layer.pixelFormat = MTLPixelFormatBGRA8Unorm; + ImGui_ImplMetal_Init(layer.device); + ImGui_ImplSDL2_InitForMetal(window); + + id commandQueue = [layer.device newCommandQueue]; + MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new]; + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f}; + + // Main loop + bool done = false; + while (!done) + { + @autoreleasepool + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + int width, height; + SDL_GetRendererOutputSize(renderer, &width, &height); + layer.drawableSize = CGSizeMake(width, height); + id drawable = [layer nextDrawable]; + + id commandBuffer = [commandQueue commandBuffer]; + renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]); + renderPassDescriptor.colorAttachments[0].texture = drawable.texture; + renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; + renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore; + id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; + [renderEncoder pushDebugGroup:@"ImGui demo"]; + + // Start the Dear ImGui frame + ImGui_ImplMetal_NewFrame(renderPassDescriptor); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder); + + [renderEncoder popDebugGroup]; + [renderEncoder endEncoding]; + + [commandBuffer presentDrawable:drawable]; + [commandBuffer commit]; + } + } + + // Cleanup + ImGui_ImplMetal_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + SDL_DestroyRenderer(renderer); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/Dependencies/imgui/examples/example_sdl_opengl2/Makefile b/Dependencies/imgui/examples/example_sdl_opengl2/Makefile new file mode 100644 index 000000000..24790f188 --- /dev/null +++ b/Dependencies/imgui/examples/example_sdl_opengl2/Makefile @@ -0,0 +1,79 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# You will need SDL2 (http://www.libsdl.org): +# Linux: +# apt-get install libsdl2-dev +# Mac OS X: +# brew install sdl2 +# MSYS2: +# pacman -S mingw-w64-i686-SDL2 +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_sdl_opengl2 +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += -lGL -ldl `sdl2-config --libs` + + CXXFLAGS += `sdl2-config --cflags` + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs` + LIBS += -L/usr/local/lib -L/opt/local/lib + + CXXFLAGS += `sdl2-config --cflags` + CXXFLAGS += -I/usr/local/include -I/opt/local/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2` + + CXXFLAGS += `pkg-config --cflags sdl2` + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/Dependencies/imgui/examples/example_sdl_opengl2/README.md b/Dependencies/imgui/examples/example_sdl_opengl2/README.md new file mode 100644 index 000000000..2bf4d03ad --- /dev/null +++ b/Dependencies/imgui/examples/example_sdl_opengl2/README.md @@ -0,0 +1,29 @@ + +# How to Build + +- On Windows with Visual Studio's IDE + +Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary. + +- On Windows with Visual Studio's CLI + +``` +set SDL2_DIR=path_to_your_sdl2_folder +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries +# or for 64-bit: +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +``` + +- On Linux and similar Unixes + +``` +c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL +``` + +- On Mac OS X + +``` +brew install sdl2 +c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl +``` diff --git a/Dependencies/imgui/examples/example_sdl_opengl2/build_win32.bat b/Dependencies/imgui/examples/example_sdl_opengl2/build_win32.bat new file mode 100644 index 000000000..47529e289 --- /dev/null +++ b/Dependencies/imgui/examples/example_sdl_opengl2/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_sdl_opengl2 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/Dependencies/imgui/examples/example_sdl_opengl2/main.cpp b/Dependencies/imgui/examples/example_sdl_opengl2/main.cpp new file mode 100644 index 000000000..3ca4d02d8 --- /dev/null +++ b/Dependencies/imgui/examples/example_sdl_opengl2/main.cpp @@ -0,0 +1,158 @@ +// Dear ImGui: standalone example application for SDL2 + OpenGL +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in the example_sdl_opengl3/ folder** +// See imgui_impl_sdl.cpp for details. + +#include "imgui.h" +#include "imgui_impl_sdl.h" +#include "imgui_impl_opengl2.h" +#include +#include +#include + +// Main code +int main(int, char**) +{ + // Setup SDL + // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, + // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!) + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // Setup window + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + SDL_GLContext gl_context = SDL_GL_CreateContext(window); + SDL_GL_MakeCurrent(window, gl_context); + SDL_GL_SetSwapInterval(1); // Enable vsync + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplSDL2_InitForOpenGL(window, gl_context); + ImGui_ImplOpenGL2_Init(); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL2_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); + glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound + ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); + SDL_GL_SwapWindow(window); + } + + // Cleanup + ImGui_ImplOpenGL2_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + SDL_GL_DeleteContext(gl_context); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/Dependencies/imgui/examples/example_sdl_opengl3/Makefile b/Dependencies/imgui/examples/example_sdl_opengl3/Makefile new file mode 100644 index 000000000..ae22ce20f --- /dev/null +++ b/Dependencies/imgui/examples/example_sdl_opengl3/Makefile @@ -0,0 +1,91 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# You will need SDL2 (http://www.libsdl.org): +# Linux: +# apt-get install libsdl2-dev +# Mac OS X: +# brew install sdl2 +# MSYS2: +# pacman -S mingw-w64-i686-SDL2 +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_sdl_opengl3 +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) +LINUX_GL_LIBS = -lGL + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## OPENGL ES +##--------------------------------------------------------------------- + +## This assumes a GL ES library available in the system, e.g. libGLESv2.so +# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2 +# LINUX_GL_LIBS = -lGLESv2 +## If you're on a Raspberry Pi and want to use the legacy drivers, +## use the following instead: +# LINUX_GL_LIBS = -L/opt/vc/lib -lbrcmGLESv2 + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += $(LINUX_GL_LIBS) -ldl `sdl2-config --libs` + + CXXFLAGS += `sdl2-config --cflags` + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs` + LIBS += -L/usr/local/lib -L/opt/local/lib + + CXXFLAGS += `sdl2-config --cflags` + CXXFLAGS += -I/usr/local/include -I/opt/local/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2` + + CXXFLAGS += `pkg-config --cflags sdl2` + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/Dependencies/imgui/examples/example_sdl_opengl3/README.md b/Dependencies/imgui/examples/example_sdl_opengl3/README.md new file mode 100644 index 000000000..06d4b2d33 --- /dev/null +++ b/Dependencies/imgui/examples/example_sdl_opengl3/README.md @@ -0,0 +1,29 @@ + +# How to Build + +- On Windows with Visual Studio's IDE + +Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary. + +- On Windows with Visual Studio's CLI + +``` +set SDL2_DIR=path_to_your_sdl2_folder +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries +# or for 64-bit: +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +``` + +- On Linux and similar Unixes + +``` +c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL -ldl +``` + +- On Mac OS X + +``` +brew install sdl2 +c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl -framework CoreFoundation +``` diff --git a/Dependencies/imgui/examples/example_sdl_opengl3/build_win32.bat b/Dependencies/imgui/examples/example_sdl_opengl3/build_win32.bat new file mode 100644 index 000000000..20851bff6 --- /dev/null +++ b/Dependencies/imgui/examples/example_sdl_opengl3/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_sdl_opengl3 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/Dependencies/imgui/examples/example_sdl_opengl3/main.cpp b/Dependencies/imgui/examples/example_sdl_opengl3/main.cpp new file mode 100644 index 000000000..51436a2c2 --- /dev/null +++ b/Dependencies/imgui/examples/example_sdl_opengl3/main.cpp @@ -0,0 +1,179 @@ +// Dear ImGui: standalone example application for SDL2 + OpenGL +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#include "imgui.h" +#include "imgui_impl_sdl.h" +#include "imgui_impl_opengl3.h" +#include +#include +#if defined(IMGUI_IMPL_OPENGL_ES2) +#include +#else +#include +#endif + +// Main code +int main(int, char**) +{ + // Setup SDL + // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, + // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!) + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // Decide GL+GLSL versions +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GL ES 2.0 + GLSL 100 + const char* glsl_version = "#version 100"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#elif defined(__APPLE__) + // GL 3.2 Core + GLSL 150 + const char* glsl_version = "#version 150"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); +#else + // GL 3.0 + GLSL 130 + const char* glsl_version = "#version 130"; + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); +#endif + + // Create window with graphics context + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + SDL_GLContext gl_context = SDL_GL_CreateContext(window); + SDL_GL_MakeCurrent(window, gl_context); + SDL_GL_SetSwapInterval(1); // Enable vsync + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplSDL2_InitForOpenGL(window, gl_context); + ImGui_ImplOpenGL3_Init(glsl_version); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // Start the Dear ImGui frame + ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); + glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + SDL_GL_SwapWindow(window); + } + + // Cleanup + ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + SDL_GL_DeleteContext(gl_context); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/Dependencies/imgui/examples/example_sdl_sdlrenderer/Makefile b/Dependencies/imgui/examples/example_sdl_sdlrenderer/Makefile new file mode 100644 index 000000000..aa3b2d2e7 --- /dev/null +++ b/Dependencies/imgui/examples/example_sdl_sdlrenderer/Makefile @@ -0,0 +1,79 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# You will need SDL2 (http://www.libsdl.org): +# Linux: +# apt-get install libsdl2-dev +# Mac OS X: +# brew install sdl2 +# MSYS2: +# pacman -S mingw-w64-i686-SDL2 +# + +#CXX = g++ +#CXX = clang++ + +EXE = example_sdl_sdlrenderer +IMGUI_DIR = ../.. +SOURCES = main.cpp +SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp +SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) +UNAME_S := $(shell uname -s) + +CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends +CXXFLAGS += -g -Wall -Wformat +LIBS = + +##--------------------------------------------------------------------- +## BUILD FLAGS PER PLATFORM +##--------------------------------------------------------------------- + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS += -lGL -ldl `sdl2-config --libs` + + CXXFLAGS += `sdl2-config --cflags` + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs` + LIBS += -L/usr/local/lib -L/opt/local/lib + + CXXFLAGS += `sdl2-config --cflags` + CXXFLAGS += -I/usr/local/include -I/opt/local/include + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(OS), Windows_NT) + ECHO_MESSAGE = "MinGW" + LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2` + + CXXFLAGS += `pkg-config --cflags sdl2` + CFLAGS = $(CXXFLAGS) +endif + +##--------------------------------------------------------------------- +## BUILD RULES +##--------------------------------------------------------------------- + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:$(IMGUI_DIR)/backends/%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/Dependencies/imgui/examples/example_sdl_sdlrenderer/README.md b/Dependencies/imgui/examples/example_sdl_sdlrenderer/README.md new file mode 100644 index 000000000..209f15acf --- /dev/null +++ b/Dependencies/imgui/examples/example_sdl_sdlrenderer/README.md @@ -0,0 +1,25 @@ + +# How to Build + +- On Windows with Visual Studio's CLI + +``` +set SDL2_DIR=path_to_your_sdl2_folder +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console +# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries +# or for 64-bit: +cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console +``` + +- On Linux and similar Unixes + +``` +c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL +``` + +- On Mac OS X + +``` +brew install sdl2 +c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl +``` diff --git a/Dependencies/imgui/examples/example_sdl_sdlrenderer/build_win32.bat b/Dependencies/imgui/examples/example_sdl_sdlrenderer/build_win32.bat new file mode 100644 index 000000000..6c1b5fde0 --- /dev/null +++ b/Dependencies/imgui/examples/example_sdl_sdlrenderer/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_sdl_sdlrenderer_ +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/Dependencies/imgui/examples/example_sdl_sdlrenderer/main.cpp b/Dependencies/imgui/examples/example_sdl_sdlrenderer/main.cpp new file mode 100644 index 000000000..736e7c6f9 --- /dev/null +++ b/Dependencies/imgui/examples/example_sdl_sdlrenderer/main.cpp @@ -0,0 +1,162 @@ +// Dear ImGui: standalone example application for SDL2 + SDL_Renderer +// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// Important to understand: SDL_Renderer is an _optional_ component of SDL. We do not recommend you use SDL_Renderer +// because it provides a rather limited API to the end-user. We provide this backend for the sake of completeness. +// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. + +#include "imgui.h" +#include "imgui_impl_sdl.h" +#include "imgui_impl_sdlrenderer.h" +#include +#include + +#if !SDL_VERSION_ATLEAST(2,0,17) +#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function +#endif + +// Main code +int main(int, char**) +{ + // Setup SDL + // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, + // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!) + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // Setup window + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + + // Setup SDL_Renderer instance + SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED); + if (renderer == NULL) + { + SDL_Log("Error creating SDL_Renderer!"); + return 0; + } + //SDL_RendererInfo info; + //SDL_GetRendererInfo(renderer, &info); + //SDL_Log("Current SDL_Renderer: %s", info.name); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplSDL2_InitForSDLRenderer(window, renderer); + ImGui_ImplSDLRenderer_Init(renderer); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // Start the Dear ImGui frame + ImGui_ImplSDLRenderer_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255)); + SDL_RenderClear(renderer); + ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData()); + SDL_RenderPresent(renderer); + } + + // Cleanup + ImGui_ImplSDLRenderer_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + SDL_DestroyRenderer(renderer); + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/Dependencies/imgui/examples/example_sdl_vulkan/build_win32.bat b/Dependencies/imgui/examples/example_sdl_vulkan/build_win32.bat new file mode 100644 index 000000000..d4a718841 --- /dev/null +++ b/Dependencies/imgui/examples/example_sdl_vulkan/build_win32.bat @@ -0,0 +1,10 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. + +@set OUT_EXE=example_sdl_vulkan +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/Dependencies/imgui/examples/example_sdl_vulkan/main.cpp b/Dependencies/imgui/examples/example_sdl_vulkan/main.cpp new file mode 100644 index 000000000..5b0d84ea1 --- /dev/null +++ b/Dependencies/imgui/examples/example_sdl_vulkan/main.cpp @@ -0,0 +1,562 @@ +// Dear ImGui: standalone example application for SDL2 + Vulkan +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +#include "imgui.h" +#include "imgui_impl_sdl.h" +#include "imgui_impl_vulkan.h" +#include // printf, fprintf +#include // abort +#include +#include +#include + +//#define IMGUI_UNLIMITED_FRAME_RATE +#ifdef _DEBUG +#define IMGUI_VULKAN_DEBUG_REPORT +#endif + +static VkAllocationCallbacks* g_Allocator = NULL; +static VkInstance g_Instance = VK_NULL_HANDLE; +static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE; +static VkDevice g_Device = VK_NULL_HANDLE; +static uint32_t g_QueueFamily = (uint32_t)-1; +static VkQueue g_Queue = VK_NULL_HANDLE; +static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; +static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; +static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; + +static ImGui_ImplVulkanH_Window g_MainWindowData; +static uint32_t g_MinImageCount = 2; +static bool g_SwapChainRebuild = false; + +static void check_vk_result(VkResult err) +{ + if (err == 0) + return; + fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err); + if (err < 0) + abort(); +} + +#ifdef IMGUI_VULKAN_DEBUG_REPORT +static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData) +{ + (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments + fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage); + return VK_FALSE; +} +#endif // IMGUI_VULKAN_DEBUG_REPORT + +static void SetupVulkan(const char** extensions, uint32_t extensions_count) +{ + VkResult err; + + // Create Vulkan Instance + { + VkInstanceCreateInfo create_info = {}; + create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; + create_info.enabledExtensionCount = extensions_count; + create_info.ppEnabledExtensionNames = extensions; +#ifdef IMGUI_VULKAN_DEBUG_REPORT + // Enabling validation layers + const char* layers[] = { "VK_LAYER_KHRONOS_validation" }; + create_info.enabledLayerCount = 1; + create_info.ppEnabledLayerNames = layers; + + // Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it) + const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1)); + memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*)); + extensions_ext[extensions_count] = "VK_EXT_debug_report"; + create_info.enabledExtensionCount = extensions_count + 1; + create_info.ppEnabledExtensionNames = extensions_ext; + + // Create Vulkan Instance + err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); + check_vk_result(err); + free(extensions_ext); + + // Get the function pointer (required for any extensions) + auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT"); + IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL); + + // Setup the debug report callback + VkDebugReportCallbackCreateInfoEXT debug_report_ci = {}; + debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT; + debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT; + debug_report_ci.pfnCallback = debug_report; + debug_report_ci.pUserData = NULL; + err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport); + check_vk_result(err); +#else + // Create Vulkan Instance without any debug feature + err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); + check_vk_result(err); + IM_UNUSED(g_DebugReport); +#endif + } + + // Select GPU + { + uint32_t gpu_count; + err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL); + check_vk_result(err); + IM_ASSERT(gpu_count > 0); + + VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count); + err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus); + check_vk_result(err); + + // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers + // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple + // dedicated GPUs) is out of scope of this sample. + int use_gpu = 0; + for (int i = 0; i < (int)gpu_count; i++) + { + VkPhysicalDeviceProperties properties; + vkGetPhysicalDeviceProperties(gpus[i], &properties); + if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU) + { + use_gpu = i; + break; + } + } + + g_PhysicalDevice = gpus[use_gpu]; + free(gpus); + } + + // Select graphics queue family + { + uint32_t count; + vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL); + VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count); + vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues); + for (uint32_t i = 0; i < count; i++) + if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) + { + g_QueueFamily = i; + break; + } + free(queues); + IM_ASSERT(g_QueueFamily != (uint32_t)-1); + } + + // Create Logical Device (with 1 queue) + { + int device_extension_count = 1; + const char* device_extensions[] = { "VK_KHR_swapchain" }; + const float queue_priority[] = { 1.0f }; + VkDeviceQueueCreateInfo queue_info[1] = {}; + queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; + queue_info[0].queueFamilyIndex = g_QueueFamily; + queue_info[0].queueCount = 1; + queue_info[0].pQueuePriorities = queue_priority; + VkDeviceCreateInfo create_info = {}; + create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; + create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]); + create_info.pQueueCreateInfos = queue_info; + create_info.enabledExtensionCount = device_extension_count; + create_info.ppEnabledExtensionNames = device_extensions; + err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device); + check_vk_result(err); + vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue); + } + + // Create Descriptor Pool + { + VkDescriptorPoolSize pool_sizes[] = + { + { VK_DESCRIPTOR_TYPE_SAMPLER, 1000 }, + { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 }, + { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 }, + { VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 }, + { VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 }, + { VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 }, + { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 }, + { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 }, + { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 }, + { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 }, + { VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 } + }; + VkDescriptorPoolCreateInfo pool_info = {}; + pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; + pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; + pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes); + pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes); + pool_info.pPoolSizes = pool_sizes; + err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool); + check_vk_result(err); + } +} + +// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo. +// Your real engine/app may not use them. +static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height) +{ + wd->Surface = surface; + + // Check for WSI support + VkBool32 res; + vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res); + if (res != VK_TRUE) + { + fprintf(stderr, "Error no WSI support on physical device 0\n"); + exit(-1); + } + + // Select Surface Format + const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM }; + const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; + wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace); + + // Select Present Mode +#ifdef IMGUI_UNLIMITED_FRAME_RATE + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; +#else + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR }; +#endif + wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes)); + //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode); + + // Create SwapChain, RenderPass, Framebuffer, etc. + IM_ASSERT(g_MinImageCount >= 2); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); +} + +static void CleanupVulkan() +{ + vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator); + +#ifdef IMGUI_VULKAN_DEBUG_REPORT + // Remove the debug report callback + auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT"); + vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator); +#endif // IMGUI_VULKAN_DEBUG_REPORT + + vkDestroyDevice(g_Device, g_Allocator); + vkDestroyInstance(g_Instance, g_Allocator); +} + +static void CleanupVulkanWindow() +{ + ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator); +} + +static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data) +{ + VkResult err; + + VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; + err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); + if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) + { + g_SwapChainRebuild = true; + return; + } + check_vk_result(err); + + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; + { + err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking + check_vk_result(err); + + err = vkResetFences(g_Device, 1, &fd->Fence); + check_vk_result(err); + } + { + err = vkResetCommandPool(g_Device, fd->CommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(fd->CommandBuffer, &info); + check_vk_result(err); + } + { + VkRenderPassBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; + info.renderPass = wd->RenderPass; + info.framebuffer = fd->Framebuffer; + info.renderArea.extent.width = wd->Width; + info.renderArea.extent.height = wd->Height; + info.clearValueCount = 1; + info.pClearValues = &wd->ClearValue; + vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); + } + + // Record dear imgui primitives into command buffer + ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer); + + // Submit command buffer + vkCmdEndRenderPass(fd->CommandBuffer); + { + VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + VkSubmitInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &image_acquired_semaphore; + info.pWaitDstStageMask = &wait_stage; + info.commandBufferCount = 1; + info.pCommandBuffers = &fd->CommandBuffer; + info.signalSemaphoreCount = 1; + info.pSignalSemaphores = &render_complete_semaphore; + + err = vkEndCommandBuffer(fd->CommandBuffer); + check_vk_result(err); + err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence); + check_vk_result(err); + } +} + +static void FramePresent(ImGui_ImplVulkanH_Window* wd) +{ + if (g_SwapChainRebuild) + return; + VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; + VkPresentInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &render_complete_semaphore; + info.swapchainCount = 1; + info.pSwapchains = &wd->Swapchain; + info.pImageIndices = &wd->FrameIndex; + VkResult err = vkQueuePresentKHR(g_Queue, &info); + if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) + { + g_SwapChainRebuild = true; + return; + } + check_vk_result(err); + wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores +} + +int main(int, char**) +{ + // Setup SDL + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) + { + printf("Error: %s\n", SDL_GetError()); + return -1; + } + + // Setup window + SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + + // Setup Vulkan + uint32_t extensions_count = 0; + SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, NULL); + const char** extensions = new const char*[extensions_count]; + SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions); + SetupVulkan(extensions, extensions_count); + delete[] extensions; + + // Create Window Surface + VkSurfaceKHR surface; + VkResult err; + if (SDL_Vulkan_CreateSurface(window, g_Instance, &surface) == 0) + { + printf("Failed to create Vulkan surface.\n"); + return 1; + } + + // Create Framebuffers + int w, h; + SDL_GetWindowSize(window, &w, &h); + ImGui_ImplVulkanH_Window* wd = &g_MainWindowData; + SetupVulkanWindow(wd, surface, w, h); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplSDL2_InitForVulkan(window); + ImGui_ImplVulkan_InitInfo init_info = {}; + init_info.Instance = g_Instance; + init_info.PhysicalDevice = g_PhysicalDevice; + init_info.Device = g_Device; + init_info.QueueFamily = g_QueueFamily; + init_info.Queue = g_Queue; + init_info.PipelineCache = g_PipelineCache; + init_info.DescriptorPool = g_DescriptorPool; + init_info.Subpass = 0; + init_info.MinImageCount = g_MinImageCount; + init_info.ImageCount = wd->ImageCount; + init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT; + init_info.Allocator = g_Allocator; + init_info.CheckVkResultFn = check_vk_result; + ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Upload Fonts + { + // Use any command queue + VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool; + VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer; + + err = vkResetCommandPool(g_Device, command_pool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo begin_info = {}; + begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(command_buffer, &begin_info); + check_vk_result(err); + + ImGui_ImplVulkan_CreateFontsTexture(command_buffer); + + VkSubmitInfo end_info = {}; + end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + end_info.commandBufferCount = 1; + end_info.pCommandBuffers = &command_buffer; + err = vkEndCommandBuffer(command_buffer); + check_vk_result(err); + err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE); + check_vk_result(err); + + err = vkDeviceWaitIdle(g_Device); + check_vk_result(err); + ImGui_ImplVulkan_DestroyFontUploadObjects(); + } + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle events (inputs, window resize, etc.) + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + SDL_Event event; + while (SDL_PollEvent(&event)) + { + ImGui_ImplSDL2_ProcessEvent(&event); + if (event.type == SDL_QUIT) + done = true; + if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) + done = true; + } + + // Resize swap chain? + if (g_SwapChainRebuild) + { + int width, height; + SDL_GetWindowSize(window, &width, &height); + if (width > 0 && height > 0) + { + ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); + ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); + g_MainWindowData.FrameIndex = 0; + g_SwapChainRebuild = false; + } + } + + // Start the Dear ImGui frame + ImGui_ImplVulkan_NewFrame(); + ImGui_ImplSDL2_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f); + if (!is_minimized) + { + wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; + wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; + wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; + wd->ClearValue.color.float32[3] = clear_color.w; + FrameRender(wd, draw_data); + FramePresent(wd); + } + } + + // Cleanup + err = vkDeviceWaitIdle(g_Device); + check_vk_result(err); + ImGui_ImplVulkan_Shutdown(); + ImGui_ImplSDL2_Shutdown(); + ImGui::DestroyContext(); + + CleanupVulkanWindow(); + CleanupVulkan(); + + SDL_DestroyWindow(window); + SDL_Quit(); + + return 0; +} diff --git a/Dependencies/imgui/examples/example_win32_directx10/build_win32.bat b/Dependencies/imgui/examples/example_win32_directx10/build_win32.bat new file mode 100644 index 000000000..fd742239c --- /dev/null +++ b/Dependencies/imgui/examples/example_win32_directx10/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_win32_directx10 +@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\backends\imgui_impl_dx10.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/Dependencies/imgui/examples/example_win32_directx10/main.cpp b/Dependencies/imgui/examples/example_win32_directx10/main.cpp new file mode 100644 index 000000000..e2ec2f041 --- /dev/null +++ b/Dependencies/imgui/examples/example_win32_directx10/main.cpp @@ -0,0 +1,244 @@ +// Dear ImGui: standalone example application for DirectX 10 +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#include "imgui.h" +#include "imgui_impl_win32.h" +#include "imgui_impl_dx10.h" +#include +#include +#include + +// Data +static ID3D10Device* g_pd3dDevice = NULL; +static IDXGISwapChain* g_pSwapChain = NULL; +static ID3D10RenderTargetView* g_mainRenderTargetView = NULL; + +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void CreateRenderTarget(); +void CleanupRenderTarget(); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Main code +int main(int, char**) +{ + // Create application window + //ImGui_ImplWin32_EnableDpiAwareness(); + WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL }; + ::RegisterClassExW(&wc); + HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX10 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); + + // Initialize Direct3D + if (!CreateDeviceD3D(hwnd)) + { + CleanupDeviceD3D(); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + return 1; + } + + // Show the window + ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::UpdateWindow(hwnd); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX10_Init(g_pd3dDevice); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle messages (inputs, window resize, etc.) + // See the WndProc() function below for our to dispatch events to the Win32 backend. + MSG msg; + while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) + { + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); + if (msg.message == WM_QUIT) + done = true; + } + if (done) + break; + + // Start the Dear ImGui frame + ImGui_ImplDX10_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; + g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); + g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); + ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); + + g_pSwapChain->Present(1, 0); // Present with vsync + //g_pSwapChain->Present(0, 0); // Present without vsync + } + + ImGui_ImplDX10_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + CleanupDeviceD3D(); + ::DestroyWindow(hwnd); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + + return 0; +} + +// Helper functions + +bool CreateDeviceD3D(HWND hWnd) +{ + // Setup swap chain + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferCount = 2; + sd.BufferDesc.Width = 0; + sd.BufferDesc.Height = 0; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.BufferDesc.RefreshRate.Numerator = 60; + sd.BufferDesc.RefreshRate.Denominator = 1; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.OutputWindow = hWnd; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + + UINT createDeviceFlags = 0; + //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; + if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK) + return false; + + CreateRenderTarget(); + return true; +} + +void CleanupDeviceD3D() +{ + CleanupRenderTarget(); + if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } +} + +void CreateRenderTarget() +{ + ID3D10Texture2D* pBackBuffer; + g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); + pBackBuffer->Release(); +} + +void CleanupRenderTarget() +{ + if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } +} + +// Forward declare message handler from imgui_impl_win32.cpp +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Win32 message handler +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + switch (msg) + { + case WM_SIZE: + if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) + { + CleanupRenderTarget(); + g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0); + CreateRenderTarget(); + } + return 0; + case WM_SYSCOMMAND: + if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu + return 0; + break; + case WM_DESTROY: + ::PostQuitMessage(0); + return 0; + } + return ::DefWindowProc(hWnd, msg, wParam, lParam); +} diff --git a/Dependencies/imgui/examples/example_win32_directx11/build_win32.bat b/Dependencies/imgui/examples/example_win32_directx11/build_win32.bat new file mode 100644 index 000000000..b1cf7d1cb --- /dev/null +++ b/Dependencies/imgui/examples/example_win32_directx11/build_win32.bat @@ -0,0 +1,9 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_win32_directx11 +@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% + diff --git a/Dependencies/imgui/examples/example_win32_directx11/main.cpp b/Dependencies/imgui/examples/example_win32_directx11/main.cpp new file mode 100644 index 000000000..d2e31c4f9 --- /dev/null +++ b/Dependencies/imgui/examples/example_win32_directx11/main.cpp @@ -0,0 +1,248 @@ +// Dear ImGui: standalone example application for DirectX 11 +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#include "imgui.h" +#include "imgui_impl_win32.h" +#include "imgui_impl_dx11.h" +#include +#include + +// Data +static ID3D11Device* g_pd3dDevice = NULL; +static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; +static IDXGISwapChain* g_pSwapChain = NULL; +static ID3D11RenderTargetView* g_mainRenderTargetView = NULL; + +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void CreateRenderTarget(); +void CleanupRenderTarget(); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Main code +int main(int, char**) +{ + // Create application window + //ImGui_ImplWin32_EnableDpiAwareness(); + WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL }; + ::RegisterClassExW(&wc); + HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); + + // Initialize Direct3D + if (!CreateDeviceD3D(hwnd)) + { + CleanupDeviceD3D(); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + return 1; + } + + // Show the window + ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::UpdateWindow(hwnd); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle messages (inputs, window resize, etc.) + // See the WndProc() function below for our to dispatch events to the Win32 backend. + MSG msg; + while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) + { + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); + if (msg.message == WM_QUIT) + done = true; + } + if (done) + break; + + // Start the Dear ImGui frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; + g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); + g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + + g_pSwapChain->Present(1, 0); // Present with vsync + //g_pSwapChain->Present(0, 0); // Present without vsync + } + + // Cleanup + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + CleanupDeviceD3D(); + ::DestroyWindow(hwnd); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + + return 0; +} + +// Helper functions + +bool CreateDeviceD3D(HWND hWnd) +{ + // Setup swap chain + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferCount = 2; + sd.BufferDesc.Width = 0; + sd.BufferDesc.Height = 0; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.BufferDesc.RefreshRate.Numerator = 60; + sd.BufferDesc.RefreshRate.Denominator = 1; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.OutputWindow = hWnd; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + + UINT createDeviceFlags = 0; + //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; + D3D_FEATURE_LEVEL featureLevel; + const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, }; + if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK) + return false; + + CreateRenderTarget(); + return true; +} + +void CleanupDeviceD3D() +{ + CleanupRenderTarget(); + if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } + if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } +} + +void CreateRenderTarget() +{ + ID3D11Texture2D* pBackBuffer; + g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); + pBackBuffer->Release(); +} + +void CleanupRenderTarget() +{ + if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } +} + +// Forward declare message handler from imgui_impl_win32.cpp +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Win32 message handler +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + switch (msg) + { + case WM_SIZE: + if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) + { + CleanupRenderTarget(); + g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0); + CreateRenderTarget(); + } + return 0; + case WM_SYSCOMMAND: + if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu + return 0; + break; + case WM_DESTROY: + ::PostQuitMessage(0); + return 0; + } + return ::DefWindowProc(hWnd, msg, wParam, lParam); +} diff --git a/Dependencies/imgui/examples/example_win32_directx12/build_win32.bat b/Dependencies/imgui/examples/example_win32_directx12/build_win32.bat new file mode 100644 index 000000000..48dadb299 --- /dev/null +++ b/Dependencies/imgui/examples/example_win32_directx12/build_win32.bat @@ -0,0 +1,9 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@REM Important: to build on 32-bit systems, the DX12 backends needs '#define ImTextureID ImU64', so we pass it here. +@set OUT_DIR=Debug +@set OUT_EXE=example_win32_directx12 +@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx12.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp +@set LIBS=d3d12.lib d3dcompiler.lib dxgi.lib +mkdir Debug +cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/Dependencies/imgui/examples/example_win32_directx12/main.cpp b/Dependencies/imgui/examples/example_win32_directx12/main.cpp new file mode 100644 index 000000000..4de6246e3 --- /dev/null +++ b/Dependencies/imgui/examples/example_win32_directx12/main.cpp @@ -0,0 +1,466 @@ +// Dear ImGui: standalone example application for DirectX 12 +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// Important: to compile on 32-bit systems, the DirectX12 backend requires code to be compiled with '#define ImTextureID ImU64'. +// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. +// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. + +#include "imgui.h" +#include "imgui_impl_win32.h" +#include "imgui_impl_dx12.h" +#include +#include +#include + +#ifdef _DEBUG +#define DX12_ENABLE_DEBUG_LAYER +#endif + +#ifdef DX12_ENABLE_DEBUG_LAYER +#include +#pragma comment(lib, "dxguid.lib") +#endif + +struct FrameContext +{ + ID3D12CommandAllocator* CommandAllocator; + UINT64 FenceValue; +}; + +// Data +static int const NUM_FRAMES_IN_FLIGHT = 3; +static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {}; +static UINT g_frameIndex = 0; + +static int const NUM_BACK_BUFFERS = 3; +static ID3D12Device* g_pd3dDevice = NULL; +static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL; +static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL; +static ID3D12CommandQueue* g_pd3dCommandQueue = NULL; +static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL; +static ID3D12Fence* g_fence = NULL; +static HANDLE g_fenceEvent = NULL; +static UINT64 g_fenceLastSignaledValue = 0; +static IDXGISwapChain3* g_pSwapChain = NULL; +static HANDLE g_hSwapChainWaitableObject = NULL; +static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {}; +static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {}; + +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void CreateRenderTarget(); +void CleanupRenderTarget(); +void WaitForLastSubmittedFrame(); +FrameContext* WaitForNextFrameResources(); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Main code +int main(int, char**) +{ + // Create application window + //ImGui_ImplWin32_EnableDpiAwareness(); + WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL }; + ::RegisterClassExW(&wc); + HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX12 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); + + // Initialize Direct3D + if (!CreateDeviceD3D(hwnd)) + { + CleanupDeviceD3D(); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + return 1; + } + + // Show the window + ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::UpdateWindow(hwnd); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, + DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap, + g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), + g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle messages (inputs, window resize, etc.) + // See the WndProc() function below for our to dispatch events to the Win32 backend. + MSG msg; + while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) + { + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); + if (msg.message == WM_QUIT) + done = true; + } + if (done) + break; + + // Start the Dear ImGui frame + ImGui_ImplDX12_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::Render(); + + FrameContext* frameCtx = WaitForNextFrameResources(); + UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex(); + frameCtx->CommandAllocator->Reset(); + + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx]; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; + g_pd3dCommandList->Reset(frameCtx->CommandAllocator, NULL); + g_pd3dCommandList->ResourceBarrier(1, &barrier); + + // Render Dear ImGui graphics + const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; + g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, NULL); + g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL); + g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap); + ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList); + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; + g_pd3dCommandList->ResourceBarrier(1, &barrier); + g_pd3dCommandList->Close(); + + g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList); + + g_pSwapChain->Present(1, 0); // Present with vsync + //g_pSwapChain->Present(0, 0); // Present without vsync + + UINT64 fenceValue = g_fenceLastSignaledValue + 1; + g_pd3dCommandQueue->Signal(g_fence, fenceValue); + g_fenceLastSignaledValue = fenceValue; + frameCtx->FenceValue = fenceValue; + } + + WaitForLastSubmittedFrame(); + + // Cleanup + ImGui_ImplDX12_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + CleanupDeviceD3D(); + ::DestroyWindow(hwnd); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + + return 0; +} + +// Helper functions + +bool CreateDeviceD3D(HWND hWnd) +{ + // Setup swap chain + DXGI_SWAP_CHAIN_DESC1 sd; + { + ZeroMemory(&sd, sizeof(sd)); + sd.BufferCount = NUM_BACK_BUFFERS; + sd.Width = 0; + sd.Height = 0; + sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + sd.Scaling = DXGI_SCALING_STRETCH; + sd.Stereo = FALSE; + } + + // [DEBUG] Enable debug interface +#ifdef DX12_ENABLE_DEBUG_LAYER + ID3D12Debug* pdx12Debug = NULL; + if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug)))) + pdx12Debug->EnableDebugLayer(); +#endif + + // Create device + D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0; + if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK) + return false; + + // [DEBUG] Setup debug interface to break on any warnings/errors +#ifdef DX12_ENABLE_DEBUG_LAYER + if (pdx12Debug != NULL) + { + ID3D12InfoQueue* pInfoQueue = NULL; + g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue)); + pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true); + pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true); + pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true); + pInfoQueue->Release(); + pdx12Debug->Release(); + } +#endif + + { + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + desc.NumDescriptors = NUM_BACK_BUFFERS; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; + desc.NodeMask = 1; + if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK) + return false; + + SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); + for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) + { + g_mainRenderTargetDescriptor[i] = rtvHandle; + rtvHandle.ptr += rtvDescriptorSize; + } + } + + { + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + desc.NumDescriptors = 1; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK) + return false; + } + + { + D3D12_COMMAND_QUEUE_DESC desc = {}; + desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + desc.NodeMask = 1; + if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK) + return false; + } + + for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) + if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK) + return false; + + if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK || + g_pd3dCommandList->Close() != S_OK) + return false; + + if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK) + return false; + + g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL); + if (g_fenceEvent == NULL) + return false; + + { + IDXGIFactory4* dxgiFactory = NULL; + IDXGISwapChain1* swapChain1 = NULL; + if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK) + return false; + if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK) + return false; + if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK) + return false; + swapChain1->Release(); + dxgiFactory->Release(); + g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); + g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); + } + + CreateRenderTarget(); + return true; +} + +void CleanupDeviceD3D() +{ + CleanupRenderTarget(); + if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, NULL); g_pSwapChain->Release(); g_pSwapChain = NULL; } + if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); } + for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) + if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; } + if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; } + if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; } + if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; } + if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; } + if (g_fence) { g_fence->Release(); g_fence = NULL; } + if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } + +#ifdef DX12_ENABLE_DEBUG_LAYER + IDXGIDebug1* pDebug = NULL; + if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug)))) + { + pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY); + pDebug->Release(); + } +#endif +} + +void CreateRenderTarget() +{ + for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) + { + ID3D12Resource* pBackBuffer = NULL; + g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]); + g_mainRenderTargetResource[i] = pBackBuffer; + } +} + +void CleanupRenderTarget() +{ + WaitForLastSubmittedFrame(); + + for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) + if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; } +} + +void WaitForLastSubmittedFrame() +{ + FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT]; + + UINT64 fenceValue = frameCtx->FenceValue; + if (fenceValue == 0) + return; // No fence was signaled + + frameCtx->FenceValue = 0; + if (g_fence->GetCompletedValue() >= fenceValue) + return; + + g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); + WaitForSingleObject(g_fenceEvent, INFINITE); +} + +FrameContext* WaitForNextFrameResources() +{ + UINT nextFrameIndex = g_frameIndex + 1; + g_frameIndex = nextFrameIndex; + + HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL }; + DWORD numWaitableObjects = 1; + + FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT]; + UINT64 fenceValue = frameCtx->FenceValue; + if (fenceValue != 0) // means no fence was signaled + { + frameCtx->FenceValue = 0; + g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); + waitableObjects[1] = g_fenceEvent; + numWaitableObjects = 2; + } + + WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE); + + return frameCtx; +} + +// Forward declare message handler from imgui_impl_win32.cpp +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Win32 message handler +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + switch (msg) + { + case WM_SIZE: + if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) + { + WaitForLastSubmittedFrame(); + CleanupRenderTarget(); + HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT); + assert(SUCCEEDED(result) && "Failed to resize swapchain."); + CreateRenderTarget(); + } + return 0; + case WM_SYSCOMMAND: + if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu + return 0; + break; + case WM_DESTROY: + ::PostQuitMessage(0); + return 0; + } + return ::DefWindowProc(hWnd, msg, wParam, lParam); +} diff --git a/Dependencies/imgui/examples/example_win32_directx9/build_win32.bat b/Dependencies/imgui/examples/example_win32_directx9/build_win32.bat new file mode 100644 index 000000000..bbd4b13ca --- /dev/null +++ b/Dependencies/imgui/examples/example_win32_directx9/build_win32.bat @@ -0,0 +1,8 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +@set OUT_DIR=Debug +@set OUT_EXE=example_win32_directx9 +@set INCLUDES=/I..\.. /I..\..\backends /I "%DXSDK_DIR%/Include" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx9.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/Dependencies/imgui/examples/example_win32_directx9/main.cpp b/Dependencies/imgui/examples/example_win32_directx9/main.cpp new file mode 100644 index 000000000..4c38768fb --- /dev/null +++ b/Dependencies/imgui/examples/example_win32_directx9/main.cpp @@ -0,0 +1,238 @@ +// Dear ImGui: standalone example application for DirectX 9 +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +#include "imgui.h" +#include "imgui_impl_dx9.h" +#include "imgui_impl_win32.h" +#include +#include + +// Data +static LPDIRECT3D9 g_pD3D = NULL; +static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; +static D3DPRESENT_PARAMETERS g_d3dpp = {}; + +// Forward declarations of helper functions +bool CreateDeviceD3D(HWND hWnd); +void CleanupDeviceD3D(); +void ResetDevice(); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Main code +int main(int, char**) +{ + // Create application window + //ImGui_ImplWin32_EnableDpiAwareness(); + WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL }; + ::RegisterClassExW(&wc); + HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); + + // Initialize Direct3D + if (!CreateDeviceD3D(hwnd)) + { + CleanupDeviceD3D(); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + return 1; + } + + // Show the window + ::ShowWindow(hwnd, SW_SHOWDEFAULT); + ::UpdateWindow(hwnd); + + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsLight(); + + // Setup Platform/Renderer backends + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX9_Init(g_pd3dDevice); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. + // - Read 'docs/FONTS.md' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + // Our state + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + bool done = false; + while (!done) + { + // Poll and handle messages (inputs, window resize, etc.) + // See the WndProc() function below for our to dispatch events to the Win32 backend. + MSG msg; + while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) + { + ::TranslateMessage(&msg); + ::DispatchMessage(&msg); + if (msg.message == WM_QUIT) + done = true; + } + if (done) + break; + + // Start the Dear ImGui frame + ImGui_ImplDX9_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). + if (show_demo_window) + ImGui::ShowDemoWindow(&show_demo_window); + + // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. + { + static float f = 0.0f; + static int counter = 0; + + ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. + + ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + ImGui::End(); + } + + // 3. Show another simple window. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // Rendering + ImGui::EndFrame(); + g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); + g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); + D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*clear_color.w*255.0f), (int)(clear_color.y*clear_color.w*255.0f), (int)(clear_color.z*clear_color.w*255.0f), (int)(clear_color.w*255.0f)); + g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0); + if (g_pd3dDevice->BeginScene() >= 0) + { + ImGui::Render(); + ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); + g_pd3dDevice->EndScene(); + } + HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL); + + // Handle loss of D3D9 device + if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET) + ResetDevice(); + } + + ImGui_ImplDX9_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + CleanupDeviceD3D(); + ::DestroyWindow(hwnd); + ::UnregisterClassW(wc.lpszClassName, wc.hInstance); + + return 0; +} + +// Helper functions + +bool CreateDeviceD3D(HWND hWnd) +{ + if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) + return false; + + // Create the D3DDevice + ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); + g_d3dpp.Windowed = TRUE; + g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; + g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Need to use an explicit format with alpha if needing per-pixel alpha composition. + g_d3dpp.EnableAutoDepthStencil = TRUE; + g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; + g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync + //g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate + if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) + return false; + + return true; +} + +void CleanupDeviceD3D() +{ + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } + if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; } +} + +void ResetDevice() +{ + ImGui_ImplDX9_InvalidateDeviceObjects(); + HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp); + if (hr == D3DERR_INVALIDCALL) + IM_ASSERT(0); + ImGui_ImplDX9_CreateDeviceObjects(); +} + +// Forward declare message handler from imgui_impl_win32.cpp +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// Win32 message handler +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + switch (msg) + { + case WM_SIZE: + if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) + { + g_d3dpp.BackBufferWidth = LOWORD(lParam); + g_d3dpp.BackBufferHeight = HIWORD(lParam); + ResetDevice(); + } + return 0; + case WM_SYSCOMMAND: + if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu + return 0; + break; + case WM_DESTROY: + ::PostQuitMessage(0); + return 0; + } + return ::DefWindowProc(hWnd, msg, wParam, lParam); +} diff --git a/Dependencies/imgui/examples/imgui_examples.sln b/Dependencies/imgui/examples/imgui_examples.sln new file mode 100644 index 000000000..aec5af3cc --- /dev/null +++ b/Dependencies/imgui/examples/imgui_examples.sln @@ -0,0 +1,141 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 17 +VisualStudioVersion = 17.2.32616.157 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx9", "example_win32_directx9\example_win32_directx9.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx10", "example_win32_directx10\example_win32_directx10.vcxproj", "{345A953E-A004-4648-B442-DC5F9F11068C}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx11", "example_win32_directx11\example_win32_directx11.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx12", "example_win32_directx12\example_win32_directx12.vcxproj", "{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl2", "example_glfw_opengl2\example_glfw_opengl2.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl3", "example_glfw_opengl3\example_glfw_opengl3.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_vulkan", "example_glfw_vulkan\example_glfw_vulkan.vcxproj", "{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_directx11", "example_sdl_directx11\example_sdl_directx11.vcxproj", "{9E1987E3-1F19-45CA-B9C9-D31E791836D8}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_opengl2", "example_sdl_opengl2\example_sdl_opengl2.vcxproj", "{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_opengl3", "example_sdl_opengl3\example_sdl_opengl3.vcxproj", "{BBAEB705-1669-40F3-8567-04CF6A991F4C}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_sdlrenderer", "example_sdl_sdlrenderer\example_sdl_sdlrenderer.vcxproj", "{0C0B2BEA-311F-473C-9652-87923EF639E3}" +EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_vulkan", "example_sdl_vulkan\example_sdl_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Win32 = Debug|Win32 + Debug|x64 = Debug|x64 + Release|Win32 = Release|Win32 + Release|x64 = Release|x64 + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32 + {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32 + {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|x64.ActiveCfg = Debug|x64 + {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|x64.Build.0 = Debug|x64 + {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32 + {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32 + {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.ActiveCfg = Release|x64 + {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.Build.0 = Release|x64 + {345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.ActiveCfg = Debug|Win32 + {345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.Build.0 = Debug|Win32 + {345A953E-A004-4648-B442-DC5F9F11068C}.Debug|x64.ActiveCfg = Debug|x64 + {345A953E-A004-4648-B442-DC5F9F11068C}.Debug|x64.Build.0 = Debug|x64 + {345A953E-A004-4648-B442-DC5F9F11068C}.Release|Win32.ActiveCfg = Release|Win32 + 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'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would + be appreciated but is not required. + +2. Altered source versions must be plainly marked as such, and must not + be misrepresented as being the original software. + +3. This notice may not be removed or altered from any source + distribution. + diff --git a/Dependencies/imgui/examples/libs/glfw/include/GLFW/glfw3.h b/Dependencies/imgui/examples/libs/glfw/include/GLFW/glfw3.h new file mode 100644 index 000000000..f8ca3d61a --- /dev/null +++ b/Dependencies/imgui/examples/libs/glfw/include/GLFW/glfw3.h @@ -0,0 +1,4227 @@ +/************************************************************************* + * GLFW 3.2 - www.glfw.org + * A library for OpenGL, window and input + *------------------------------------------------------------------------ + * Copyright (c) 2002-2006 Marcus Geelnard + * Copyright (c) 2006-2010 Camilla Berglund + * + * This software is provided 'as-is', without any express or implied + * warranty. In no event will the authors be held liable for any damages + * arising from the use of this software. + * + * Permission is granted to anyone to use this software for any purpose, + * including commercial applications, and to alter it and redistribute it + * freely, subject to the following restrictions: + * + * 1. The origin of this software must not be misrepresented; you must not + * claim that you wrote the original software. If you use this software + * in a product, an acknowledgment in the product documentation would + * be appreciated but is not required. + * + * 2. Altered source versions must be plainly marked as such, and must not + * be misrepresented as being the original software. + * + * 3. This notice may not be removed or altered from any source + * distribution. + * + *************************************************************************/ + +#ifndef _glfw3_h_ +#define _glfw3_h_ + +#ifdef __cplusplus +extern "C" { +#endif + + +/************************************************************************* + * Doxygen documentation + *************************************************************************/ + +/*! @file glfw3.h + * @brief The header of the GLFW 3 API. + * + * This is the header file of the GLFW 3 API. It defines all its types and + * declares all its functions. + * + * For more information about how to use this file, see @ref build_include. + */ +/*! @defgroup context Context reference + * + * This is the reference documentation for OpenGL and OpenGL ES context related + * functions. For more task-oriented information, see the @ref context_guide. + */ +/*! @defgroup vulkan Vulkan reference + * + * This is the reference documentation for Vulkan related functions and types. + * For more task-oriented information, see the @ref vulkan_guide. + */ +/*! @defgroup init Initialization, version and error reference + * + * This is the reference documentation for initialization and termination of + * the library, version management and error handling. For more task-oriented + * information, see the @ref intro_guide. + */ +/*! @defgroup input Input reference + * + * This is the reference documentation for input related functions and types. + * For more task-oriented information, see the @ref input_guide. + */ +/*! @defgroup monitor Monitor reference + * + * This is the reference documentation for monitor related functions and types. + * For more task-oriented information, see the @ref monitor_guide. + */ +/*! @defgroup window Window reference + * + * This is the reference documentation for window related functions and types, + * including creation, deletion and event polling. For more task-oriented + * information, see the @ref window_guide. + */ + + +/************************************************************************* + * Compiler- and platform-specific preprocessor work + *************************************************************************/ + +/* If we are we on Windows, we want a single define for it. + */ +#if !defined(_WIN32) && (defined(__WIN32__) || defined(WIN32) || defined(__MINGW32__)) + #define _WIN32 +#endif /* _WIN32 */ + +/* It is customary to use APIENTRY for OpenGL function pointer declarations on + * all platforms. Additionally, the Windows OpenGL header needs APIENTRY. + */ +#ifndef APIENTRY + #ifdef _WIN32 + #define APIENTRY __stdcall + #else + #define APIENTRY + #endif +#endif /* APIENTRY */ + +/* Some Windows OpenGL headers need this. + */ +#if !defined(WINGDIAPI) && defined(_WIN32) + #define WINGDIAPI __declspec(dllimport) + #define GLFW_WINGDIAPI_DEFINED +#endif /* WINGDIAPI */ + +/* Some Windows GLU headers need this. + */ +#if !defined(CALLBACK) && defined(_WIN32) + #define CALLBACK __stdcall + #define GLFW_CALLBACK_DEFINED +#endif /* CALLBACK */ + +/* Most Windows GLU headers need wchar_t. + * The OS X OpenGL header blocks the definition of ptrdiff_t by glext.h. + * Include it unconditionally to avoid surprising side-effects. + */ +#include +#include + +/* Include the chosen client API headers. + */ +#if defined(__APPLE__) + #if defined(GLFW_INCLUDE_GLCOREARB) + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + #elif !defined(GLFW_INCLUDE_NONE) + #if !defined(GLFW_INCLUDE_GLEXT) + #define GL_GLEXT_LEGACY + #endif + #include + #endif + #if defined(GLFW_INCLUDE_GLU) + #include + #endif +#else + #if defined(GLFW_INCLUDE_GLCOREARB) + #include + #elif defined(GLFW_INCLUDE_ES1) + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + #elif defined(GLFW_INCLUDE_ES2) + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + #elif defined(GLFW_INCLUDE_ES3) + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + #elif defined(GLFW_INCLUDE_ES31) + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + #elif defined(GLFW_INCLUDE_VULKAN) + #include + #elif !defined(GLFW_INCLUDE_NONE) + #include + #if defined(GLFW_INCLUDE_GLEXT) + #include + #endif + #endif + #if defined(GLFW_INCLUDE_GLU) + #include + #endif +#endif + +#if defined(GLFW_DLL) && defined(_GLFW_BUILD_DLL) + /* GLFW_DLL must be defined by applications that are linking against the DLL + * version of the GLFW library. _GLFW_BUILD_DLL is defined by the GLFW + * configuration header when compiling the DLL version of the library. + */ + #error "You must not have both GLFW_DLL and _GLFW_BUILD_DLL defined" +#endif + +/* GLFWAPI is used to declare public API functions for export + * from the DLL / shared library / dynamic library. + */ +#if defined(_WIN32) && defined(_GLFW_BUILD_DLL) + /* We are building GLFW as a Win32 DLL */ + #define GLFWAPI __declspec(dllexport) +#elif defined(_WIN32) && defined(GLFW_DLL) + /* We are calling GLFW as a Win32 DLL */ + #define GLFWAPI __declspec(dllimport) +#elif defined(__GNUC__) && defined(_GLFW_BUILD_DLL) + /* We are building GLFW as a shared / dynamic library */ + #define GLFWAPI __attribute__((visibility("default"))) +#else + /* We are building or calling GLFW as a static library */ + #define GLFWAPI +#endif + + +/************************************************************************* + * GLFW API tokens + *************************************************************************/ + +/*! @name GLFW version macros + * @{ */ +/*! @brief The major version number of the GLFW library. + * + * This is incremented when the API is changed in non-compatible ways. + * @ingroup init + */ +#define GLFW_VERSION_MAJOR 3 +/*! @brief The minor version number of the GLFW library. + * + * This is incremented when features are added to the API but it remains + * backward-compatible. + * @ingroup init + */ +#define GLFW_VERSION_MINOR 2 +/*! @brief The revision number of the GLFW library. + * + * This is incremented when a bug fix release is made that does not contain any + * API changes. + * @ingroup init + */ +#define GLFW_VERSION_REVISION 0 +/*! @} */ + +/*! @name Boolean values + * @{ */ +/*! @brief One. + * + * One. Seriously. You don't _need_ to use this symbol in your code. It's + * just semantic sugar for the number 1. You can use `1` or `true` or `_True` + * or `GL_TRUE` or whatever you want. + */ +#define GLFW_TRUE 1 +/*! @brief Zero. + * + * Zero. Seriously. You don't _need_ to use this symbol in your code. It's + * just just semantic sugar for the number 0. You can use `0` or `false` or + * `_False` or `GL_FALSE` or whatever you want. + */ +#define GLFW_FALSE 0 +/*! @} */ + +/*! @name Key and button actions + * @{ */ +/*! @brief The key or mouse button was released. + * + * The key or mouse button was released. + * + * @ingroup input + */ +#define GLFW_RELEASE 0 +/*! @brief The key or mouse button was pressed. + * + * The key or mouse button was pressed. + * + * @ingroup input + */ +#define GLFW_PRESS 1 +/*! @brief The key was held down until it repeated. + * + * The key was held down until it repeated. + * + * @ingroup input + */ +#define GLFW_REPEAT 2 +/*! @} */ + +/*! @defgroup keys Keyboard keys + * + * See [key input](@ref input_key) for how these are used. + * + * These key codes are inspired by the _USB HID Usage Tables v1.12_ (p. 53-60), + * but re-arranged to map to 7-bit ASCII for printable keys (function keys are + * put in the 256+ range). + * + * The naming of the key codes follow these rules: + * - The US keyboard layout is used + * - Names of printable alpha-numeric characters are used (e.g. "A", "R", + * "3", etc.) + * - For non-alphanumeric characters, Unicode:ish names are used (e.g. + * "COMMA", "LEFT_SQUARE_BRACKET", etc.). Note that some names do not + * correspond to the Unicode standard (usually for brevity) + * - Keys that lack a clear US mapping are named "WORLD_x" + * - For non-printable keys, custom names are used (e.g. "F4", + * "BACKSPACE", etc.) + * + * @ingroup input + * @{ + */ + +/* The unknown key */ +#define GLFW_KEY_UNKNOWN -1 + +/* Printable keys */ +#define GLFW_KEY_SPACE 32 +#define GLFW_KEY_APOSTROPHE 39 /* ' */ +#define GLFW_KEY_COMMA 44 /* , */ +#define GLFW_KEY_MINUS 45 /* - */ +#define GLFW_KEY_PERIOD 46 /* . */ +#define GLFW_KEY_SLASH 47 /* / */ +#define GLFW_KEY_0 48 +#define GLFW_KEY_1 49 +#define GLFW_KEY_2 50 +#define GLFW_KEY_3 51 +#define GLFW_KEY_4 52 +#define GLFW_KEY_5 53 +#define GLFW_KEY_6 54 +#define GLFW_KEY_7 55 +#define GLFW_KEY_8 56 +#define GLFW_KEY_9 57 +#define GLFW_KEY_SEMICOLON 59 /* ; */ +#define GLFW_KEY_EQUAL 61 /* = */ +#define GLFW_KEY_A 65 +#define GLFW_KEY_B 66 +#define GLFW_KEY_C 67 +#define GLFW_KEY_D 68 +#define GLFW_KEY_E 69 +#define GLFW_KEY_F 70 +#define GLFW_KEY_G 71 +#define GLFW_KEY_H 72 +#define GLFW_KEY_I 73 +#define GLFW_KEY_J 74 +#define GLFW_KEY_K 75 +#define GLFW_KEY_L 76 +#define GLFW_KEY_M 77 +#define GLFW_KEY_N 78 +#define GLFW_KEY_O 79 +#define GLFW_KEY_P 80 +#define GLFW_KEY_Q 81 +#define GLFW_KEY_R 82 +#define GLFW_KEY_S 83 +#define GLFW_KEY_T 84 +#define GLFW_KEY_U 85 +#define GLFW_KEY_V 86 +#define GLFW_KEY_W 87 +#define GLFW_KEY_X 88 +#define GLFW_KEY_Y 89 +#define GLFW_KEY_Z 90 +#define GLFW_KEY_LEFT_BRACKET 91 /* [ */ +#define GLFW_KEY_BACKSLASH 92 /* \ */ +#define GLFW_KEY_RIGHT_BRACKET 93 /* ] */ +#define GLFW_KEY_GRAVE_ACCENT 96 /* ` */ +#define GLFW_KEY_WORLD_1 161 /* non-US #1 */ +#define GLFW_KEY_WORLD_2 162 /* non-US #2 */ + +/* Function keys */ +#define GLFW_KEY_ESCAPE 256 +#define GLFW_KEY_ENTER 257 +#define GLFW_KEY_TAB 258 +#define GLFW_KEY_BACKSPACE 259 +#define GLFW_KEY_INSERT 260 +#define GLFW_KEY_DELETE 261 +#define GLFW_KEY_RIGHT 262 +#define GLFW_KEY_LEFT 263 +#define GLFW_KEY_DOWN 264 +#define GLFW_KEY_UP 265 +#define GLFW_KEY_PAGE_UP 266 +#define GLFW_KEY_PAGE_DOWN 267 +#define GLFW_KEY_HOME 268 +#define GLFW_KEY_END 269 +#define GLFW_KEY_CAPS_LOCK 280 +#define GLFW_KEY_SCROLL_LOCK 281 +#define GLFW_KEY_NUM_LOCK 282 +#define GLFW_KEY_PRINT_SCREEN 283 +#define GLFW_KEY_PAUSE 284 +#define GLFW_KEY_F1 290 +#define GLFW_KEY_F2 291 +#define GLFW_KEY_F3 292 +#define GLFW_KEY_F4 293 +#define GLFW_KEY_F5 294 +#define GLFW_KEY_F6 295 +#define GLFW_KEY_F7 296 +#define GLFW_KEY_F8 297 +#define GLFW_KEY_F9 298 +#define GLFW_KEY_F10 299 +#define GLFW_KEY_F11 300 +#define GLFW_KEY_F12 301 +#define GLFW_KEY_F13 302 +#define GLFW_KEY_F14 303 +#define GLFW_KEY_F15 304 +#define GLFW_KEY_F16 305 +#define GLFW_KEY_F17 306 +#define GLFW_KEY_F18 307 +#define GLFW_KEY_F19 308 +#define GLFW_KEY_F20 309 +#define GLFW_KEY_F21 310 +#define GLFW_KEY_F22 311 +#define GLFW_KEY_F23 312 +#define GLFW_KEY_F24 313 +#define GLFW_KEY_F25 314 +#define GLFW_KEY_KP_0 320 +#define GLFW_KEY_KP_1 321 +#define GLFW_KEY_KP_2 322 +#define GLFW_KEY_KP_3 323 +#define GLFW_KEY_KP_4 324 +#define GLFW_KEY_KP_5 325 +#define GLFW_KEY_KP_6 326 +#define GLFW_KEY_KP_7 327 +#define GLFW_KEY_KP_8 328 +#define GLFW_KEY_KP_9 329 +#define GLFW_KEY_KP_DECIMAL 330 +#define GLFW_KEY_KP_DIVIDE 331 +#define GLFW_KEY_KP_MULTIPLY 332 +#define GLFW_KEY_KP_SUBTRACT 333 +#define GLFW_KEY_KP_ADD 334 +#define GLFW_KEY_KP_ENTER 335 +#define GLFW_KEY_KP_EQUAL 336 +#define GLFW_KEY_LEFT_SHIFT 340 +#define GLFW_KEY_LEFT_CONTROL 341 +#define GLFW_KEY_LEFT_ALT 342 +#define GLFW_KEY_LEFT_SUPER 343 +#define GLFW_KEY_RIGHT_SHIFT 344 +#define GLFW_KEY_RIGHT_CONTROL 345 +#define GLFW_KEY_RIGHT_ALT 346 +#define GLFW_KEY_RIGHT_SUPER 347 +#define GLFW_KEY_MENU 348 + +#define GLFW_KEY_LAST GLFW_KEY_MENU + +/*! @} */ + +/*! @defgroup mods Modifier key flags + * + * See [key input](@ref input_key) for how these are used. + * + * @ingroup input + * @{ */ + +/*! @brief If this bit is set one or more Shift keys were held down. + */ +#define GLFW_MOD_SHIFT 0x0001 +/*! @brief If this bit is set one or more Control keys were held down. + */ +#define GLFW_MOD_CONTROL 0x0002 +/*! @brief If this bit is set one or more Alt keys were held down. + */ +#define GLFW_MOD_ALT 0x0004 +/*! @brief If this bit is set one or more Super keys were held down. + */ +#define GLFW_MOD_SUPER 0x0008 + +/*! @} */ + +/*! @defgroup buttons Mouse buttons + * + * See [mouse button input](@ref input_mouse_button) for how these are used. + * + * @ingroup input + * @{ */ +#define GLFW_MOUSE_BUTTON_1 0 +#define GLFW_MOUSE_BUTTON_2 1 +#define GLFW_MOUSE_BUTTON_3 2 +#define GLFW_MOUSE_BUTTON_4 3 +#define GLFW_MOUSE_BUTTON_5 4 +#define GLFW_MOUSE_BUTTON_6 5 +#define GLFW_MOUSE_BUTTON_7 6 +#define GLFW_MOUSE_BUTTON_8 7 +#define GLFW_MOUSE_BUTTON_LAST GLFW_MOUSE_BUTTON_8 +#define GLFW_MOUSE_BUTTON_LEFT GLFW_MOUSE_BUTTON_1 +#define GLFW_MOUSE_BUTTON_RIGHT GLFW_MOUSE_BUTTON_2 +#define GLFW_MOUSE_BUTTON_MIDDLE GLFW_MOUSE_BUTTON_3 +/*! @} */ + +/*! @defgroup joysticks Joysticks + * + * See [joystick input](@ref joystick) for how these are used. + * + * @ingroup input + * @{ */ +#define GLFW_JOYSTICK_1 0 +#define GLFW_JOYSTICK_2 1 +#define GLFW_JOYSTICK_3 2 +#define GLFW_JOYSTICK_4 3 +#define GLFW_JOYSTICK_5 4 +#define GLFW_JOYSTICK_6 5 +#define GLFW_JOYSTICK_7 6 +#define GLFW_JOYSTICK_8 7 +#define GLFW_JOYSTICK_9 8 +#define GLFW_JOYSTICK_10 9 +#define GLFW_JOYSTICK_11 10 +#define GLFW_JOYSTICK_12 11 +#define GLFW_JOYSTICK_13 12 +#define GLFW_JOYSTICK_14 13 +#define GLFW_JOYSTICK_15 14 +#define GLFW_JOYSTICK_16 15 +#define GLFW_JOYSTICK_LAST GLFW_JOYSTICK_16 +/*! @} */ + +/*! @defgroup errors Error codes + * + * See [error handling](@ref error_handling) for how these are used. + * + * @ingroup init + * @{ */ +/*! @brief GLFW has not been initialized. + * + * This occurs if a GLFW function was called that must not be called unless the + * library is [initialized](@ref intro_init). + * + * @analysis Application programmer error. Initialize GLFW before calling any + * function that requires initialization. + */ +#define GLFW_NOT_INITIALIZED 0x00010001 +/*! @brief No context is current for this thread. + * + * This occurs if a GLFW function was called that needs and operates on the + * current OpenGL or OpenGL ES context but no context is current on the calling + * thread. One such function is @ref glfwSwapInterval. + * + * @analysis Application programmer error. Ensure a context is current before + * calling functions that require a current context. + */ +#define GLFW_NO_CURRENT_CONTEXT 0x00010002 +/*! @brief One of the arguments to the function was an invalid enum value. + * + * One of the arguments to the function was an invalid enum value, for example + * requesting [GLFW_RED_BITS](@ref window_hints_fb) with @ref + * glfwGetWindowAttrib. + * + * @analysis Application programmer error. Fix the offending call. + */ +#define GLFW_INVALID_ENUM 0x00010003 +/*! @brief One of the arguments to the function was an invalid value. + * + * One of the arguments to the function was an invalid value, for example + * requesting a non-existent OpenGL or OpenGL ES version like 2.7. + * + * Requesting a valid but unavailable OpenGL or OpenGL ES version will instead + * result in a @ref GLFW_VERSION_UNAVAILABLE error. + * + * @analysis Application programmer error. Fix the offending call. + */ +#define GLFW_INVALID_VALUE 0x00010004 +/*! @brief A memory allocation failed. + * + * A memory allocation failed. + * + * @analysis A bug in GLFW or the underlying operating system. Report the bug + * to our [issue tracker](https://github.com/glfw/glfw/issues). + */ +#define GLFW_OUT_OF_MEMORY 0x00010005 +/*! @brief GLFW could not find support for the requested API on the system. + * + * GLFW could not find support for the requested API on the system. + * + * @analysis The installed graphics driver does not support the requested + * API, or does not support it via the chosen context creation backend. + * Below are a few examples. + * + * @par + * Some pre-installed Windows graphics drivers do not support OpenGL. AMD only + * supports OpenGL ES via EGL, while Nvidia and Intel only support it via + * a WGL or GLX extension. OS X does not provide OpenGL ES at all. The Mesa + * EGL, OpenGL and OpenGL ES libraries do not interface with the Nvidia binary + * driver. Older graphics drivers do not support Vulkan. + */ +#define GLFW_API_UNAVAILABLE 0x00010006 +/*! @brief The requested OpenGL or OpenGL ES version is not available. + * + * The requested OpenGL or OpenGL ES version (including any requested context + * or framebuffer hints) is not available on this machine. + * + * @analysis The machine does not support your requirements. If your + * application is sufficiently flexible, downgrade your requirements and try + * again. Otherwise, inform the user that their machine does not match your + * requirements. + * + * @par + * Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0 + * comes out before the 4.x series gets that far, also fail with this error and + * not @ref GLFW_INVALID_VALUE, because GLFW cannot know what future versions + * will exist. + */ +#define GLFW_VERSION_UNAVAILABLE 0x00010007 +/*! @brief A platform-specific error occurred that does not match any of the + * more specific categories. + * + * A platform-specific error occurred that does not match any of the more + * specific categories. + * + * @analysis A bug or configuration error in GLFW, the underlying operating + * system or its drivers, or a lack of required resources. Report the issue to + * our [issue tracker](https://github.com/glfw/glfw/issues). + */ +#define GLFW_PLATFORM_ERROR 0x00010008 +/*! @brief The requested format is not supported or available. + * + * If emitted during window creation, the requested pixel format is not + * supported. + * + * If emitted when querying the clipboard, the contents of the clipboard could + * not be converted to the requested format. + * + * @analysis If emitted during window creation, one or more + * [hard constraints](@ref window_hints_hard) did not match any of the + * available pixel formats. If your application is sufficiently flexible, + * downgrade your requirements and try again. Otherwise, inform the user that + * their machine does not match your requirements. + * + * @par + * If emitted when querying the clipboard, ignore the error or report it to + * the user, as appropriate. + */ +#define GLFW_FORMAT_UNAVAILABLE 0x00010009 +/*! @brief The specified window does not have an OpenGL or OpenGL ES context. + * + * A window that does not have an OpenGL or OpenGL ES context was passed to + * a function that requires it to have one. + * + * @analysis Application programmer error. Fix the offending call. + */ +#define GLFW_NO_WINDOW_CONTEXT 0x0001000A +/*! @} */ + +#define GLFW_FOCUSED 0x00020001 +#define GLFW_ICONIFIED 0x00020002 +#define GLFW_RESIZABLE 0x00020003 +#define GLFW_VISIBLE 0x00020004 +#define GLFW_DECORATED 0x00020005 +#define GLFW_AUTO_ICONIFY 0x00020006 +#define GLFW_FLOATING 0x00020007 +#define GLFW_MAXIMIZED 0x00020008 + +#define GLFW_RED_BITS 0x00021001 +#define GLFW_GREEN_BITS 0x00021002 +#define GLFW_BLUE_BITS 0x00021003 +#define GLFW_ALPHA_BITS 0x00021004 +#define GLFW_DEPTH_BITS 0x00021005 +#define GLFW_STENCIL_BITS 0x00021006 +#define GLFW_ACCUM_RED_BITS 0x00021007 +#define GLFW_ACCUM_GREEN_BITS 0x00021008 +#define GLFW_ACCUM_BLUE_BITS 0x00021009 +#define GLFW_ACCUM_ALPHA_BITS 0x0002100A +#define GLFW_AUX_BUFFERS 0x0002100B +#define GLFW_STEREO 0x0002100C +#define GLFW_SAMPLES 0x0002100D +#define GLFW_SRGB_CAPABLE 0x0002100E +#define GLFW_REFRESH_RATE 0x0002100F +#define GLFW_DOUBLEBUFFER 0x00021010 + +#define GLFW_CLIENT_API 0x00022001 +#define GLFW_CONTEXT_VERSION_MAJOR 0x00022002 +#define GLFW_CONTEXT_VERSION_MINOR 0x00022003 +#define GLFW_CONTEXT_REVISION 0x00022004 +#define GLFW_CONTEXT_ROBUSTNESS 0x00022005 +#define GLFW_OPENGL_FORWARD_COMPAT 0x00022006 +#define GLFW_OPENGL_DEBUG_CONTEXT 0x00022007 +#define GLFW_OPENGL_PROFILE 0x00022008 +#define GLFW_CONTEXT_RELEASE_BEHAVIOR 0x00022009 +#define GLFW_CONTEXT_NO_ERROR 0x0002200A + +#define GLFW_NO_API 0 +#define GLFW_OPENGL_API 0x00030001 +#define GLFW_OPENGL_ES_API 0x00030002 + +#define GLFW_NO_ROBUSTNESS 0 +#define GLFW_NO_RESET_NOTIFICATION 0x00031001 +#define GLFW_LOSE_CONTEXT_ON_RESET 0x00031002 + +#define GLFW_OPENGL_ANY_PROFILE 0 +#define GLFW_OPENGL_CORE_PROFILE 0x00032001 +#define GLFW_OPENGL_COMPAT_PROFILE 0x00032002 + +#define GLFW_CURSOR 0x00033001 +#define GLFW_STICKY_KEYS 0x00033002 +#define GLFW_STICKY_MOUSE_BUTTONS 0x00033003 + +#define GLFW_CURSOR_NORMAL 0x00034001 +#define GLFW_CURSOR_HIDDEN 0x00034002 +#define GLFW_CURSOR_DISABLED 0x00034003 + +#define GLFW_ANY_RELEASE_BEHAVIOR 0 +#define GLFW_RELEASE_BEHAVIOR_FLUSH 0x00035001 +#define GLFW_RELEASE_BEHAVIOR_NONE 0x00035002 + +/*! @defgroup shapes Standard cursor shapes + * + * See [standard cursor creation](@ref cursor_standard) for how these are used. + * + * @ingroup input + * @{ */ + +/*! @brief The regular arrow cursor shape. + * + * The regular arrow cursor. + */ +#define GLFW_ARROW_CURSOR 0x00036001 +/*! @brief The text input I-beam cursor shape. + * + * The text input I-beam cursor shape. + */ +#define GLFW_IBEAM_CURSOR 0x00036002 +/*! @brief The crosshair shape. + * + * The crosshair shape. + */ +#define GLFW_CROSSHAIR_CURSOR 0x00036003 +/*! @brief The hand shape. + * + * The hand shape. + */ +#define GLFW_HAND_CURSOR 0x00036004 +/*! @brief The horizontal resize arrow shape. + * + * The horizontal resize arrow shape. + */ +#define GLFW_HRESIZE_CURSOR 0x00036005 +/*! @brief The vertical resize arrow shape. + * + * The vertical resize arrow shape. + */ +#define GLFW_VRESIZE_CURSOR 0x00036006 +/*! @} */ + +#define GLFW_CONNECTED 0x00040001 +#define GLFW_DISCONNECTED 0x00040002 + +#define GLFW_DONT_CARE -1 + + +/************************************************************************* + * GLFW API types + *************************************************************************/ + +/*! @brief Client API function pointer type. + * + * Generic function pointer used for returning client API function pointers + * without forcing a cast from a regular pointer. + * + * @sa @ref context_glext + * @sa glfwGetProcAddress + * + * @since Added in version 3.0. + + * @ingroup context + */ +typedef void (*GLFWglproc)(void); + +/*! @brief Vulkan API function pointer type. + * + * Generic function pointer used for returning Vulkan API function pointers + * without forcing a cast from a regular pointer. + * + * @sa @ref vulkan_proc + * @sa glfwGetInstanceProcAddress + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +typedef void (*GLFWvkproc)(void); + +/*! @brief Opaque monitor object. + * + * Opaque monitor object. + * + * @see @ref monitor_object + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +typedef struct GLFWmonitor GLFWmonitor; + +/*! @brief Opaque window object. + * + * Opaque window object. + * + * @see @ref window_object + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef struct GLFWwindow GLFWwindow; + +/*! @brief Opaque cursor object. + * + * Opaque cursor object. + * + * @see @ref cursor_object + * + * @since Added in version 3.1. + * + * @ingroup cursor + */ +typedef struct GLFWcursor GLFWcursor; + +/*! @brief The function signature for error callbacks. + * + * This is the function signature for error callback functions. + * + * @param[in] error An [error code](@ref errors). + * @param[in] description A UTF-8 encoded string describing the error. + * + * @sa @ref error_handling + * @sa glfwSetErrorCallback + * + * @since Added in version 3.0. + * + * @ingroup init + */ +typedef void (* GLFWerrorfun)(int,const char*); + +/*! @brief The function signature for window position callbacks. + * + * This is the function signature for window position callback functions. + * + * @param[in] window The window that was moved. + * @param[in] xpos The new x-coordinate, in screen coordinates, of the + * upper-left corner of the client area of the window. + * @param[in] ypos The new y-coordinate, in screen coordinates, of the + * upper-left corner of the client area of the window. + * + * @sa @ref window_pos + * @sa glfwSetWindowPosCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef void (* GLFWwindowposfun)(GLFWwindow*,int,int); + +/*! @brief The function signature for window resize callbacks. + * + * This is the function signature for window size callback functions. + * + * @param[in] window The window that was resized. + * @param[in] width The new width, in screen coordinates, of the window. + * @param[in] height The new height, in screen coordinates, of the window. + * + * @sa @ref window_size + * @sa glfwSetWindowSizeCallback + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +typedef void (* GLFWwindowsizefun)(GLFWwindow*,int,int); + +/*! @brief The function signature for window close callbacks. + * + * This is the function signature for window close callback functions. + * + * @param[in] window The window that the user attempted to close. + * + * @sa @ref window_close + * @sa glfwSetWindowCloseCallback + * + * @since Added in version 2.5. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +typedef void (* GLFWwindowclosefun)(GLFWwindow*); + +/*! @brief The function signature for window content refresh callbacks. + * + * This is the function signature for window refresh callback functions. + * + * @param[in] window The window whose content needs to be refreshed. + * + * @sa @ref window_refresh + * @sa glfwSetWindowRefreshCallback + * + * @since Added in version 2.5. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +typedef void (* GLFWwindowrefreshfun)(GLFWwindow*); + +/*! @brief The function signature for window focus/defocus callbacks. + * + * This is the function signature for window focus callback functions. + * + * @param[in] window The window that gained or lost input focus. + * @param[in] focused `GLFW_TRUE` if the window was given input focus, or + * `GLFW_FALSE` if it lost it. + * + * @sa @ref window_focus + * @sa glfwSetWindowFocusCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef void (* GLFWwindowfocusfun)(GLFWwindow*,int); + +/*! @brief The function signature for window iconify/restore callbacks. + * + * This is the function signature for window iconify/restore callback + * functions. + * + * @param[in] window The window that was iconified or restored. + * @param[in] iconified `GLFW_TRUE` if the window was iconified, or + * `GLFW_FALSE` if it was restored. + * + * @sa @ref window_iconify + * @sa glfwSetWindowIconifyCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef void (* GLFWwindowiconifyfun)(GLFWwindow*,int); + +/*! @brief The function signature for framebuffer resize callbacks. + * + * This is the function signature for framebuffer resize callback + * functions. + * + * @param[in] window The window whose framebuffer was resized. + * @param[in] width The new width, in pixels, of the framebuffer. + * @param[in] height The new height, in pixels, of the framebuffer. + * + * @sa @ref window_fbsize + * @sa glfwSetFramebufferSizeCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +typedef void (* GLFWframebuffersizefun)(GLFWwindow*,int,int); + +/*! @brief The function signature for mouse button callbacks. + * + * This is the function signature for mouse button callback functions. + * + * @param[in] window The window that received the event. + * @param[in] button The [mouse button](@ref buttons) that was pressed or + * released. + * @param[in] action One of `GLFW_PRESS` or `GLFW_RELEASE`. + * @param[in] mods Bit field describing which [modifier keys](@ref mods) were + * held down. + * + * @sa @ref input_mouse_button + * @sa glfwSetMouseButtonCallback + * + * @since Added in version 1.0. + * @glfw3 Added window handle and modifier mask parameters. + * + * @ingroup input + */ +typedef void (* GLFWmousebuttonfun)(GLFWwindow*,int,int,int); + +/*! @brief The function signature for cursor position callbacks. + * + * This is the function signature for cursor position callback functions. + * + * @param[in] window The window that received the event. + * @param[in] xpos The new cursor x-coordinate, relative to the left edge of + * the client area. + * @param[in] ypos The new cursor y-coordinate, relative to the top edge of the + * client area. + * + * @sa @ref cursor_pos + * @sa glfwSetCursorPosCallback + * + * @since Added in version 3.0. Replaces `GLFWmouseposfun`. + * + * @ingroup input + */ +typedef void (* GLFWcursorposfun)(GLFWwindow*,double,double); + +/*! @brief The function signature for cursor enter/leave callbacks. + * + * This is the function signature for cursor enter/leave callback functions. + * + * @param[in] window The window that received the event. + * @param[in] entered `GLFW_TRUE` if the cursor entered the window's client + * area, or `GLFW_FALSE` if it left it. + * + * @sa @ref cursor_enter + * @sa glfwSetCursorEnterCallback + * + * @since Added in version 3.0. + * + * @ingroup input + */ +typedef void (* GLFWcursorenterfun)(GLFWwindow*,int); + +/*! @brief The function signature for scroll callbacks. + * + * This is the function signature for scroll callback functions. + * + * @param[in] window The window that received the event. + * @param[in] xoffset The scroll offset along the x-axis. + * @param[in] yoffset The scroll offset along the y-axis. + * + * @sa @ref scrolling + * @sa glfwSetScrollCallback + * + * @since Added in version 3.0. Replaces `GLFWmousewheelfun`. + * + * @ingroup input + */ +typedef void (* GLFWscrollfun)(GLFWwindow*,double,double); + +/*! @brief The function signature for keyboard key callbacks. + * + * This is the function signature for keyboard key callback functions. + * + * @param[in] window The window that received the event. + * @param[in] key The [keyboard key](@ref keys) that was pressed or released. + * @param[in] scancode The system-specific scancode of the key. + * @param[in] action `GLFW_PRESS`, `GLFW_RELEASE` or `GLFW_REPEAT`. + * @param[in] mods Bit field describing which [modifier keys](@ref mods) were + * held down. + * + * @sa @ref input_key + * @sa glfwSetKeyCallback + * + * @since Added in version 1.0. + * @glfw3 Added window handle, scancode and modifier mask parameters. + * + * @ingroup input + */ +typedef void (* GLFWkeyfun)(GLFWwindow*,int,int,int,int); + +/*! @brief The function signature for Unicode character callbacks. + * + * This is the function signature for Unicode character callback functions. + * + * @param[in] window The window that received the event. + * @param[in] codepoint The Unicode code point of the character. + * + * @sa @ref input_char + * @sa glfwSetCharCallback + * + * @since Added in version 2.4. + * @glfw3 Added window handle parameter. + * + * @ingroup input + */ +typedef void (* GLFWcharfun)(GLFWwindow*,unsigned int); + +/*! @brief The function signature for Unicode character with modifiers + * callbacks. + * + * This is the function signature for Unicode character with modifiers callback + * functions. It is called for each input character, regardless of what + * modifier keys are held down. + * + * @param[in] window The window that received the event. + * @param[in] codepoint The Unicode code point of the character. + * @param[in] mods Bit field describing which [modifier keys](@ref mods) were + * held down. + * + * @sa @ref input_char + * @sa glfwSetCharModsCallback + * + * @since Added in version 3.1. + * + * @ingroup input + */ +typedef void (* GLFWcharmodsfun)(GLFWwindow*,unsigned int,int); + +/*! @brief The function signature for file drop callbacks. + * + * This is the function signature for file drop callbacks. + * + * @param[in] window The window that received the event. + * @param[in] count The number of dropped files. + * @param[in] paths The UTF-8 encoded file and/or directory path names. + * + * @sa @ref path_drop + * @sa glfwSetDropCallback + * + * @since Added in version 3.1. + * + * @ingroup input + */ +typedef void (* GLFWdropfun)(GLFWwindow*,int,const char**); + +/*! @brief The function signature for monitor configuration callbacks. + * + * This is the function signature for monitor configuration callback functions. + * + * @param[in] monitor The monitor that was connected or disconnected. + * @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`. + * + * @sa @ref monitor_event + * @sa glfwSetMonitorCallback + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +typedef void (* GLFWmonitorfun)(GLFWmonitor*,int); + +/*! @brief The function signature for joystick configuration callbacks. + * + * This is the function signature for joystick configuration callback + * functions. + * + * @param[in] joy The joystick that was connected or disconnected. + * @param[in] event One of `GLFW_CONNECTED` or `GLFW_DISCONNECTED`. + * + * @sa @ref joystick_event + * @sa glfwSetJoystickCallback + * + * @since Added in version 3.2. + * + * @ingroup input + */ +typedef void (* GLFWjoystickfun)(int,int); + +/*! @brief Video mode type. + * + * This describes a single video mode. + * + * @sa @ref monitor_modes + * @sa glfwGetVideoMode glfwGetVideoModes + * + * @since Added in version 1.0. + * @glfw3 Added refresh rate member. + * + * @ingroup monitor + */ +typedef struct GLFWvidmode +{ + /*! The width, in screen coordinates, of the video mode. + */ + int width; + /*! The height, in screen coordinates, of the video mode. + */ + int height; + /*! The bit depth of the red channel of the video mode. + */ + int redBits; + /*! The bit depth of the green channel of the video mode. + */ + int greenBits; + /*! The bit depth of the blue channel of the video mode. + */ + int blueBits; + /*! The refresh rate, in Hz, of the video mode. + */ + int refreshRate; +} GLFWvidmode; + +/*! @brief Gamma ramp. + * + * This describes the gamma ramp for a monitor. + * + * @sa @ref monitor_gamma + * @sa glfwGetGammaRamp glfwSetGammaRamp + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +typedef struct GLFWgammaramp +{ + /*! An array of value describing the response of the red channel. + */ + unsigned short* red; + /*! An array of value describing the response of the green channel. + */ + unsigned short* green; + /*! An array of value describing the response of the blue channel. + */ + unsigned short* blue; + /*! The number of elements in each array. + */ + unsigned int size; +} GLFWgammaramp; + +/*! @brief Image data. + * + * @sa @ref cursor_custom + * + * @since Added in version 2.1. + * @glfw3 Removed format and bytes-per-pixel members. + */ +typedef struct GLFWimage +{ + /*! The width, in pixels, of this image. + */ + int width; + /*! The height, in pixels, of this image. + */ + int height; + /*! The pixel data of this image, arranged left-to-right, top-to-bottom. + */ + unsigned char* pixels; +} GLFWimage; + + +/************************************************************************* + * GLFW API functions + *************************************************************************/ + +/*! @brief Initializes the GLFW library. + * + * This function initializes the GLFW library. Before most GLFW functions can + * be used, GLFW must be initialized, and before an application terminates GLFW + * should be terminated in order to free any resources allocated during or + * after initialization. + * + * If this function fails, it calls @ref glfwTerminate before returning. If it + * succeeds, you should call @ref glfwTerminate before the application exits. + * + * Additional calls to this function after successful initialization but before + * termination will return `GLFW_TRUE` immediately. + * + * @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_PLATFORM_ERROR. + * + * @remark @osx This function will change the current directory of the + * application to the `Contents/Resources` subdirectory of the application's + * bundle, if present. This can be disabled with a + * [compile-time option](@ref compile_options_osx). + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref intro_init + * @sa glfwTerminate + * + * @since Added in version 1.0. + * + * @ingroup init + */ +GLFWAPI int glfwInit(void); + +/*! @brief Terminates the GLFW library. + * + * This function destroys all remaining windows and cursors, restores any + * modified gamma ramps and frees any other allocated resources. Once this + * function is called, you must again call @ref glfwInit successfully before + * you will be able to use most GLFW functions. + * + * If GLFW has been successfully initialized, this function should be called + * before the application exits. If initialization fails, there is no need to + * call this function, as it is called by @ref glfwInit before it returns + * failure. + * + * @errors Possible errors include @ref GLFW_PLATFORM_ERROR. + * + * @remark This function may be called before @ref glfwInit. + * + * @warning The contexts of any remaining windows must not be current on any + * other thread when this function is called. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref intro_init + * @sa glfwInit + * + * @since Added in version 1.0. + * + * @ingroup init + */ +GLFWAPI void glfwTerminate(void); + +/*! @brief Retrieves the version of the GLFW library. + * + * This function retrieves the major, minor and revision numbers of the GLFW + * library. It is intended for when you are using GLFW as a shared library and + * want to ensure that you are using the minimum required version. + * + * Any or all of the version arguments may be `NULL`. + * + * @param[out] major Where to store the major version number, or `NULL`. + * @param[out] minor Where to store the minor version number, or `NULL`. + * @param[out] rev Where to store the revision number, or `NULL`. + * + * @errors None. + * + * @remark This function may be called before @ref glfwInit. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref intro_version + * @sa glfwGetVersionString + * + * @since Added in version 1.0. + * + * @ingroup init + */ +GLFWAPI void glfwGetVersion(int* major, int* minor, int* rev); + +/*! @brief Returns a string describing the compile-time configuration. + * + * This function returns the compile-time generated + * [version string](@ref intro_version_string) of the GLFW library binary. It + * describes the version, platform, compiler and any platform-specific + * compile-time options. It should not be confused with the OpenGL or OpenGL + * ES version string, queried with `glGetString`. + * + * __Do not use the version string__ to parse the GLFW library version. The + * @ref glfwGetVersion function provides the version of the running library + * binary in numerical format. + * + * @return The ASCII encoded GLFW version string. + * + * @errors None. + * + * @remark This function may be called before @ref glfwInit. + * + * @pointer_lifetime The returned string is static and compile-time generated. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref intro_version + * @sa glfwGetVersion + * + * @since Added in version 3.0. + * + * @ingroup init + */ +GLFWAPI const char* glfwGetVersionString(void); + +/*! @brief Sets the error callback. + * + * This function sets the error callback, which is called with an error code + * and a human-readable description each time a GLFW error occurs. + * + * The error callback is called on the thread where the error occurred. If you + * are using GLFW from multiple threads, your error callback needs to be + * written accordingly. + * + * Because the description string may have been generated specifically for that + * error, it is not guaranteed to be valid after the callback has returned. If + * you wish to use it after the callback returns, you need to make a copy. + * + * Once set, the error callback remains set even after the library has been + * terminated. + * + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set. + * + * @errors None. + * + * @remark This function may be called before @ref glfwInit. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref error_handling + * + * @since Added in version 3.0. + * + * @ingroup init + */ +GLFWAPI GLFWerrorfun glfwSetErrorCallback(GLFWerrorfun cbfun); + +/*! @brief Returns the currently connected monitors. + * + * This function returns an array of handles for all currently connected + * monitors. The primary monitor is always first in the returned array. If no + * monitors were found, this function returns `NULL`. + * + * @param[out] count Where to store the number of monitors in the returned + * array. This is set to zero if an error occurred. + * @return An array of monitor handles, or `NULL` if no monitors were found or + * if an [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is guaranteed to be valid only until the + * monitor configuration changes or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_monitors + * @sa @ref monitor_event + * @sa glfwGetPrimaryMonitor + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI GLFWmonitor** glfwGetMonitors(int* count); + +/*! @brief Returns the primary monitor. + * + * This function returns the primary monitor. This is usually the monitor + * where elements like the task bar or global menu bar are located. + * + * @return The primary monitor, or `NULL` if no monitors were found or if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @remark The primary monitor is always first in the array returned by @ref + * glfwGetMonitors. + * + * @sa @ref monitor_monitors + * @sa glfwGetMonitors + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI GLFWmonitor* glfwGetPrimaryMonitor(void); + +/*! @brief Returns the position of the monitor's viewport on the virtual screen. + * + * This function returns the position, in screen coordinates, of the upper-left + * corner of the specified monitor. + * + * Any or all of the position arguments may be `NULL`. If an error occurs, all + * non-`NULL` position arguments will be set to zero. + * + * @param[in] monitor The monitor to query. + * @param[out] xpos Where to store the monitor x-coordinate, or `NULL`. + * @param[out] ypos Where to store the monitor y-coordinate, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_properties + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI void glfwGetMonitorPos(GLFWmonitor* monitor, int* xpos, int* ypos); + +/*! @brief Returns the physical size of the monitor. + * + * This function returns the size, in millimetres, of the display area of the + * specified monitor. + * + * Some systems do not provide accurate monitor size information, either + * because the monitor + * [EDID](https://en.wikipedia.org/wiki/Extended_display_identification_data) + * data is incorrect or because the driver does not report it accurately. + * + * Any or all of the size arguments may be `NULL`. If an error occurs, all + * non-`NULL` size arguments will be set to zero. + * + * @param[in] monitor The monitor to query. + * @param[out] widthMM Where to store the width, in millimetres, of the + * monitor's display area, or `NULL`. + * @param[out] heightMM Where to store the height, in millimetres, of the + * monitor's display area, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @remark @win32 calculates the returned physical size from the + * current resolution and system DPI instead of querying the monitor EDID data. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_properties + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI void glfwGetMonitorPhysicalSize(GLFWmonitor* monitor, int* widthMM, int* heightMM); + +/*! @brief Returns the name of the specified monitor. + * + * This function returns a human-readable name, encoded as UTF-8, of the + * specified monitor. The name typically reflects the make and model of the + * monitor and is not guaranteed to be unique among the connected monitors. + * + * @param[in] monitor The monitor to query. + * @return The UTF-8 encoded name of the monitor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified monitor is + * disconnected or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_properties + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI const char* glfwGetMonitorName(GLFWmonitor* monitor); + +/*! @brief Sets the monitor configuration callback. + * + * This function sets the monitor configuration callback, or removes the + * currently set callback. This is called when a monitor is connected to or + * disconnected from the system. + * + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_event + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI GLFWmonitorfun glfwSetMonitorCallback(GLFWmonitorfun cbfun); + +/*! @brief Returns the available video modes for the specified monitor. + * + * This function returns an array of all video modes supported by the specified + * monitor. The returned array is sorted in ascending order, first by color + * bit depth (the sum of all channel depths) and then by resolution area (the + * product of width and height). + * + * @param[in] monitor The monitor to query. + * @param[out] count Where to store the number of video modes in the returned + * array. This is set to zero if an error occurred. + * @return An array of video modes, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified monitor is + * disconnected, this function is called again for that monitor or the library + * is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_modes + * @sa glfwGetVideoMode + * + * @since Added in version 1.0. + * @glfw3 Changed to return an array of modes for a specific monitor. + * + * @ingroup monitor + */ +GLFWAPI const GLFWvidmode* glfwGetVideoModes(GLFWmonitor* monitor, int* count); + +/*! @brief Returns the current mode of the specified monitor. + * + * This function returns the current video mode of the specified monitor. If + * you have created a full screen window for that monitor, the return value + * will depend on whether that window is iconified. + * + * @param[in] monitor The monitor to query. + * @return The current mode of the monitor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified monitor is + * disconnected or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_modes + * @sa glfwGetVideoModes + * + * @since Added in version 3.0. Replaces `glfwGetDesktopMode`. + * + * @ingroup monitor + */ +GLFWAPI const GLFWvidmode* glfwGetVideoMode(GLFWmonitor* monitor); + +/*! @brief Generates a gamma ramp and sets it for the specified monitor. + * + * This function generates a 256-element gamma ramp from the specified exponent + * and then calls @ref glfwSetGammaRamp with it. The value must be a finite + * number greater than zero. + * + * @param[in] monitor The monitor whose gamma ramp to set. + * @param[in] gamma The desired exponent. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_gamma + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI void glfwSetGamma(GLFWmonitor* monitor, float gamma); + +/*! @brief Returns the current gamma ramp for the specified monitor. + * + * This function returns the current gamma ramp of the specified monitor. + * + * @param[in] monitor The monitor to query. + * @return The current gamma ramp, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned structure and its arrays are allocated and + * freed by GLFW. You should not free them yourself. They are valid until the + * specified monitor is disconnected, this function is called again for that + * monitor or the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_gamma + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI const GLFWgammaramp* glfwGetGammaRamp(GLFWmonitor* monitor); + +/*! @brief Sets the current gamma ramp for the specified monitor. + * + * This function sets the current gamma ramp for the specified monitor. The + * original gamma ramp for that monitor is saved by GLFW the first time this + * function is called and is restored by @ref glfwTerminate. + * + * @param[in] monitor The monitor whose gamma ramp to set. + * @param[in] ramp The gamma ramp to use. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark Gamma ramp sizes other than 256 are not supported by all platforms + * or graphics hardware. + * + * @remark @win32 The gamma ramp size must be 256. + * + * @pointer_lifetime The specified gamma ramp is copied before this function + * returns. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref monitor_gamma + * + * @since Added in version 3.0. + * + * @ingroup monitor + */ +GLFWAPI void glfwSetGammaRamp(GLFWmonitor* monitor, const GLFWgammaramp* ramp); + +/*! @brief Resets all window hints to their default values. + * + * This function resets all window hints to their + * [default values](@ref window_hints_values). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_hints + * @sa glfwWindowHint + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwDefaultWindowHints(void); + +/*! @brief Sets the specified window hint to the desired value. + * + * This function sets hints for the next call to @ref glfwCreateWindow. The + * hints, once set, retain their values until changed by a call to @ref + * glfwWindowHint or @ref glfwDefaultWindowHints, or until the library is + * terminated. + * + * This function does not check whether the specified hint values are valid. + * If you set hints to invalid values this will instead be reported by the next + * call to @ref glfwCreateWindow. + * + * @param[in] hint The [window hint](@ref window_hints) to set. + * @param[in] value The new value of the window hint. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_hints + * @sa glfwDefaultWindowHints + * + * @since Added in version 3.0. Replaces `glfwOpenWindowHint`. + * + * @ingroup window + */ +GLFWAPI void glfwWindowHint(int hint, int value); + +/*! @brief Creates a window and its associated context. + * + * This function creates a window and its associated OpenGL or OpenGL ES + * context. Most of the options controlling how the window and its context + * should be created are specified with [window hints](@ref window_hints). + * + * Successful creation does not change which context is current. Before you + * can use the newly created context, you need to + * [make it current](@ref context_current). For information about the `share` + * parameter, see @ref context_sharing. + * + * The created window, framebuffer and context may differ from what you + * requested, as not all parameters and hints are + * [hard constraints](@ref window_hints_hard). This includes the size of the + * window, especially for full screen windows. To query the actual attributes + * of the created window, framebuffer and context, see @ref + * glfwGetWindowAttrib, @ref glfwGetWindowSize and @ref glfwGetFramebufferSize. + * + * To create a full screen window, you need to specify the monitor the window + * will cover. If no monitor is specified, the window will be windowed mode. + * Unless you have a way for the user to choose a specific monitor, it is + * recommended that you pick the primary monitor. For more information on how + * to query connected monitors, see @ref monitor_monitors. + * + * For full screen windows, the specified size becomes the resolution of the + * window's _desired video mode_. As long as a full screen window is not + * iconified, the supported video mode most closely matching the desired video + * mode is set for the specified monitor. For more information about full + * screen windows, including the creation of so called _windowed full screen_ + * or _borderless full screen_ windows, see @ref window_windowed_full_screen. + * + * By default, newly created windows use the placement recommended by the + * window system. To create the window at a specific position, make it + * initially invisible using the [GLFW_VISIBLE](@ref window_hints_wnd) window + * hint, set its [position](@ref window_pos) and then [show](@ref window_hide) + * it. + * + * As long as at least one full screen window is not iconified, the screensaver + * is prohibited from starting. + * + * Window systems put limits on window sizes. Very large or very small window + * dimensions may be overridden by the window system on creation. Check the + * actual [size](@ref window_size) after creation. + * + * The [swap interval](@ref buffer_swap) is not set during window creation and + * the initial value may vary depending on driver settings and defaults. + * + * @param[in] width The desired width, in screen coordinates, of the window. + * This must be greater than zero. + * @param[in] height The desired height, in screen coordinates, of the window. + * This must be greater than zero. + * @param[in] title The initial, UTF-8 encoded window title. + * @param[in] monitor The monitor to use for full screen mode, or `NULL` for + * windowed mode. + * @param[in] share The window whose context to share resources with, or `NULL` + * to not share resources. + * @return The handle of the created window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM, @ref GLFW_INVALID_VALUE, @ref GLFW_API_UNAVAILABLE, @ref + * GLFW_VERSION_UNAVAILABLE, @ref GLFW_FORMAT_UNAVAILABLE and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark @win32 Window creation will fail if the Microsoft GDI software + * OpenGL implementation is the only one available. + * + * @remark @win32 If the executable has an icon resource named `GLFW_ICON,` + * it will be set as the icon for the window. If no such icon is present, the + * `IDI_WINLOGO` icon will be used instead. + * + * @remark @win32 The context to share resources with must not be current on + * any other thread. + * + * @remark @osx The GLFW window has no icon, as it is not a document + * window, but the dock icon will be the same as the application bundle's icon. + * For more information on bundles, see the + * [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/) + * in the Mac Developer Library. + * + * @remark @osx The first time a window is created the menu bar is populated + * with common commands like Hide, Quit and About. The About entry opens + * a minimal about dialog with information from the application's bundle. The + * menu bar can be disabled with a + * [compile-time option](@ref compile_options_osx). + * + * @remark @osx On OS X 10.10 and later the window frame will not be rendered + * at full resolution on Retina displays unless the `NSHighResolutionCapable` + * key is enabled in the application bundle's `Info.plist`. For more + * information, see + * [High Resolution Guidelines for OS X](https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/Explained/Explained.html) + * in the Mac Developer Library. The GLFW test and example programs use + * a custom `Info.plist` template for this, which can be found as + * `CMake/MacOSXBundleInfo.plist.in` in the source tree. + * + * @remark @x11 There is no mechanism for setting the window icon yet. + * + * @remark @x11 Some window managers will not respect the placement of + * initially hidden windows. + * + * @remark @x11 Due to the asynchronous nature of X11, it may take a moment for + * a window to reach its requested state. This means you may not be able to + * query the final size, position or other attributes directly after window + * creation. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_creation + * @sa glfwDestroyWindow + * + * @since Added in version 3.0. Replaces `glfwOpenWindow`. + * + * @ingroup window + */ +GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height, const char* title, GLFWmonitor* monitor, GLFWwindow* share); + +/*! @brief Destroys the specified window and its context. + * + * This function destroys the specified window and its context. On calling + * this function, no further callbacks will be called for that window. + * + * If the context of the specified window is current on the main thread, it is + * detached before being destroyed. + * + * @param[in] window The window to destroy. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @note The context of the specified window must not be current on any other + * thread when this function is called. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_creation + * @sa glfwCreateWindow + * + * @since Added in version 3.0. Replaces `glfwCloseWindow`. + * + * @ingroup window + */ +GLFWAPI void glfwDestroyWindow(GLFWwindow* window); + +/*! @brief Checks the close flag of the specified window. + * + * This function returns the value of the close flag of the specified window. + * + * @param[in] window The window to query. + * @return The value of the close flag. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref window_close + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI int glfwWindowShouldClose(GLFWwindow* window); + +/*! @brief Sets the close flag of the specified window. + * + * This function sets the value of the close flag of the specified window. + * This can be used to override the user's attempt to close the window, or + * to signal that it should be closed. + * + * @param[in] window The window whose flag to change. + * @param[in] value The new value. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref window_close + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowShouldClose(GLFWwindow* window, int value); + +/*! @brief Sets the title of the specified window. + * + * This function sets the window title, encoded as UTF-8, of the specified + * window. + * + * @param[in] window The window whose title to change. + * @param[in] title The UTF-8 encoded window title. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark @osx The window title will not be updated until the next time you + * process events. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_title + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowTitle(GLFWwindow* window, const char* title); + +/*! @brief Sets the icon for the specified window. + * + * This function sets the icon of the specified window. If passed an array of + * candidate images, those of or closest to the sizes desired by the system are + * selected. If no images are specified, the window reverts to its default + * icon. + * + * The desired image sizes varies depending on platform and system settings. + * The selected images will be rescaled as needed. Good sizes include 16x16, + * 32x32 and 48x48. + * + * @param[in] window The window whose icon to set. + * @param[in] count The number of images in the specified array, or zero to + * revert to the default window icon. + * @param[in] images The images to create the icon from. This is ignored if + * count is zero. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The specified image data is copied before this function + * returns. + * + * @remark @osx The GLFW window has no icon, as it is not a document + * window, but the dock icon will be the same as the application bundle's icon. + * For more information on bundles, see the + * [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/) + * in the Mac Developer Library. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_icon + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowIcon(GLFWwindow* window, int count, const GLFWimage* images); + +/*! @brief Retrieves the position of the client area of the specified window. + * + * This function retrieves the position, in screen coordinates, of the + * upper-left corner of the client area of the specified window. + * + * Any or all of the position arguments may be `NULL`. If an error occurs, all + * non-`NULL` position arguments will be set to zero. + * + * @param[in] window The window to query. + * @param[out] xpos Where to store the x-coordinate of the upper-left corner of + * the client area, or `NULL`. + * @param[out] ypos Where to store the y-coordinate of the upper-left corner of + * the client area, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_pos + * @sa glfwSetWindowPos + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwGetWindowPos(GLFWwindow* window, int* xpos, int* ypos); + +/*! @brief Sets the position of the client area of the specified window. + * + * This function sets the position, in screen coordinates, of the upper-left + * corner of the client area of the specified windowed mode window. If the + * window is a full screen window, this function does nothing. + * + * __Do not use this function__ to move an already visible window unless you + * have very good reasons for doing so, as it will confuse and annoy the user. + * + * The window manager may put limits on what positions are allowed. GLFW + * cannot and should not override these limits. + * + * @param[in] window The window to query. + * @param[in] xpos The x-coordinate of the upper-left corner of the client area. + * @param[in] ypos The y-coordinate of the upper-left corner of the client area. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_pos + * @sa glfwGetWindowPos + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowPos(GLFWwindow* window, int xpos, int ypos); + +/*! @brief Retrieves the size of the client area of the specified window. + * + * This function retrieves the size, in screen coordinates, of the client area + * of the specified window. If you wish to retrieve the size of the + * framebuffer of the window in pixels, see @ref glfwGetFramebufferSize. + * + * Any or all of the size arguments may be `NULL`. If an error occurs, all + * non-`NULL` size arguments will be set to zero. + * + * @param[in] window The window whose size to retrieve. + * @param[out] width Where to store the width, in screen coordinates, of the + * client area, or `NULL`. + * @param[out] height Where to store the height, in screen coordinates, of the + * client area, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_size + * @sa glfwSetWindowSize + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwGetWindowSize(GLFWwindow* window, int* width, int* height); + +/*! @brief Sets the size limits of the specified window. + * + * This function sets the size limits of the client area of the specified + * window. If the window is full screen, the size limits only take effect if + * once it is made windowed. If the window is not resizable, this function + * does nothing. + * + * The size limits are applied immediately to a windowed mode window and may + * cause it to be resized. + * + * @param[in] window The window to set limits for. + * @param[in] minwidth The minimum width, in screen coordinates, of the client + * area, or `GLFW_DONT_CARE`. + * @param[in] minheight The minimum height, in screen coordinates, of the + * client area, or `GLFW_DONT_CARE`. + * @param[in] maxwidth The maximum width, in screen coordinates, of the client + * area, or `GLFW_DONT_CARE`. + * @param[in] maxheight The maximum height, in screen coordinates, of the + * client area, or `GLFW_DONT_CARE`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark If you set size limits and an aspect ratio that conflict, the + * results are undefined. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_sizelimits + * @sa glfwSetWindowAspectRatio + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowSizeLimits(GLFWwindow* window, int minwidth, int minheight, int maxwidth, int maxheight); + +/*! @brief Sets the aspect ratio of the specified window. + * + * This function sets the required aspect ratio of the client area of the + * specified window. If the window is full screen, the aspect ratio only takes + * effect once it is made windowed. If the window is not resizable, this + * function does nothing. + * + * The aspect ratio is specified as a numerator and a denominator and both + * values must be greater than zero. For example, the common 16:9 aspect ratio + * is specified as 16 and 9, respectively. + * + * If the numerator and denominator is set to `GLFW_DONT_CARE` then the aspect + * ratio limit is disabled. + * + * The aspect ratio is applied immediately to a windowed mode window and may + * cause it to be resized. + * + * @param[in] window The window to set limits for. + * @param[in] numer The numerator of the desired aspect ratio, or + * `GLFW_DONT_CARE`. + * @param[in] denom The denominator of the desired aspect ratio, or + * `GLFW_DONT_CARE`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_VALUE and @ref GLFW_PLATFORM_ERROR. + * + * @remark If you set size limits and an aspect ratio that conflict, the + * results are undefined. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_sizelimits + * @sa glfwSetWindowSizeLimits + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowAspectRatio(GLFWwindow* window, int numer, int denom); + +/*! @brief Sets the size of the client area of the specified window. + * + * This function sets the size, in screen coordinates, of the client area of + * the specified window. + * + * For full screen windows, this function updates the resolution of its desired + * video mode and switches to the video mode closest to it, without affecting + * the window's context. As the context is unaffected, the bit depths of the + * framebuffer remain unchanged. + * + * If you wish to update the refresh rate of the desired video mode in addition + * to its resolution, see @ref glfwSetWindowMonitor. + * + * The window manager may put limits on what sizes are allowed. GLFW cannot + * and should not override these limits. + * + * @param[in] window The window to resize. + * @param[in] width The desired width, in screen coordinates, of the window + * client area. + * @param[in] height The desired height, in screen coordinates, of the window + * client area. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_size + * @sa glfwGetWindowSize + * @sa glfwSetWindowMonitor + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowSize(GLFWwindow* window, int width, int height); + +/*! @brief Retrieves the size of the framebuffer of the specified window. + * + * This function retrieves the size, in pixels, of the framebuffer of the + * specified window. If you wish to retrieve the size of the window in screen + * coordinates, see @ref glfwGetWindowSize. + * + * Any or all of the size arguments may be `NULL`. If an error occurs, all + * non-`NULL` size arguments will be set to zero. + * + * @param[in] window The window whose framebuffer to query. + * @param[out] width Where to store the width, in pixels, of the framebuffer, + * or `NULL`. + * @param[out] height Where to store the height, in pixels, of the framebuffer, + * or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_fbsize + * @sa glfwSetFramebufferSizeCallback + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwGetFramebufferSize(GLFWwindow* window, int* width, int* height); + +/*! @brief Retrieves the size of the frame of the window. + * + * This function retrieves the size, in screen coordinates, of each edge of the + * frame of the specified window. This size includes the title bar, if the + * window has one. The size of the frame may vary depending on the + * [window-related hints](@ref window_hints_wnd) used to create it. + * + * Because this function retrieves the size of each window frame edge and not + * the offset along a particular coordinate axis, the retrieved values will + * always be zero or positive. + * + * Any or all of the size arguments may be `NULL`. If an error occurs, all + * non-`NULL` size arguments will be set to zero. + * + * @param[in] window The window whose frame size to query. + * @param[out] left Where to store the size, in screen coordinates, of the left + * edge of the window frame, or `NULL`. + * @param[out] top Where to store the size, in screen coordinates, of the top + * edge of the window frame, or `NULL`. + * @param[out] right Where to store the size, in screen coordinates, of the + * right edge of the window frame, or `NULL`. + * @param[out] bottom Where to store the size, in screen coordinates, of the + * bottom edge of the window frame, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_size + * + * @since Added in version 3.1. + * + * @ingroup window + */ +GLFWAPI void glfwGetWindowFrameSize(GLFWwindow* window, int* left, int* top, int* right, int* bottom); + +/*! @brief Iconifies the specified window. + * + * This function iconifies (minimizes) the specified window if it was + * previously restored. If the window is already iconified, this function does + * nothing. + * + * If the specified window is a full screen window, the original monitor + * resolution is restored until the window is restored. + * + * @param[in] window The window to iconify. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_iconify + * @sa glfwRestoreWindow + * @sa glfwMaximizeWindow + * + * @since Added in version 2.1. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwIconifyWindow(GLFWwindow* window); + +/*! @brief Restores the specified window. + * + * This function restores the specified window if it was previously iconified + * (minimized) or maximized. If the window is already restored, this function + * does nothing. + * + * If the specified window is a full screen window, the resolution chosen for + * the window is restored on the selected monitor. + * + * @param[in] window The window to restore. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_iconify + * @sa glfwIconifyWindow + * @sa glfwMaximizeWindow + * + * @since Added in version 2.1. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwRestoreWindow(GLFWwindow* window); + +/*! @brief Maximizes the specified window. + * + * This function maximizes the specified window if it was previously not + * maximized. If the window is already maximized, this function does nothing. + * + * If the specified window is a full screen window, this function does nothing. + * + * @param[in] window The window to maximize. + * + * @par Thread Safety + * This function may only be called from the main thread. + * + * @sa @ref window_iconify + * @sa glfwIconifyWindow + * @sa glfwRestoreWindow + * + * @since Added in GLFW 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwMaximizeWindow(GLFWwindow* window); + +/*! @brief Makes the specified window visible. + * + * This function makes the specified window visible if it was previously + * hidden. If the window is already visible or is in full screen mode, this + * function does nothing. + * + * @param[in] window The window to make visible. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_hide + * @sa glfwHideWindow + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwShowWindow(GLFWwindow* window); + +/*! @brief Hides the specified window. + * + * This function hides the specified window if it was previously visible. If + * the window is already hidden or is in full screen mode, this function does + * nothing. + * + * @param[in] window The window to hide. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_hide + * @sa glfwShowWindow + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwHideWindow(GLFWwindow* window); + +/*! @brief Brings the specified window to front and sets input focus. + * + * This function brings the specified window to front and sets input focus. + * The window should already be visible and not iconified. + * + * By default, both windowed and full screen mode windows are focused when + * initially created. Set the [GLFW_FOCUSED](@ref window_hints_wnd) to disable + * this behavior. + * + * __Do not use this function__ to steal focus from other applications unless + * you are certain that is what the user wants. Focus stealing can be + * extremely disruptive. + * + * @param[in] window The window to give input focus. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_focus + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwFocusWindow(GLFWwindow* window); + +/*! @brief Returns the monitor that the window uses for full screen mode. + * + * This function returns the handle of the monitor that the specified window is + * in full screen on. + * + * @param[in] window The window to query. + * @return The monitor, or `NULL` if the window is in windowed mode or an error + * occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_monitor + * @sa glfwSetWindowMonitor + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWmonitor* glfwGetWindowMonitor(GLFWwindow* window); + +/*! @brief Sets the mode, monitor, video mode and placement of a window. + * + * This function sets the monitor that the window uses for full screen mode or, + * if the monitor is `NULL`, makes it windowed mode. + * + * When setting a monitor, this function updates the width, height and refresh + * rate of the desired video mode and switches to the video mode closest to it. + * The window position is ignored when setting a monitor. + * + * When the monitor is `NULL`, the position, width and height are used to + * place the window client area. The refresh rate is ignored when no monitor + * is specified. + * + * If you only wish to update the resolution of a full screen window or the + * size of a windowed mode window, see @ref glfwSetWindowSize. + * + * When a window transitions from full screen to windowed mode, this function + * restores any previous window settings such as whether it is decorated, + * floating, resizable, has size or aspect ratio limits, etc.. + * + * @param[in] window The window whose monitor, size or video mode to set. + * @param[in] monitor The desired monitor, or `NULL` to set windowed mode. + * @param[in] xpos The desired x-coordinate of the upper-left corner of the + * client area. + * @param[in] ypos The desired y-coordinate of the upper-left corner of the + * client area. + * @param[in] width The desired with, in screen coordinates, of the client area + * or video mode. + * @param[in] height The desired height, in screen coordinates, of the client + * area or video mode. + * @param[in] refreshRate The desired refresh rate, in Hz, of the video mode. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_monitor + * @sa @ref window_full_screen + * @sa glfwGetWindowMonitor + * @sa glfwSetWindowSize + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowMonitor(GLFWwindow* window, GLFWmonitor* monitor, int xpos, int ypos, int width, int height, int refreshRate); + +/*! @brief Returns an attribute of the specified window. + * + * This function returns the value of an attribute of the specified window or + * its OpenGL or OpenGL ES context. + * + * @param[in] window The window to query. + * @param[in] attrib The [window attribute](@ref window_attribs) whose value to + * return. + * @return The value of the attribute, or zero if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @remark Framebuffer related hints are not window attributes. See @ref + * window_attribs_fb for more information. + * + * @remark Zero is a valid value for many window and context related + * attributes so you cannot use a return value of zero as an indication of + * errors. However, this function should not fail as long as it is passed + * valid arguments and the library has been [initialized](@ref intro_init). + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_attribs + * + * @since Added in version 3.0. Replaces `glfwGetWindowParam` and + * `glfwGetGLVersion`. + * + * @ingroup window + */ +GLFWAPI int glfwGetWindowAttrib(GLFWwindow* window, int attrib); + +/*! @brief Sets the user pointer of the specified window. + * + * This function sets the user-defined pointer of the specified window. The + * current value is retained until the window is destroyed. The initial value + * is `NULL`. + * + * @param[in] window The window whose pointer to set. + * @param[in] pointer The new value. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref window_userptr + * @sa glfwGetWindowUserPointer + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void glfwSetWindowUserPointer(GLFWwindow* window, void* pointer); + +/*! @brief Returns the user pointer of the specified window. + * + * This function returns the current value of the user-defined pointer of the + * specified window. The initial value is `NULL`. + * + * @param[in] window The window whose pointer to return. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @sa @ref window_userptr + * @sa glfwSetWindowUserPointer + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI void* glfwGetWindowUserPointer(GLFWwindow* window); + +/*! @brief Sets the position callback for the specified window. + * + * This function sets the position callback of the specified window, which is + * called when the window is moved. The callback is provided with the screen + * position of the upper-left corner of the client area of the window. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_pos + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWwindowposfun glfwSetWindowPosCallback(GLFWwindow* window, GLFWwindowposfun cbfun); + +/*! @brief Sets the size callback for the specified window. + * + * This function sets the size callback of the specified window, which is + * called when the window is resized. The callback is provided with the size, + * in screen coordinates, of the client area of the window. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_size + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup window + */ +GLFWAPI GLFWwindowsizefun glfwSetWindowSizeCallback(GLFWwindow* window, GLFWwindowsizefun cbfun); + +/*! @brief Sets the close callback for the specified window. + * + * This function sets the close callback of the specified window, which is + * called when the user attempts to close the window, for example by clicking + * the close widget in the title bar. + * + * The close flag is set before this callback is called, but you can modify it + * at any time with @ref glfwSetWindowShouldClose. + * + * The close callback is not triggered by @ref glfwDestroyWindow. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @remark @osx Selecting Quit from the application menu will trigger the close + * callback for all windows. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_close + * + * @since Added in version 2.5. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup window + */ +GLFWAPI GLFWwindowclosefun glfwSetWindowCloseCallback(GLFWwindow* window, GLFWwindowclosefun cbfun); + +/*! @brief Sets the refresh callback for the specified window. + * + * This function sets the refresh callback of the specified window, which is + * called when the client area of the window needs to be redrawn, for example + * if the window has been exposed after having been covered by another window. + * + * On compositing window systems such as Aero, Compiz or Aqua, where the window + * contents are saved off-screen, this callback may be called only very + * infrequently or never at all. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_refresh + * + * @since Added in version 2.5. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup window + */ +GLFWAPI GLFWwindowrefreshfun glfwSetWindowRefreshCallback(GLFWwindow* window, GLFWwindowrefreshfun cbfun); + +/*! @brief Sets the focus callback for the specified window. + * + * This function sets the focus callback of the specified window, which is + * called when the window gains or loses input focus. + * + * After the focus callback is called for a window that lost input focus, + * synthetic key and mouse button release events will be generated for all such + * that had been pressed. For more information, see @ref glfwSetKeyCallback + * and @ref glfwSetMouseButtonCallback. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_focus + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWwindowfocusfun glfwSetWindowFocusCallback(GLFWwindow* window, GLFWwindowfocusfun cbfun); + +/*! @brief Sets the iconify callback for the specified window. + * + * This function sets the iconification callback of the specified window, which + * is called when the window is iconified or restored. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_iconify + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWwindowiconifyfun glfwSetWindowIconifyCallback(GLFWwindow* window, GLFWwindowiconifyfun cbfun); + +/*! @brief Sets the framebuffer resize callback for the specified window. + * + * This function sets the framebuffer resize callback of the specified window, + * which is called when the framebuffer of the specified window is resized. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref window_fbsize + * + * @since Added in version 3.0. + * + * @ingroup window + */ +GLFWAPI GLFWframebuffersizefun glfwSetFramebufferSizeCallback(GLFWwindow* window, GLFWframebuffersizefun cbfun); + +/*! @brief Processes all pending events. + * + * This function processes only those events that are already in the event + * queue and then returns immediately. Processing events will cause the window + * and input callbacks associated with those events to be called. + * + * On some platforms, a window move, resize or menu operation will cause event + * processing to block. This is due to how event processing is designed on + * those platforms. You can use the + * [window refresh callback](@ref window_refresh) to redraw the contents of + * your window when necessary during such operations. + * + * On some platforms, certain events are sent directly to the application + * without going through the event queue, causing callbacks to be called + * outside of a call to one of the event processing functions. + * + * Event processing is not required for joystick input to work. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref events + * @sa glfwWaitEvents + * @sa glfwWaitEventsTimeout + * + * @since Added in version 1.0. + * + * @ingroup window + */ +GLFWAPI void glfwPollEvents(void); + +/*! @brief Waits until events are queued and processes them. + * + * This function puts the calling thread to sleep until at least one event is + * available in the event queue. Once one or more events are available, + * it behaves exactly like @ref glfwPollEvents, i.e. the events in the queue + * are processed and the function then returns immediately. Processing events + * will cause the window and input callbacks associated with those events to be + * called. + * + * Since not all events are associated with callbacks, this function may return + * without a callback having been called even if you are monitoring all + * callbacks. + * + * On some platforms, a window move, resize or menu operation will cause event + * processing to block. This is due to how event processing is designed on + * those platforms. You can use the + * [window refresh callback](@ref window_refresh) to redraw the contents of + * your window when necessary during such operations. + * + * On some platforms, certain callbacks may be called outside of a call to one + * of the event processing functions. + * + * If no windows exist, this function returns immediately. For synchronization + * of threads in applications that do not create windows, use your threading + * library of choice. + * + * Event processing is not required for joystick input to work. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref events + * @sa glfwPollEvents + * @sa glfwWaitEventsTimeout + * + * @since Added in version 2.5. + * + * @ingroup window + */ +GLFWAPI void glfwWaitEvents(void); + +/*! @brief Waits with timeout until events are queued and processes them. + * + * This function puts the calling thread to sleep until at least one event is + * available in the event queue, or until the specified timeout is reached. If + * one or more events are available, it behaves exactly like @ref + * glfwPollEvents, i.e. the events in the queue are processed and the function + * then returns immediately. Processing events will cause the window and input + * callbacks associated with those events to be called. + * + * The timeout value must be a positive finite number. + * + * Since not all events are associated with callbacks, this function may return + * without a callback having been called even if you are monitoring all + * callbacks. + * + * On some platforms, a window move, resize or menu operation will cause event + * processing to block. This is due to how event processing is designed on + * those platforms. You can use the + * [window refresh callback](@ref window_refresh) to redraw the contents of + * your window when necessary during such operations. + * + * On some platforms, certain callbacks may be called outside of a call to one + * of the event processing functions. + * + * If no windows exist, this function returns immediately. For synchronization + * of threads in applications that do not create windows, use your threading + * library of choice. + * + * Event processing is not required for joystick input to work. + * + * @param[in] timeout The maximum amount of time, in seconds, to wait. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref events + * @sa glfwPollEvents + * @sa glfwWaitEvents + * + * @since Added in version 3.2. + * + * @ingroup window + */ +GLFWAPI void glfwWaitEventsTimeout(double timeout); + +/*! @brief Posts an empty event to the event queue. + * + * This function posts an empty event from the current thread to the event + * queue, causing @ref glfwWaitEvents to return. + * + * If no windows exist, this function returns immediately. For synchronization + * of threads in applications that do not create windows, use your threading + * library of choice. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref events + * @sa glfwWaitEvents + * + * @since Added in version 3.1. + * + * @ingroup window + */ +GLFWAPI void glfwPostEmptyEvent(void); + +/*! @brief Returns the value of an input option for the specified window. + * + * This function returns the value of an input option for the specified window. + * The mode must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or + * `GLFW_STICKY_MOUSE_BUTTONS`. + * + * @param[in] window The window to query. + * @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or + * `GLFW_STICKY_MOUSE_BUTTONS`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa glfwSetInputMode + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI int glfwGetInputMode(GLFWwindow* window, int mode); + +/*! @brief Sets an input option for the specified window. + * + * This function sets an input mode option for the specified window. The mode + * must be one of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or + * `GLFW_STICKY_MOUSE_BUTTONS`. + * + * If the mode is `GLFW_CURSOR`, the value must be one of the following cursor + * modes: + * - `GLFW_CURSOR_NORMAL` makes the cursor visible and behaving normally. + * - `GLFW_CURSOR_HIDDEN` makes the cursor invisible when it is over the client + * area of the window but does not restrict the cursor from leaving. + * - `GLFW_CURSOR_DISABLED` hides and grabs the cursor, providing virtual + * and unlimited cursor movement. This is useful for implementing for + * example 3D camera controls. + * + * If the mode is `GLFW_STICKY_KEYS`, the value must be either `GLFW_TRUE` to + * enable sticky keys, or `GLFW_FALSE` to disable it. If sticky keys are + * enabled, a key press will ensure that @ref glfwGetKey returns `GLFW_PRESS` + * the next time it is called even if the key had been released before the + * call. This is useful when you are only interested in whether keys have been + * pressed but not when or in which order. + * + * If the mode is `GLFW_STICKY_MOUSE_BUTTONS`, the value must be either + * `GLFW_TRUE` to enable sticky mouse buttons, or `GLFW_FALSE` to disable it. + * If sticky mouse buttons are enabled, a mouse button press will ensure that + * @ref glfwGetMouseButton returns `GLFW_PRESS` the next time it is called even + * if the mouse button had been released before the call. This is useful when + * you are only interested in whether mouse buttons have been pressed but not + * when or in which order. + * + * @param[in] window The window whose input mode to set. + * @param[in] mode One of `GLFW_CURSOR`, `GLFW_STICKY_KEYS` or + * `GLFW_STICKY_MOUSE_BUTTONS`. + * @param[in] value The new value of the specified input mode. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa glfwGetInputMode + * + * @since Added in version 3.0. Replaces `glfwEnable` and `glfwDisable`. + * + * @ingroup input + */ +GLFWAPI void glfwSetInputMode(GLFWwindow* window, int mode, int value); + +/*! @brief Returns the localized name of the specified printable key. + * + * This function returns the localized name of the specified printable key. + * This is intended for displaying key bindings to the user. + * + * If the key is `GLFW_KEY_UNKNOWN`, the scancode is used instead, otherwise + * the scancode is ignored. If a non-printable key or (if the key is + * `GLFW_KEY_UNKNOWN`) a scancode that maps to a non-printable key is + * specified, this function returns `NULL`. + * + * This behavior allows you to pass in the arguments passed to the + * [key callback](@ref input_key) without modification. + * + * The printable keys are: + * - `GLFW_KEY_APOSTROPHE` + * - `GLFW_KEY_COMMA` + * - `GLFW_KEY_MINUS` + * - `GLFW_KEY_PERIOD` + * - `GLFW_KEY_SLASH` + * - `GLFW_KEY_SEMICOLON` + * - `GLFW_KEY_EQUAL` + * - `GLFW_KEY_LEFT_BRACKET` + * - `GLFW_KEY_RIGHT_BRACKET` + * - `GLFW_KEY_BACKSLASH` + * - `GLFW_KEY_WORLD_1` + * - `GLFW_KEY_WORLD_2` + * - `GLFW_KEY_0` to `GLFW_KEY_9` + * - `GLFW_KEY_A` to `GLFW_KEY_Z` + * - `GLFW_KEY_KP_0` to `GLFW_KEY_KP_9` + * - `GLFW_KEY_KP_DECIMAL` + * - `GLFW_KEY_KP_DIVIDE` + * - `GLFW_KEY_KP_MULTIPLY` + * - `GLFW_KEY_KP_SUBTRACT` + * - `GLFW_KEY_KP_ADD` + * - `GLFW_KEY_KP_EQUAL` + * + * @param[in] key The key to query, or `GLFW_KEY_UNKNOWN`. + * @param[in] scancode The scancode of the key to query. + * @return The localized name of the key, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the next call to @ref + * glfwGetKeyName, or until the library is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_key_name + * + * @since Added in version 3.2. + * + * @ingroup input + */ +GLFWAPI const char* glfwGetKeyName(int key, int scancode); + +/*! @brief Returns the last reported state of a keyboard key for the specified + * window. + * + * This function returns the last state reported for the specified key to the + * specified window. The returned state is one of `GLFW_PRESS` or + * `GLFW_RELEASE`. The higher-level action `GLFW_REPEAT` is only reported to + * the key callback. + * + * If the `GLFW_STICKY_KEYS` input mode is enabled, this function returns + * `GLFW_PRESS` the first time you call it for a key that was pressed, even if + * that key has already been released. + * + * The key functions deal with physical keys, with [key tokens](@ref keys) + * named after their use on the standard US keyboard layout. If you want to + * input text, use the Unicode character callback instead. + * + * The [modifier key bit masks](@ref mods) are not key tokens and cannot be + * used with this function. + * + * __Do not use this function__ to implement [text input](@ref input_char). + * + * @param[in] window The desired window. + * @param[in] key The desired [keyboard key](@ref keys). `GLFW_KEY_UNKNOWN` is + * not a valid key for this function. + * @return One of `GLFW_PRESS` or `GLFW_RELEASE`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_key + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup input + */ +GLFWAPI int glfwGetKey(GLFWwindow* window, int key); + +/*! @brief Returns the last reported state of a mouse button for the specified + * window. + * + * This function returns the last state reported for the specified mouse button + * to the specified window. The returned state is one of `GLFW_PRESS` or + * `GLFW_RELEASE`. + * + * If the `GLFW_STICKY_MOUSE_BUTTONS` input mode is enabled, this function + * `GLFW_PRESS` the first time you call it for a mouse button that was pressed, + * even if that mouse button has already been released. + * + * @param[in] window The desired window. + * @param[in] button The desired [mouse button](@ref buttons). + * @return One of `GLFW_PRESS` or `GLFW_RELEASE`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_ENUM. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_mouse_button + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup input + */ +GLFWAPI int glfwGetMouseButton(GLFWwindow* window, int button); + +/*! @brief Retrieves the position of the cursor relative to the client area of + * the window. + * + * This function returns the position of the cursor, in screen coordinates, + * relative to the upper-left corner of the client area of the specified + * window. + * + * If the cursor is disabled (with `GLFW_CURSOR_DISABLED`) then the cursor + * position is unbounded and limited only by the minimum and maximum values of + * a `double`. + * + * The coordinate can be converted to their integer equivalents with the + * `floor` function. Casting directly to an integer type works for positive + * coordinates, but fails for negative ones. + * + * Any or all of the position arguments may be `NULL`. If an error occurs, all + * non-`NULL` position arguments will be set to zero. + * + * @param[in] window The desired window. + * @param[out] xpos Where to store the cursor x-coordinate, relative to the + * left edge of the client area, or `NULL`. + * @param[out] ypos Where to store the cursor y-coordinate, relative to the to + * top edge of the client area, or `NULL`. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_pos + * @sa glfwSetCursorPos + * + * @since Added in version 3.0. Replaces `glfwGetMousePos`. + * + * @ingroup input + */ +GLFWAPI void glfwGetCursorPos(GLFWwindow* window, double* xpos, double* ypos); + +/*! @brief Sets the position of the cursor, relative to the client area of the + * window. + * + * This function sets the position, in screen coordinates, of the cursor + * relative to the upper-left corner of the client area of the specified + * window. The window must have input focus. If the window does not have + * input focus when this function is called, it fails silently. + * + * __Do not use this function__ to implement things like camera controls. GLFW + * already provides the `GLFW_CURSOR_DISABLED` cursor mode that hides the + * cursor, transparently re-centers it and provides unconstrained cursor + * motion. See @ref glfwSetInputMode for more information. + * + * If the cursor mode is `GLFW_CURSOR_DISABLED` then the cursor position is + * unconstrained and limited only by the minimum and maximum values of + * a `double`. + * + * @param[in] window The desired window. + * @param[in] xpos The desired x-coordinate, relative to the left edge of the + * client area. + * @param[in] ypos The desired y-coordinate, relative to the top edge of the + * client area. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @remark @x11 Due to the asynchronous nature of X11, it may take a moment for + * the window focus event to arrive. This means you may not be able to set the + * cursor position directly after window creation. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_pos + * @sa glfwGetCursorPos + * + * @since Added in version 3.0. Replaces `glfwSetMousePos`. + * + * @ingroup input + */ +GLFWAPI void glfwSetCursorPos(GLFWwindow* window, double xpos, double ypos); + +/*! @brief Creates a custom cursor. + * + * Creates a new custom cursor image that can be set for a window with @ref + * glfwSetCursor. The cursor can be destroyed with @ref glfwDestroyCursor. + * Any remaining cursors are destroyed by @ref glfwTerminate. + * + * The pixels are 32-bit, little-endian, non-premultiplied RGBA, i.e. eight + * bits per channel. They are arranged canonically as packed sequential rows, + * starting from the top-left corner. + * + * The cursor hotspot is specified in pixels, relative to the upper-left corner + * of the cursor image. Like all other coordinate systems in GLFW, the X-axis + * points to the right and the Y-axis points down. + * + * @param[in] image The desired cursor image. + * @param[in] xhot The desired x-coordinate, in pixels, of the cursor hotspot. + * @param[in] yhot The desired y-coordinate, in pixels, of the cursor hotspot. + * @return The handle of the created cursor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The specified image data is copied before this function + * returns. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_object + * @sa glfwDestroyCursor + * @sa glfwCreateStandardCursor + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI GLFWcursor* glfwCreateCursor(const GLFWimage* image, int xhot, int yhot); + +/*! @brief Creates a cursor with a standard shape. + * + * Returns a cursor with a [standard shape](@ref shapes), that can be set for + * a window with @ref glfwSetCursor. + * + * @param[in] shape One of the [standard shapes](@ref shapes). + * @return A new cursor ready to use or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_object + * @sa glfwCreateCursor + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI GLFWcursor* glfwCreateStandardCursor(int shape); + +/*! @brief Destroys a cursor. + * + * This function destroys a cursor previously created with @ref + * glfwCreateCursor. Any remaining cursors will be destroyed by @ref + * glfwTerminate. + * + * @param[in] cursor The cursor object to destroy. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @reentrancy This function must not be called from a callback. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_object + * @sa glfwCreateCursor + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI void glfwDestroyCursor(GLFWcursor* cursor); + +/*! @brief Sets the cursor for the window. + * + * This function sets the cursor image to be used when the cursor is over the + * client area of the specified window. The set cursor will only be visible + * when the [cursor mode](@ref cursor_mode) of the window is + * `GLFW_CURSOR_NORMAL`. + * + * On some platforms, the set cursor may not be visible unless the window also + * has input focus. + * + * @param[in] window The window to set the cursor for. + * @param[in] cursor The cursor to set, or `NULL` to switch back to the default + * arrow cursor. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_object + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI void glfwSetCursor(GLFWwindow* window, GLFWcursor* cursor); + +/*! @brief Sets the key callback. + * + * This function sets the key callback of the specified window, which is called + * when a key is pressed, repeated or released. + * + * The key functions deal with physical keys, with layout independent + * [key tokens](@ref keys) named after their values in the standard US keyboard + * layout. If you want to input text, use the + * [character callback](@ref glfwSetCharCallback) instead. + * + * When a window loses input focus, it will generate synthetic key release + * events for all pressed keys. You can tell these events from user-generated + * events by the fact that the synthetic ones are generated after the focus + * loss event has been processed, i.e. after the + * [window focus callback](@ref glfwSetWindowFocusCallback) has been called. + * + * The scancode of a key is specific to that platform or sometimes even to that + * machine. Scancodes are intended to allow users to bind keys that don't have + * a GLFW key token. Such keys have `key` set to `GLFW_KEY_UNKNOWN`, their + * state is not saved and so it cannot be queried with @ref glfwGetKey. + * + * Sometimes GLFW needs to generate synthetic key events, in which case the + * scancode may be zero. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new key callback, or `NULL` to remove the currently + * set callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_key + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup input + */ +GLFWAPI GLFWkeyfun glfwSetKeyCallback(GLFWwindow* window, GLFWkeyfun cbfun); + +/*! @brief Sets the Unicode character callback. + * + * This function sets the character callback of the specified window, which is + * called when a Unicode character is input. + * + * The character callback is intended for Unicode text input. As it deals with + * characters, it is keyboard layout dependent, whereas the + * [key callback](@ref glfwSetKeyCallback) is not. Characters do not map 1:1 + * to physical keys, as a key may produce zero, one or more characters. If you + * want to know whether a specific physical key was pressed or released, see + * the key callback instead. + * + * The character callback behaves as system text input normally does and will + * not be called if modifier keys are held down that would prevent normal text + * input on that platform, for example a Super (Command) key on OS X or Alt key + * on Windows. There is a + * [character with modifiers callback](@ref glfwSetCharModsCallback) that + * receives these events. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_char + * + * @since Added in version 2.4. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup input + */ +GLFWAPI GLFWcharfun glfwSetCharCallback(GLFWwindow* window, GLFWcharfun cbfun); + +/*! @brief Sets the Unicode character with modifiers callback. + * + * This function sets the character with modifiers callback of the specified + * window, which is called when a Unicode character is input regardless of what + * modifier keys are used. + * + * The character with modifiers callback is intended for implementing custom + * Unicode character input. For regular Unicode text input, see the + * [character callback](@ref glfwSetCharCallback). Like the character + * callback, the character with modifiers callback deals with characters and is + * keyboard layout dependent. Characters do not map 1:1 to physical keys, as + * a key may produce zero, one or more characters. If you want to know whether + * a specific physical key was pressed or released, see the + * [key callback](@ref glfwSetKeyCallback) instead. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or an + * error occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_char + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI GLFWcharmodsfun glfwSetCharModsCallback(GLFWwindow* window, GLFWcharmodsfun cbfun); + +/*! @brief Sets the mouse button callback. + * + * This function sets the mouse button callback of the specified window, which + * is called when a mouse button is pressed or released. + * + * When a window loses input focus, it will generate synthetic mouse button + * release events for all pressed mouse buttons. You can tell these events + * from user-generated events by the fact that the synthetic ones are generated + * after the focus loss event has been processed, i.e. after the + * [window focus callback](@ref glfwSetWindowFocusCallback) has been called. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref input_mouse_button + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter and return value. + * + * @ingroup input + */ +GLFWAPI GLFWmousebuttonfun glfwSetMouseButtonCallback(GLFWwindow* window, GLFWmousebuttonfun cbfun); + +/*! @brief Sets the cursor position callback. + * + * This function sets the cursor position callback of the specified window, + * which is called when the cursor is moved. The callback is provided with the + * position, in screen coordinates, relative to the upper-left corner of the + * client area of the window. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_pos + * + * @since Added in version 3.0. Replaces `glfwSetMousePosCallback`. + * + * @ingroup input + */ +GLFWAPI GLFWcursorposfun glfwSetCursorPosCallback(GLFWwindow* window, GLFWcursorposfun cbfun); + +/*! @brief Sets the cursor enter/exit callback. + * + * This function sets the cursor boundary crossing callback of the specified + * window, which is called when the cursor enters or leaves the client area of + * the window. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref cursor_enter + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI GLFWcursorenterfun glfwSetCursorEnterCallback(GLFWwindow* window, GLFWcursorenterfun cbfun); + +/*! @brief Sets the scroll callback. + * + * This function sets the scroll callback of the specified window, which is + * called when a scrolling device is used, such as a mouse wheel or scrolling + * area of a touchpad. + * + * The scroll callback receives all scrolling input, like that from a mouse + * wheel or a touchpad scrolling area. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new scroll callback, or `NULL` to remove the currently + * set callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref scrolling + * + * @since Added in version 3.0. Replaces `glfwSetMouseWheelCallback`. + * + * @ingroup input + */ +GLFWAPI GLFWscrollfun glfwSetScrollCallback(GLFWwindow* window, GLFWscrollfun cbfun); + +/*! @brief Sets the file drop callback. + * + * This function sets the file drop callback of the specified window, which is + * called when one or more dragged files are dropped on the window. + * + * Because the path array and its strings may have been generated specifically + * for that event, they are not guaranteed to be valid after the callback has + * returned. If you wish to use them after the callback returns, you need to + * make a deep copy. + * + * @param[in] window The window whose callback to set. + * @param[in] cbfun The new file drop callback, or `NULL` to remove the + * currently set callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref path_drop + * + * @since Added in version 3.1. + * + * @ingroup input + */ +GLFWAPI GLFWdropfun glfwSetDropCallback(GLFWwindow* window, GLFWdropfun cbfun); + +/*! @brief Returns whether the specified joystick is present. + * + * This function returns whether the specified joystick is present. + * + * @param[in] joy The [joystick](@ref joysticks) to query. + * @return `GLFW_TRUE` if the joystick is present, or `GLFW_FALSE` otherwise. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick + * + * @since Added in version 3.0. Replaces `glfwGetJoystickParam`. + * + * @ingroup input + */ +GLFWAPI int glfwJoystickPresent(int joy); + +/*! @brief Returns the values of all axes of the specified joystick. + * + * This function returns the values of all axes of the specified joystick. + * Each element in the array is a value between -1.0 and 1.0. + * + * Querying a joystick slot with no device present is not an error, but will + * cause this function to return `NULL`. Call @ref glfwJoystickPresent to + * check device presence. + * + * @param[in] joy The [joystick](@ref joysticks) to query. + * @param[out] count Where to store the number of axis values in the returned + * array. This is set to zero if an error occurred. + * @return An array of axis values, or `NULL` if the joystick is not present. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified joystick is + * disconnected, this function is called again for that joystick or the library + * is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick_axis + * + * @since Added in version 3.0. Replaces `glfwGetJoystickPos`. + * + * @ingroup input + */ +GLFWAPI const float* glfwGetJoystickAxes(int joy, int* count); + +/*! @brief Returns the state of all buttons of the specified joystick. + * + * This function returns the state of all buttons of the specified joystick. + * Each element in the array is either `GLFW_PRESS` or `GLFW_RELEASE`. + * + * Querying a joystick slot with no device present is not an error, but will + * cause this function to return `NULL`. Call @ref glfwJoystickPresent to + * check device presence. + * + * @param[in] joy The [joystick](@ref joysticks) to query. + * @param[out] count Where to store the number of button states in the returned + * array. This is set to zero if an error occurred. + * @return An array of button states, or `NULL` if the joystick is not present. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified joystick is + * disconnected, this function is called again for that joystick or the library + * is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick_button + * + * @since Added in version 2.2. + * @glfw3 Changed to return a dynamic array. + * + * @ingroup input + */ +GLFWAPI const unsigned char* glfwGetJoystickButtons(int joy, int* count); + +/*! @brief Returns the name of the specified joystick. + * + * This function returns the name, encoded as UTF-8, of the specified joystick. + * The returned string is allocated and freed by GLFW. You should not free it + * yourself. + * + * Querying a joystick slot with no device present is not an error, but will + * cause this function to return `NULL`. Call @ref glfwJoystickPresent to + * check device presence. + * + * @param[in] joy The [joystick](@ref joysticks) to query. + * @return The UTF-8 encoded name of the joystick, or `NULL` if the joystick + * is not present. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_INVALID_ENUM and @ref GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the specified joystick is + * disconnected, this function is called again for that joystick or the library + * is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick_name + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI const char* glfwGetJoystickName(int joy); + +/*! @brief Sets the joystick configuration callback. + * + * This function sets the joystick configuration callback, or removes the + * currently set callback. This is called when a joystick is connected to or + * disconnected from the system. + * + * @param[in] cbfun The new callback, or `NULL` to remove the currently set + * callback. + * @return The previously set callback, or `NULL` if no callback was set or the + * library had not been [initialized](@ref intro_init). + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref joystick_event + * + * @since Added in version 3.2. + * + * @ingroup input + */ +GLFWAPI GLFWjoystickfun glfwSetJoystickCallback(GLFWjoystickfun cbfun); + +/*! @brief Sets the clipboard to the specified string. + * + * This function sets the system clipboard to the specified, UTF-8 encoded + * string. + * + * @param[in] window The window that will own the clipboard contents. + * @param[in] string A UTF-8 encoded string. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The specified string is copied before this function + * returns. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref clipboard + * @sa glfwGetClipboardString + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI void glfwSetClipboardString(GLFWwindow* window, const char* string); + +/*! @brief Returns the contents of the clipboard as a string. + * + * This function returns the contents of the system clipboard, if it contains + * or is convertible to a UTF-8 encoded string. If the clipboard is empty or + * if its contents cannot be converted, `NULL` is returned and a @ref + * GLFW_FORMAT_UNAVAILABLE error is generated. + * + * @param[in] window The window that will request the clipboard contents. + * @return The contents of the clipboard as a UTF-8 encoded string, or `NULL` + * if an [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_PLATFORM_ERROR. + * + * @pointer_lifetime The returned string is allocated and freed by GLFW. You + * should not free it yourself. It is valid until the next call to @ref + * glfwGetClipboardString or @ref glfwSetClipboardString, or until the library + * is terminated. + * + * @thread_safety This function must only be called from the main thread. + * + * @sa @ref clipboard + * @sa glfwSetClipboardString + * + * @since Added in version 3.0. + * + * @ingroup input + */ +GLFWAPI const char* glfwGetClipboardString(GLFWwindow* window); + +/*! @brief Returns the value of the GLFW timer. + * + * This function returns the value of the GLFW timer. Unless the timer has + * been set using @ref glfwSetTime, the timer measures time elapsed since GLFW + * was initialized. + * + * The resolution of the timer is system dependent, but is usually on the order + * of a few micro- or nanoseconds. It uses the highest-resolution monotonic + * time source on each supported platform. + * + * @return The current value, in seconds, or zero if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. Reading of the + * internal timer offset is not atomic. + * + * @sa @ref time + * + * @since Added in version 1.0. + * + * @ingroup input + */ +GLFWAPI double glfwGetTime(void); + +/*! @brief Sets the GLFW timer. + * + * This function sets the value of the GLFW timer. It then continues to count + * up from that value. The value must be a positive finite number less than + * or equal to 18446744073.0, which is approximately 584.5 years. + * + * @param[in] time The new value, in seconds. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_INVALID_VALUE. + * + * @remark The upper limit of the timer is calculated as + * floor((264 - 1) / 109) and is due to implementations + * storing nanoseconds in 64 bits. The limit may be increased in the future. + * + * @thread_safety This function may be called from any thread. Writing of the + * internal timer offset is not atomic. + * + * @sa @ref time + * + * @since Added in version 2.2. + * + * @ingroup input + */ +GLFWAPI void glfwSetTime(double time); + +/*! @brief Returns the current value of the raw timer. + * + * This function returns the current value of the raw timer, measured in + * 1 / frequency seconds. To get the frequency, call @ref + * glfwGetTimerFrequency. + * + * @return The value of the timer, or zero if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref time + * @sa glfwGetTimerFrequency + * + * @since Added in version 3.2. + * + * @ingroup input + */ +GLFWAPI uint64_t glfwGetTimerValue(void); + +/*! @brief Returns the frequency, in Hz, of the raw timer. + * + * This function returns the frequency, in Hz, of the raw timer. + * + * @return The frequency of the timer, in Hz, or zero if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref time + * @sa glfwGetTimerValue + * + * @since Added in version 3.2. + * + * @ingroup input + */ +GLFWAPI uint64_t glfwGetTimerFrequency(void); + +/*! @brief Makes the context of the specified window current for the calling + * thread. + * + * This function makes the OpenGL or OpenGL ES context of the specified window + * current on the calling thread. A context can only be made current on + * a single thread at a time and each thread can have only a single current + * context at a time. + * + * By default, making a context non-current implicitly forces a pipeline flush. + * On machines that support `GL_KHR_context_flush_control`, you can control + * whether a context performs this flush by setting the + * [GLFW_CONTEXT_RELEASE_BEHAVIOR](@ref window_hints_ctx) window hint. + * + * The specified window must have an OpenGL or OpenGL ES context. Specifying + * a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT + * error. + * + * @param[in] window The window whose context to make current, or `NULL` to + * detach the current context. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref context_current + * @sa glfwGetCurrentContext + * + * @since Added in version 3.0. + * + * @ingroup context + */ +GLFWAPI void glfwMakeContextCurrent(GLFWwindow* window); + +/*! @brief Returns the window whose context is current on the calling thread. + * + * This function returns the window whose OpenGL or OpenGL ES context is + * current on the calling thread. + * + * @return The window whose context is current, or `NULL` if no window's + * context is current. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref context_current + * @sa glfwMakeContextCurrent + * + * @since Added in version 3.0. + * + * @ingroup context + */ +GLFWAPI GLFWwindow* glfwGetCurrentContext(void); + +/*! @brief Swaps the front and back buffers of the specified window. + * + * This function swaps the front and back buffers of the specified window when + * rendering with OpenGL or OpenGL ES. If the swap interval is greater than + * zero, the GPU driver waits the specified number of screen updates before + * swapping the buffers. + * + * The specified window must have an OpenGL or OpenGL ES context. Specifying + * a window without a context will generate a @ref GLFW_NO_WINDOW_CONTEXT + * error. + * + * This function does not apply to Vulkan. If you are rendering with Vulkan, + * see `vkQueuePresentKHR` instead. + * + * @param[in] window The window whose buffers to swap. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_WINDOW_CONTEXT and @ref GLFW_PLATFORM_ERROR. + * + * @remark __EGL:__ The context of the specified window must be current on the + * calling thread. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref buffer_swap + * @sa glfwSwapInterval + * + * @since Added in version 1.0. + * @glfw3 Added window handle parameter. + * + * @ingroup window + */ +GLFWAPI void glfwSwapBuffers(GLFWwindow* window); + +/*! @brief Sets the swap interval for the current context. + * + * This function sets the swap interval for the current OpenGL or OpenGL ES + * context, i.e. the number of screen updates to wait from the time @ref + * glfwSwapBuffers was called before swapping the buffers and returning. This + * is sometimes called _vertical synchronization_, _vertical retrace + * synchronization_ or just _vsync_. + * + * Contexts that support either of the `WGL_EXT_swap_control_tear` and + * `GLX_EXT_swap_control_tear` extensions also accept negative swap intervals, + * which allow the driver to swap even if a frame arrives a little bit late. + * You can check for the presence of these extensions using @ref + * glfwExtensionSupported. For more information about swap tearing, see the + * extension specifications. + * + * A context must be current on the calling thread. Calling this function + * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error. + * + * This function does not apply to Vulkan. If you are rendering with Vulkan, + * see the present mode of your swapchain instead. + * + * @param[in] interval The minimum number of screen updates to wait for + * until the buffers are swapped by @ref glfwSwapBuffers. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR. + * + * @remark This function is not called during context creation, leaving the + * swap interval set to whatever is the default on that platform. This is done + * because some swap interval extensions used by GLFW do not allow the swap + * interval to be reset to zero once it has been set to a non-zero value. + * + * @remark Some GPU drivers do not honor the requested swap interval, either + * because of a user setting that overrides the application's request or due to + * bugs in the driver. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref buffer_swap + * @sa glfwSwapBuffers + * + * @since Added in version 1.0. + * + * @ingroup context + */ +GLFWAPI void glfwSwapInterval(int interval); + +/*! @brief Returns whether the specified extension is available. + * + * This function returns whether the specified + * [API extension](@ref context_glext) is supported by the current OpenGL or + * OpenGL ES context. It searches both for client API extension and context + * creation API extensions. + * + * A context must be current on the calling thread. Calling this function + * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error. + * + * As this functions retrieves and searches one or more extension strings each + * call, it is recommended that you cache its results if it is going to be used + * frequently. The extension strings will not change during the lifetime of + * a context, so there is no danger in doing this. + * + * This function does not apply to Vulkan. If you are using Vulkan, see @ref + * glfwGetRequiredInstanceExtensions, `vkEnumerateInstanceExtensionProperties` + * and `vkEnumerateDeviceExtensionProperties` instead. + * + * @param[in] extension The ASCII encoded name of the extension. + * @return `GLFW_TRUE` if the extension is available, or `GLFW_FALSE` + * otherwise. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_CURRENT_CONTEXT, @ref GLFW_INVALID_VALUE and @ref + * GLFW_PLATFORM_ERROR. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref context_glext + * @sa glfwGetProcAddress + * + * @since Added in version 1.0. + * + * @ingroup context + */ +GLFWAPI int glfwExtensionSupported(const char* extension); + +/*! @brief Returns the address of the specified function for the current + * context. + * + * This function returns the address of the specified OpenGL or OpenGL ES + * [core or extension function](@ref context_glext), if it is supported + * by the current context. + * + * A context must be current on the calling thread. Calling this function + * without a current context will cause a @ref GLFW_NO_CURRENT_CONTEXT error. + * + * This function does not apply to Vulkan. If you are rendering with Vulkan, + * see @ref glfwGetInstanceProcAddress, `vkGetInstanceProcAddr` and + * `vkGetDeviceProcAddr` instead. + * + * @param[in] procname The ASCII encoded name of the function. + * @return The address of the function, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_NO_CURRENT_CONTEXT and @ref GLFW_PLATFORM_ERROR. + * + * @remark The address of a given function is not guaranteed to be the same + * between contexts. + * + * @remark This function may return a non-`NULL` address despite the + * associated version or extension not being available. Always check the + * context version or extension string first. + * + * @pointer_lifetime The returned function pointer is valid until the context + * is destroyed or the library is terminated. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref context_glext + * @sa glfwExtensionSupported + * + * @since Added in version 1.0. + * + * @ingroup context + */ +GLFWAPI GLFWglproc glfwGetProcAddress(const char* procname); + +/*! @brief Returns whether the Vulkan loader has been found. + * + * This function returns whether the Vulkan loader has been found. This check + * is performed by @ref glfwInit. + * + * The availability of a Vulkan loader does not by itself guarantee that window + * surface creation or even device creation is possible. Call @ref + * glfwGetRequiredInstanceExtensions to check whether the extensions necessary + * for Vulkan surface creation are available and @ref + * glfwGetPhysicalDevicePresentationSupport to check whether a queue family of + * a physical device supports image presentation. + * + * @return `GLFW_TRUE` if Vulkan is available, or `GLFW_FALSE` otherwise. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref vulkan_support + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI int glfwVulkanSupported(void); + +/*! @brief Returns the Vulkan instance extensions required by GLFW. + * + * This function returns an array of names of Vulkan instance extensions required + * by GLFW for creating Vulkan surfaces for GLFW windows. If successful, the + * list will always contains `VK_KHR_surface`, so if you don't require any + * additional extensions you can pass this list directly to the + * `VkInstanceCreateInfo` struct. + * + * If Vulkan is not available on the machine, this function returns `NULL` and + * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported + * to check whether Vulkan is available. + * + * If Vulkan is available but no set of extensions allowing window surface + * creation was found, this function returns `NULL`. You may still use Vulkan + * for off-screen rendering and compute work. + * + * @param[out] count Where to store the number of extensions in the returned + * array. This is set to zero if an error occurred. + * @return An array of ASCII encoded extension names, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_API_UNAVAILABLE. + * + * @remarks Additional extensions may be required by future versions of GLFW. + * You should check if any extensions you wish to enable are already in the + * returned array, as it is an error to specify an extension more than once in + * the `VkInstanceCreateInfo` struct. + * + * @pointer_lifetime The returned array is allocated and freed by GLFW. You + * should not free it yourself. It is guaranteed to be valid only until the + * library is terminated. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref vulkan_ext + * @sa glfwCreateWindowSurface + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI const char** glfwGetRequiredInstanceExtensions(uint32_t* count); + +#if defined(VK_VERSION_1_0) + +/*! @brief Returns the address of the specified Vulkan instance function. + * + * This function returns the address of the specified Vulkan core or extension + * function for the specified instance. If instance is set to `NULL` it can + * return any function exported from the Vulkan loader, including at least the + * following functions: + * + * - `vkEnumerateInstanceExtensionProperties` + * - `vkEnumerateInstanceLayerProperties` + * - `vkCreateInstance` + * - `vkGetInstanceProcAddr` + * + * If Vulkan is not available on the machine, this function returns `NULL` and + * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported + * to check whether Vulkan is available. + * + * This function is equivalent to calling `vkGetInstanceProcAddr` with + * a platform-specific query of the Vulkan loader as a fallback. + * + * @param[in] instance The Vulkan instance to query, or `NULL` to retrieve + * functions related to instance creation. + * @param[in] procname The ASCII encoded name of the function. + * @return The address of the function, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref + * GLFW_API_UNAVAILABLE. + * + * @pointer_lifetime The returned function pointer is valid until the library + * is terminated. + * + * @thread_safety This function may be called from any thread. + * + * @sa @ref vulkan_proc + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI GLFWvkproc glfwGetInstanceProcAddress(VkInstance instance, const char* procname); + +/*! @brief Returns whether the specified queue family can present images. + * + * This function returns whether the specified queue family of the specified + * physical device supports presentation to the platform GLFW was built for. + * + * If Vulkan or the required window surface creation instance extensions are + * not available on the machine, or if the specified instance was not created + * with the required extensions, this function returns `GLFW_FALSE` and + * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref glfwVulkanSupported + * to check whether Vulkan is available and @ref + * glfwGetRequiredInstanceExtensions to check what instance extensions are + * required. + * + * @param[in] instance The instance that the physical device belongs to. + * @param[in] device The physical device that the queue family belongs to. + * @param[in] queuefamily The index of the queue family to query. + * @return `GLFW_TRUE` if the queue family supports presentation, or + * `GLFW_FALSE` otherwise. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR. + * + * @thread_safety This function may be called from any thread. For + * synchronization details of Vulkan objects, see the Vulkan specification. + * + * @sa @ref vulkan_present + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI int glfwGetPhysicalDevicePresentationSupport(VkInstance instance, VkPhysicalDevice device, uint32_t queuefamily); + +/*! @brief Creates a Vulkan surface for the specified window. + * + * This function creates a Vulkan surface for the specified window. + * + * If the Vulkan loader was not found at initialization, this function returns + * `VK_ERROR_INITIALIZATION_FAILED` and generates a @ref GLFW_API_UNAVAILABLE + * error. Call @ref glfwVulkanSupported to check whether the Vulkan loader was + * found. + * + * If the required window surface creation instance extensions are not + * available or if the specified instance was not created with these extensions + * enabled, this function returns `VK_ERROR_EXTENSION_NOT_PRESENT` and + * generates a @ref GLFW_API_UNAVAILABLE error. Call @ref + * glfwGetRequiredInstanceExtensions to check what instance extensions are + * required. + * + * The window surface must be destroyed before the specified Vulkan instance. + * It is the responsibility of the caller to destroy the window surface. GLFW + * does not destroy it for you. Call `vkDestroySurfaceKHR` to destroy the + * surface. + * + * @param[in] instance The Vulkan instance to create the surface in. + * @param[in] window The window to create the surface for. + * @param[in] allocator The allocator to use, or `NULL` to use the default + * allocator. + * @param[out] surface Where to store the handle of the surface. This is set + * to `VK_NULL_HANDLE` if an error occurred. + * @return `VK_SUCCESS` if successful, or a Vulkan error code if an + * [error](@ref error_handling) occurred. + * + * @errors Possible errors include @ref GLFW_NOT_INITIALIZED, @ref + * GLFW_API_UNAVAILABLE and @ref GLFW_PLATFORM_ERROR. + * + * @remarks If an error occurs before the creation call is made, GLFW returns + * the Vulkan error code most appropriate for the error. Appropriate use of + * @ref glfwVulkanSupported and @ref glfwGetRequiredInstanceExtensions should + * eliminate almost all occurrences of these errors. + * + * @thread_safety This function may be called from any thread. For + * synchronization details of Vulkan objects, see the Vulkan specification. + * + * @sa @ref vulkan_surface + * @sa glfwGetRequiredInstanceExtensions + * + * @since Added in version 3.2. + * + * @ingroup vulkan + */ +GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); + +#endif /*VK_VERSION_1_0*/ + + +/************************************************************************* + * Global definition cleanup + *************************************************************************/ + +/* ------------------- BEGIN SYSTEM/COMPILER SPECIFIC -------------------- */ + +#ifdef GLFW_WINGDIAPI_DEFINED + #undef WINGDIAPI + #undef GLFW_WINGDIAPI_DEFINED +#endif + +#ifdef GLFW_CALLBACK_DEFINED + #undef CALLBACK + #undef GLFW_CALLBACK_DEFINED +#endif + +/* -------------------- END SYSTEM/COMPILER SPECIFIC --------------------- */ + + +#ifdef __cplusplus +} +#endif + +#endif /* _glfw3_h_ */ + diff --git a/Dependencies/imgui/examples/libs/glfw/include/GLFW/glfw3native.h b/Dependencies/imgui/examples/libs/glfw/include/GLFW/glfw3native.h new file mode 100644 index 000000000..9fa955e94 --- /dev/null +++ b/Dependencies/imgui/examples/libs/glfw/include/GLFW/glfw3native.h @@ -0,0 +1,456 @@ +/************************************************************************* + * GLFW 3.2 - www.glfw.org + * A library for OpenGL, window and input + *------------------------------------------------------------------------ + * Copyright (c) 2002-2006 Marcus Geelnard + * Copyright (c) 2006-2010 Camilla Berglund + * + * This software is provided 'as-is', without any express or implied + * warranty. In no event will the authors be held liable for any damages + * arising from the use of this software. + * + * Permission is granted to anyone to use this software for any purpose, + * including commercial applications, and to alter it and redistribute it + * freely, subject to the following restrictions: + * + * 1. The origin of this software must not be misrepresented; you must not + * claim that you wrote the original software. If you use this software + * in a product, an acknowledgment in the product documentation would + * be appreciated but is not required. + * + * 2. Altered source versions must be plainly marked as such, and must not + * be misrepresented as being the original software. + * + * 3. This notice may not be removed or altered from any source + * distribution. + * + *************************************************************************/ + +#ifndef _glfw3_native_h_ +#define _glfw3_native_h_ + +#ifdef __cplusplus +extern "C" { +#endif + + +/************************************************************************* + * Doxygen documentation + *************************************************************************/ + +/*! @file glfw3native.h + * @brief The header of the native access functions. + * + * This is the header file of the native access functions. See @ref native for + * more information. + */ +/*! @defgroup native Native access + * + * **By using the native access functions you assert that you know what you're + * doing and how to fix problems caused by using them. If you don't, you + * shouldn't be using them.** + * + * Before the inclusion of @ref glfw3native.h, you may define exactly one + * window system API macro and zero or more context creation API macros. + * + * The chosen backends must match those the library was compiled for. Failure + * to do this will cause a link-time error. + * + * The available window API macros are: + * * `GLFW_EXPOSE_NATIVE_WIN32` + * * `GLFW_EXPOSE_NATIVE_COCOA` + * * `GLFW_EXPOSE_NATIVE_X11` + * * `GLFW_EXPOSE_NATIVE_WAYLAND` + * * `GLFW_EXPOSE_NATIVE_MIR` + * + * The available context API macros are: + * * `GLFW_EXPOSE_NATIVE_WGL` + * * `GLFW_EXPOSE_NATIVE_NSGL` + * * `GLFW_EXPOSE_NATIVE_GLX` + * * `GLFW_EXPOSE_NATIVE_EGL` + * + * These macros select which of the native access functions that are declared + * and which platform-specific headers to include. It is then up your (by + * definition platform-specific) code to handle which of these should be + * defined. + */ + + +/************************************************************************* + * System headers and types + *************************************************************************/ + +#if defined(GLFW_EXPOSE_NATIVE_WIN32) + // This is a workaround for the fact that glfw3.h needs to export APIENTRY (for + // example to allow applications to correctly declare a GL_ARB_debug_output + // callback) but windows.h assumes no one will define APIENTRY before it does + #undef APIENTRY + #include +#elif defined(GLFW_EXPOSE_NATIVE_COCOA) + #include + #if defined(__OBJC__) + #import + #else + typedef void* id; + #endif +#elif defined(GLFW_EXPOSE_NATIVE_X11) + #include + #include +#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND) + #include +#elif defined(GLFW_EXPOSE_NATIVE_MIR) + #include +#endif + +#if defined(GLFW_EXPOSE_NATIVE_WGL) + /* WGL is declared by windows.h */ +#endif +#if defined(GLFW_EXPOSE_NATIVE_NSGL) + /* NSGL is declared by Cocoa.h */ +#endif +#if defined(GLFW_EXPOSE_NATIVE_GLX) + #include +#endif +#if defined(GLFW_EXPOSE_NATIVE_EGL) + #include +#endif + + +/************************************************************************* + * Functions + *************************************************************************/ + +#if defined(GLFW_EXPOSE_NATIVE_WIN32) +/*! @brief Returns the adapter device name of the specified monitor. + * + * @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`) + * of the specified monitor, or `NULL` if an [error](@ref error_handling) + * occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor); + +/*! @brief Returns the display device name of the specified monitor. + * + * @return The UTF-8 encoded display device name (for example + * `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor); + +/*! @brief Returns the `HWND` of the specified window. + * + * @return The `HWND` of the specified window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_WGL) +/*! @brief Returns the `HGLRC` of the specified window. + * + * @return The `HGLRC` of the specified window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_COCOA) +/*! @brief Returns the `CGDirectDisplayID` of the specified monitor. + * + * @return The `CGDirectDisplayID` of the specified monitor, or + * `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor); + +/*! @brief Returns the `NSWindow` of the specified window. + * + * @return The `NSWindow` of the specified window, or `nil` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_NSGL) +/*! @brief Returns the `NSOpenGLContext` of the specified window. + * + * @return The `NSOpenGLContext` of the specified window, or `nil` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI id glfwGetNSGLContext(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_X11) +/*! @brief Returns the `Display` used by GLFW. + * + * @return The `Display` used by GLFW, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI Display* glfwGetX11Display(void); + +/*! @brief Returns the `RRCrtc` of the specified monitor. + * + * @return The `RRCrtc` of the specified monitor, or `None` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor); + +/*! @brief Returns the `RROutput` of the specified monitor. + * + * @return The `RROutput` of the specified monitor, or `None` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.1. + * + * @ingroup native + */ +GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor); + +/*! @brief Returns the `Window` of the specified window. + * + * @return The `Window` of the specified window, or `None` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI Window glfwGetX11Window(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_GLX) +/*! @brief Returns the `GLXContext` of the specified window. + * + * @return The `GLXContext` of the specified window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window); + +/*! @brief Returns the `GLXWindow` of the specified window. + * + * @return The `GLXWindow` of the specified window, or `None` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_WAYLAND) +/*! @brief Returns the `struct wl_display*` used by GLFW. + * + * @return The `struct wl_display*` used by GLFW, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI struct wl_display* glfwGetWaylandDisplay(void); + +/*! @brief Returns the `struct wl_output*` of the specified monitor. + * + * @return The `struct wl_output*` of the specified monitor, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor); + +/*! @brief Returns the main `struct wl_surface*` of the specified window. + * + * @return The main `struct wl_surface*` of the specified window, or `NULL` if + * an [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_MIR) +/*! @brief Returns the `MirConnection*` used by GLFW. + * + * @return The `MirConnection*` used by GLFW, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI MirConnection* glfwGetMirDisplay(void); + +/*! @brief Returns the Mir output ID of the specified monitor. + * + * @return The Mir output ID of the specified monitor, or zero if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI int glfwGetMirMonitor(GLFWmonitor* monitor); + +/*! @brief Returns the `MirSurface*` of the specified window. + * + * @return The `MirSurface*` of the specified window, or `NULL` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.2. + * + * @ingroup native + */ +GLFWAPI MirSurface* glfwGetMirWindow(GLFWwindow* window); +#endif + +#if defined(GLFW_EXPOSE_NATIVE_EGL) +/*! @brief Returns the `EGLDisplay` used by GLFW. + * + * @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI EGLDisplay glfwGetEGLDisplay(void); + +/*! @brief Returns the `EGLContext` of the specified window. + * + * @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window); + +/*! @brief Returns the `EGLSurface` of the specified window. + * + * @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an + * [error](@ref error_handling) occurred. + * + * @thread_safety This function may be called from any thread. Access is not + * synchronized. + * + * @since Added in version 3.0. + * + * @ingroup native + */ +GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window); +#endif + +#ifdef __cplusplus +} +#endif + +#endif /* _glfw3_native_h_ */ + diff --git a/Dependencies/imgui/examples/libs/glfw/lib-vc2010-32/glfw3.lib b/Dependencies/imgui/examples/libs/glfw/lib-vc2010-32/glfw3.lib new file mode 100644 index 0000000000000000000000000000000000000000..348abecfa98d6cfad9db67127eab8d5c72473539 GIT binary patch literal 187376 zcmeFa3t(Jzl|OzblT6c+k^lh;6bMjW7E0PArJ>YJ<~@^nHE9wMN=Wl)Cgepj(+5(Z zJ1sB{K}CG6_^9l<_*x&hi0f)w%346sst9#?h%T;W+tn_zQk5nD&pF@k{oZ@$5zssQo^!tM^F80^J?F~q@t%Qq&bzF}dM&MQXk6ad(0F-+6<;e~mtJ1Kd>O;n z&(k#9gPL~7d;U7_-8Gu_|8A8Awx;iCdAEO)X4CKR)0%CzcVf9_`)j%%xKp#e9rurS zX}13#-6f|!p#9a|!CI~4Pkkru(n|gs?~jGGl0Vk{)fcsrzpT5dsmtx`s&%=X{y@YP zjRoV*jq8Wp<9*%9KKJNIvTsweX;E{tQ!@x-{^npP8jTU5r*EjQ2%+2Q^R+};y#5Fg z`umdc@zI{<-rn)Pi3zJnk24sI#^NrIhbY@Nc8>+&@%V=BA@5adtfXG2D-sI@qMo3$ 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literal 0 HcmV?d00001 diff --git a/Dependencies/imgui/examples/libs/usynergy/README.txt b/Dependencies/imgui/examples/libs/usynergy/README.txt new file mode 100644 index 000000000..c86b90965 --- /dev/null +++ b/Dependencies/imgui/examples/libs/usynergy/README.txt @@ -0,0 +1,8 @@ + +uSynergy client -- Implementation for the embedded Synergy client library +version 1.0.0, July 7th, 2012 +Copyright (c) 2012 Alex Evans + +This is a copy of the files once found at: + https://github.com/symless/synergy-core/tree/790d108a56ada9caad8e56ff777d444485a69da9/src/micro + diff --git a/Dependencies/imgui/examples/libs/usynergy/uSynergy.c b/Dependencies/imgui/examples/libs/usynergy/uSynergy.c new file mode 100644 index 000000000..8dce47b8a --- /dev/null +++ b/Dependencies/imgui/examples/libs/usynergy/uSynergy.c @@ -0,0 +1,636 @@ +/* +uSynergy client -- Implementation for the embedded Synergy client library + version 1.0.0, July 7th, 2012 + +Copyright (c) 2012 Alex Evans + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + + 3. This notice may not be removed or altered from any source + distribution. +*/ +#include "uSynergy.h" +#include +#include + + + +//--------------------------------------------------------------------------------------------------------------------- +// Internal helpers +//--------------------------------------------------------------------------------------------------------------------- + + + +/** +@brief Read 16 bit integer in network byte order and convert to native byte order +**/ +static int16_t sNetToNative16(const unsigned char *value) +{ +#ifdef USYNERGY_LITTLE_ENDIAN + return value[1] | (value[0] << 8); +#else + return value[0] | (value[1] << 8); +#endif +} + + + +/** +@brief Read 32 bit integer in network byte order and convert to native byte order +**/ +static int32_t sNetToNative32(const unsigned char *value) +{ +#ifdef USYNERGY_LITTLE_ENDIAN + return value[3] | (value[2] << 8) | (value[1] << 16) | (value[0] << 24); +#else + return value[0] | (value[1] << 8) | (value[2] << 16) | (value[3] << 24); +#endif +} + + + +/** +@brief Trace text to client +**/ +static void sTrace(uSynergyContext *context, const char* text) +{ + // Don't trace if we don't have a trace function + if (context->m_traceFunc != 0L) + context->m_traceFunc(context->m_cookie, text); +} + + + +/** +@brief Add string to reply packet +**/ +static void sAddString(uSynergyContext *context, const char *string) +{ + size_t len = strlen(string); + memcpy(context->m_replyCur, string, len); + context->m_replyCur += len; +} + + + +/** +@brief Add uint8 to reply packet +**/ +static void sAddUInt8(uSynergyContext *context, uint8_t value) +{ + *context->m_replyCur++ = value; +} + + + +/** +@brief Add uint16 to reply packet +**/ +static void sAddUInt16(uSynergyContext *context, uint16_t value) +{ + uint8_t *reply = context->m_replyCur; + *reply++ = (uint8_t)(value >> 8); + *reply++ = (uint8_t)value; + context->m_replyCur = reply; +} + + + +/** +@brief Add uint32 to reply packet +**/ +static void sAddUInt32(uSynergyContext *context, uint32_t value) +{ + uint8_t *reply = context->m_replyCur; + *reply++ = (uint8_t)(value >> 24); + *reply++ = (uint8_t)(value >> 16); + *reply++ = (uint8_t)(value >> 8); + *reply++ = (uint8_t)value; + context->m_replyCur = reply; +} + + + +/** +@brief Send reply packet +**/ +static uSynergyBool sSendReply(uSynergyContext *context) +{ + // Set header size + uint8_t *reply_buf = context->m_replyBuffer; + uint32_t reply_len = (uint32_t)(context->m_replyCur - reply_buf); /* Total size of reply */ + uint32_t body_len = reply_len - 4; /* Size of body */ + uSynergyBool ret; + reply_buf[0] = (uint8_t)(body_len >> 24); + reply_buf[1] = (uint8_t)(body_len >> 16); + reply_buf[2] = (uint8_t)(body_len >> 8); + reply_buf[3] = (uint8_t)body_len; + + // Send reply + ret = context->m_sendFunc(context->m_cookie, context->m_replyBuffer, reply_len); + + // Reset reply buffer write pointer + context->m_replyCur = context->m_replyBuffer+4; + return ret; +} + + + +/** +@brief Call mouse callback after a mouse event +**/ +static void sSendMouseCallback(uSynergyContext *context) +{ + // Skip if no callback is installed + if (context->m_mouseCallback == 0L) + return; + + // Send callback + context->m_mouseCallback(context->m_cookie, context->m_mouseX, context->m_mouseY, context->m_mouseWheelX, + context->m_mouseWheelY, context->m_mouseButtonLeft, context->m_mouseButtonRight, context->m_mouseButtonMiddle); +} + + + +/** +@brief Send keyboard callback when a key has been pressed or released +**/ +static void sSendKeyboardCallback(uSynergyContext *context, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat) +{ + // Skip if no callback is installed + if (context->m_keyboardCallback == 0L) + return; + + // Send callback + context->m_keyboardCallback(context->m_cookie, key, modifiers, down, repeat); +} + + + +/** +@brief Send joystick callback +**/ +static void sSendJoystickCallback(uSynergyContext *context, uint8_t joyNum) +{ + int8_t *sticks; + + // Skip if no callback is installed + if (context->m_joystickCallback == 0L) + return; + + // Send callback + sticks = context->m_joystickSticks[joyNum]; + context->m_joystickCallback(context->m_cookie, joyNum, context->m_joystickButtons[joyNum], sticks[0], sticks[1], sticks[2], sticks[3]); +} + + + +/** +@brief Parse a single client message, update state, send callbacks and send replies +**/ +#define USYNERGY_IS_PACKET(pkt_id) memcmp(message+4, pkt_id, 4)==0 +static void sProcessMessage(uSynergyContext *context, const uint8_t *message) +{ + // We have a packet! + if (memcmp(message+4, "Synergy", 7)==0) + { + // Welcome message + // kMsgHello = "Synergy%2i%2i" + // kMsgHelloBack = "Synergy%2i%2i%s" + sAddString(context, "Synergy"); + sAddUInt16(context, USYNERGY_PROTOCOL_MAJOR); + sAddUInt16(context, USYNERGY_PROTOCOL_MINOR); + sAddUInt32(context, (uint32_t)strlen(context->m_clientName)); + sAddString(context, context->m_clientName); + if (!sSendReply(context)) + { + // Send reply failed, let's try to reconnect + sTrace(context, "SendReply failed, trying to reconnect in a second"); + context->m_connected = USYNERGY_FALSE; + context->m_sleepFunc(context->m_cookie, 1000); + } + else + { + // Let's assume we're connected + char buffer[256+1]; + sprintf(buffer, "Connected as client \"%s\"", context->m_clientName); + sTrace(context, buffer); + context->m_hasReceivedHello = USYNERGY_TRUE; + } + return; + } + else if (USYNERGY_IS_PACKET("QINF")) + { + // Screen info. Reply with DINF + // kMsgQInfo = "QINF" + // kMsgDInfo = "DINF%2i%2i%2i%2i%2i%2i%2i" + uint16_t x = 0, y = 0, warp = 0; + sAddString(context, "DINF"); + sAddUInt16(context, x); + sAddUInt16(context, y); + sAddUInt16(context, context->m_clientWidth); + sAddUInt16(context, context->m_clientHeight); + sAddUInt16(context, warp); + sAddUInt16(context, 0); // mx? + sAddUInt16(context, 0); // my? + sSendReply(context); + return; + } + else if (USYNERGY_IS_PACKET("CIAK")) + { + // Do nothing? + // kMsgCInfoAck = "CIAK" + return; + } + else if (USYNERGY_IS_PACKET("CROP")) + { + // Do nothing? + // kMsgCResetOptions = "CROP" + return; + } + else if (USYNERGY_IS_PACKET("CINN")) + { + // Screen enter. Reply with CNOP + // kMsgCEnter = "CINN%2i%2i%4i%2i" + + // Obtain the Synergy sequence number + context->m_sequenceNumber = sNetToNative32(message + 12); + context->m_isCaptured = USYNERGY_TRUE; + + // Call callback + if (context->m_screenActiveCallback != 0L) + context->m_screenActiveCallback(context->m_cookie, USYNERGY_TRUE); + } + else if (USYNERGY_IS_PACKET("COUT")) + { + // Screen leave + // kMsgCLeave = "COUT" + context->m_isCaptured = USYNERGY_FALSE; + + // Call callback + if (context->m_screenActiveCallback != 0L) + context->m_screenActiveCallback(context->m_cookie, USYNERGY_FALSE); + } + else if (USYNERGY_IS_PACKET("DMDN")) + { + // Mouse down + // kMsgDMouseDown = "DMDN%1i" + char btn = message[8]-1; + if (btn==2) + context->m_mouseButtonRight = USYNERGY_TRUE; + else if (btn==1) + context->m_mouseButtonMiddle = USYNERGY_TRUE; + else + context->m_mouseButtonLeft = USYNERGY_TRUE; + sSendMouseCallback(context); + } + else if (USYNERGY_IS_PACKET("DMUP")) + { + // Mouse up + // kMsgDMouseUp = "DMUP%1i" + char btn = message[8]-1; + if (btn==2) + context->m_mouseButtonRight = USYNERGY_FALSE; + else if (btn==1) + context->m_mouseButtonMiddle = USYNERGY_FALSE; + else + context->m_mouseButtonLeft = USYNERGY_FALSE; + sSendMouseCallback(context); + } + else if (USYNERGY_IS_PACKET("DMMV")) + { + // Mouse move. Reply with CNOP + // kMsgDMouseMove = "DMMV%2i%2i" + context->m_mouseX = sNetToNative16(message+8); + context->m_mouseY = sNetToNative16(message+10); + sSendMouseCallback(context); + } + else if (USYNERGY_IS_PACKET("DMWM")) + { + // Mouse wheel + // kMsgDMouseWheel = "DMWM%2i%2i" + // kMsgDMouseWheel1_0 = "DMWM%2i" + context->m_mouseWheelX += sNetToNative16(message+8); + context->m_mouseWheelY += sNetToNative16(message+10); + sSendMouseCallback(context); + } + else if (USYNERGY_IS_PACKET("DKDN")) + { + // Key down + // kMsgDKeyDown = "DKDN%2i%2i%2i" + // kMsgDKeyDown1_0 = "DKDN%2i%2i" + //uint16_t id = sNetToNative16(message+8); + uint16_t mod = sNetToNative16(message+10); + uint16_t key = sNetToNative16(message+12); + sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_FALSE); + } + else if (USYNERGY_IS_PACKET("DKRP")) + { + // Key repeat + // kMsgDKeyRepeat = "DKRP%2i%2i%2i%2i" + // kMsgDKeyRepeat1_0 = "DKRP%2i%2i%2i" + uint16_t mod = sNetToNative16(message+10); +// uint16_t count = sNetToNative16(message+12); + uint16_t key = sNetToNative16(message+14); + sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_TRUE); + } + else if (USYNERGY_IS_PACKET("DKUP")) + { + // Key up + // kMsgDKeyUp = "DKUP%2i%2i%2i" + // kMsgDKeyUp1_0 = "DKUP%2i%2i" + //uint16 id=Endian::sNetToNative(sbuf[4]); + uint16_t mod = sNetToNative16(message+10); + uint16_t key = sNetToNative16(message+12); + sSendKeyboardCallback(context, key, mod, USYNERGY_FALSE, USYNERGY_FALSE); + } + else if (USYNERGY_IS_PACKET("DGBT")) + { + // Joystick buttons + // kMsgDGameButtons = "DGBT%1i%2i"; + uint8_t joy_num = message[8]; + if (joy_numm_joystickButtons[joy_num] = (message[9] << 8) | message[10]; + sSendJoystickCallback(context, joy_num); + } + } + else if (USYNERGY_IS_PACKET("DGST")) + { + // Joystick sticks + // kMsgDGameSticks = "DGST%1i%1i%1i%1i%1i"; + uint8_t joy_num = message[8]; + if (joy_numm_joystickSticks[joy_num], message+9, 4); + sSendJoystickCallback(context, joy_num); + } + } + else if (USYNERGY_IS_PACKET("DSOP")) + { + // Set options + // kMsgDSetOptions = "DSOP%4I" + } + else if (USYNERGY_IS_PACKET("CALV")) + { + // Keepalive, reply with CALV and then CNOP + // kMsgCKeepAlive = "CALV" + sAddString(context, "CALV"); + sSendReply(context); + // now reply with CNOP + } + else if (USYNERGY_IS_PACKET("DCLP")) + { + // Clipboard message + // kMsgDClipboard = "DCLP%1i%4i%s" + // + // The clipboard message contains: + // 1 uint32: The size of the message + // 4 chars: The identifier ("DCLP") + // 1 uint8: The clipboard index + // 1 uint32: The sequence number. It's zero, because this message is always coming from the server? + // 1 uint32: The total size of the remaining 'string' (as per the Synergy %s string format (which is 1 uint32 for size followed by a char buffer (not necessarily null terminated)). + // 1 uint32: The number of formats present in the message + // And then 'number of formats' times the following: + // 1 uint32: The format of the clipboard data + // 1 uint32: The size n of the clipboard data + // n uint8: The clipboard data + const uint8_t * parse_msg = message+17; + uint32_t num_formats = sNetToNative32(parse_msg); + parse_msg += 4; + for (; num_formats; num_formats--) + { + // Parse clipboard format header + uint32_t format = sNetToNative32(parse_msg); + uint32_t size = sNetToNative32(parse_msg+4); + parse_msg += 8; + + // Call callback + if (context->m_clipboardCallback) + context->m_clipboardCallback(context->m_cookie, format, parse_msg, size); + + parse_msg += size; + } + } + else + { + // Unknown packet, could be any of these + // kMsgCNoop = "CNOP" + // kMsgCClose = "CBYE" + // kMsgCClipboard = "CCLP%1i%4i" + // kMsgCScreenSaver = "CSEC%1i" + // kMsgDKeyRepeat = "DKRP%2i%2i%2i%2i" + // kMsgDKeyRepeat1_0 = "DKRP%2i%2i%2i" + // kMsgDMouseRelMove = "DMRM%2i%2i" + // kMsgEIncompatible = "EICV%2i%2i" + // kMsgEBusy = "EBSY" + // kMsgEUnknown = "EUNK" + // kMsgEBad = "EBAD" + char buffer[64]; + sprintf(buffer, "Unknown packet '%c%c%c%c'", message[4], message[5], message[6], message[7]); + sTrace(context, buffer); + return; + } + + // Reply with CNOP maybe? + sAddString(context, "CNOP"); + sSendReply(context); +} +#undef USYNERGY_IS_PACKET + + + +/** +@brief Mark context as being disconnected +**/ +static void sSetDisconnected(uSynergyContext *context) +{ + context->m_connected = USYNERGY_FALSE; + context->m_hasReceivedHello = USYNERGY_FALSE; + context->m_isCaptured = USYNERGY_FALSE; + context->m_replyCur = context->m_replyBuffer + 4; + context->m_sequenceNumber = 0; +} + + + +/** +@brief Update a connected context +**/ +static void sUpdateContext(uSynergyContext *context) +{ + /* Receive data (blocking) */ + int receive_size = USYNERGY_RECEIVE_BUFFER_SIZE - context->m_receiveOfs; + int num_received = 0; + int packlen = 0; + if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer + context->m_receiveOfs, receive_size, &num_received) == USYNERGY_FALSE) + { + /* Receive failed, let's try to reconnect */ + char buffer[128]; + sprintf(buffer, "Receive failed (%d bytes asked, %d bytes received), trying to reconnect in a second", receive_size, num_received); + sTrace(context, buffer); + sSetDisconnected(context); + context->m_sleepFunc(context->m_cookie, 1000); + return; + } + context->m_receiveOfs += num_received; + + /* If we didn't receive any data then we're probably still polling to get connected and + therefore not getting any data back. To avoid overloading the system with a Synergy + thread that would hammer on polling, we let it rest for a bit if there's no data. */ + if (num_received == 0) + context->m_sleepFunc(context->m_cookie, 500); + + /* Check for timeouts */ + if (context->m_hasReceivedHello) + { + uint32_t cur_time = context->m_getTimeFunc(); + if (num_received == 0) + { + /* Timeout after 2 secs of inactivity (we received no CALV) */ + if ((cur_time - context->m_lastMessageTime) > USYNERGY_IDLE_TIMEOUT) + sSetDisconnected(context); + } + else + context->m_lastMessageTime = cur_time; + } + + /* Eat packets */ + for (;;) + { + /* Grab packet length and bail out if the packet goes beyond the end of the buffer */ + packlen = sNetToNative32(context->m_receiveBuffer); + if (packlen+4 > context->m_receiveOfs) + break; + + /* Process message */ + sProcessMessage(context, context->m_receiveBuffer); + + /* Move packet to front of buffer */ + memmove(context->m_receiveBuffer, context->m_receiveBuffer+packlen+4, context->m_receiveOfs-packlen-4); + context->m_receiveOfs -= packlen+4; + } + + /* Throw away over-sized packets */ + if (packlen > USYNERGY_RECEIVE_BUFFER_SIZE) + { + /* Oversized packet, ditch tail end */ + char buffer[128]; + sprintf(buffer, "Oversized packet: '%c%c%c%c' (length %d)", context->m_receiveBuffer[4], context->m_receiveBuffer[5], context->m_receiveBuffer[6], context->m_receiveBuffer[7], packlen); + sTrace(context, buffer); + num_received = context->m_receiveOfs-4; // 4 bytes for the size field + while (num_received != packlen) + { + int buffer_left = packlen - num_received; + int to_receive = buffer_left < USYNERGY_RECEIVE_BUFFER_SIZE ? buffer_left : USYNERGY_RECEIVE_BUFFER_SIZE; + int ditch_received = 0; + if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer, to_receive, &ditch_received) == USYNERGY_FALSE) + { + /* Receive failed, let's try to reconnect */ + sTrace(context, "Receive failed, trying to reconnect in a second"); + sSetDisconnected(context); + context->m_sleepFunc(context->m_cookie, 1000); + break; + } + else + { + num_received += ditch_received; + } + } + context->m_receiveOfs = 0; + } +} + + +//--------------------------------------------------------------------------------------------------------------------- +// Public interface +//--------------------------------------------------------------------------------------------------------------------- + + + +/** +@brief Initialize uSynergy context +**/ +void uSynergyInit(uSynergyContext *context) +{ + /* Zero memory */ + memset(context, 0, sizeof(uSynergyContext)); + + /* Initialize to default state */ + sSetDisconnected(context); +} + + +/** +@brief Update uSynergy +**/ +void uSynergyUpdate(uSynergyContext *context) +{ + if (context->m_connected) + { + /* Update context, receive data, call callbacks */ + sUpdateContext(context); + } + else + { + /* Try to connect */ + if (context->m_connectFunc(context->m_cookie)) + context->m_connected = USYNERGY_TRUE; + } +} + + + +/** +@brief Send clipboard data +**/ +void uSynergySendClipboard(uSynergyContext *context, const char *text) +{ + // Calculate maximum size that will fit in a reply packet + uint32_t overhead_size = 4 + /* Message size */ + 4 + /* Message ID */ + 1 + /* Clipboard index */ + 4 + /* Sequence number */ + 4 + /* Rest of message size (because it's a Synergy string from here on) */ + 4 + /* Number of clipboard formats */ + 4 + /* Clipboard format */ + 4; /* Clipboard data length */ + uint32_t max_length = USYNERGY_REPLY_BUFFER_SIZE - overhead_size; + + // Clip text to max length + uint32_t text_length = (uint32_t)strlen(text); + if (text_length > max_length) + { + char buffer[128]; + sprintf(buffer, "Clipboard buffer too small, clipboard truncated at %d characters", max_length); + sTrace(context, buffer); + text_length = max_length; + } + + // Assemble packet + sAddString(context, "DCLP"); + sAddUInt8(context, 0); /* Clipboard index */ + sAddUInt32(context, context->m_sequenceNumber); + sAddUInt32(context, 4+4+4+text_length); /* Rest of message size: numFormats, format, length, data */ + sAddUInt32(context, 1); /* Number of formats (only text for now) */ + sAddUInt32(context, USYNERGY_CLIPBOARD_FORMAT_TEXT); + sAddUInt32(context, text_length); + sAddString(context, text); + sSendReply(context); +} diff --git a/Dependencies/imgui/examples/libs/usynergy/uSynergy.h b/Dependencies/imgui/examples/libs/usynergy/uSynergy.h new file mode 100644 index 000000000..cedc38783 --- /dev/null +++ b/Dependencies/imgui/examples/libs/usynergy/uSynergy.h @@ -0,0 +1,420 @@ +/* +uSynergy client -- Interface for the embedded Synergy client library + version 1.0.0, July 7th, 2012 + +Copyright (C) 2012 Synergy Si Ltd. +Copyright (c) 2012 Alex Evans + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + + 3. This notice may not be removed or altered from any source + distribution. +*/ +#include + +#ifdef __cplusplus +extern "C" { +#endif + + + +//--------------------------------------------------------------------------------------------------------------------- +// Configuration +//--------------------------------------------------------------------------------------------------------------------- + + + +/** +@brief Determine endianness +**/ +#if defined(USYNERGY_LITTLE_ENDIAN) && defined(USYNERGY_BIG_ENDIAN) + /* Ambiguous: both endians specified */ + #error "Can't define both USYNERGY_LITTLE_ENDIAN and USYNERGY_BIG_ENDIAN" +#elif !defined(USYNERGY_LITTLE_ENDIAN) && !defined(USYNERGY_BIG_ENDIAN) + /* Attempt to auto detect */ + #if defined(__LITTLE_ENDIAN__) || defined(LITTLE_ENDIAN) || (_BYTE_ORDER == _LITTLE_ENDIAN) + #define USYNERGY_LITTLE_ENDIAN + #elif defined(__BIG_ENDIAN__) || defined(BIG_ENDIAN) || (_BYTE_ORDER == _BIG_ENDIAN) + #define USYNERGY_BIG_ENDIAN + #else + #error "Can't detect endian-nes, please defined either USYNERGY_LITTLE_ENDIAN or USYNERGY_BIG_ENDIAN"; + #endif +#else + /* User-specified endian-nes, nothing to do for us */ +#endif + + + +//--------------------------------------------------------------------------------------------------------------------- +// Types and Constants +//--------------------------------------------------------------------------------------------------------------------- + + + +/** +@brief Boolean type +**/ +typedef int uSynergyBool; +#define USYNERGY_FALSE 0 /* False value */ +#define USYNERGY_TRUE 1 /* True value */ + + +/** +@brief User context type + +The uSynergyCookie type is an opaque type that is used by uSynergy to communicate to the client. It is passed along to +callback functions as context. +**/ +typedef struct { int ignored; } * uSynergyCookie; + + + +/** +@brief Clipboard types +**/ +enum uSynergyClipboardFormat +{ + USYNERGY_CLIPBOARD_FORMAT_TEXT = 0, /* Text format, UTF-8, newline is LF */ + USYNERGY_CLIPBOARD_FORMAT_BITMAP = 1, /* Bitmap format, BMP 24/32bpp, BI_RGB */ + USYNERGY_CLIPBOARD_FORMAT_HTML = 2, /* HTML format, HTML fragment, UTF-8, newline is LF */ +}; + + + +/** +@brief Constants and limits +**/ +#define USYNERGY_NUM_JOYSTICKS 4 /* Maximum number of supported joysticks */ + +#define USYNERGY_PROTOCOL_MAJOR 1 /* Major protocol version */ +#define USYNERGY_PROTOCOL_MINOR 4 /* Minor protocol version */ + +#define USYNERGY_IDLE_TIMEOUT 2000 /* Timeout in milliseconds before reconnecting */ + +#define USYNERGY_TRACE_BUFFER_SIZE 1024 /* Maximum length of traced message */ +#define USYNERGY_REPLY_BUFFER_SIZE 1024 /* Maximum size of a reply packet */ +#define USYNERGY_RECEIVE_BUFFER_SIZE 4096 /* Maximum size of an incoming packet */ + + + +/** +@brief Keyboard constants +**/ +#define USYNERGY_MODIFIER_SHIFT 0x0001 /* Shift key modifier */ +#define USYNERGY_MODIFIER_CTRL 0x0002 /* Ctrl key modifier */ +#define USYNERGY_MODIFIER_ALT 0x0004 /* Alt key modifier */ +#define USYNERGY_MODIFIER_META 0x0008 /* Meta key modifier */ +#define USYNERGY_MODIFIER_WIN 0x0010 /* Windows key modifier */ +#define USYNERGY_MODIFIER_ALT_GR 0x0020 /* AltGr key modifier */ +#define USYNERGY_MODIFIER_LEVEL5LOCK 0x0040 /* Level5Lock key modifier */ +#define USYNERGY_MODIFIER_CAPSLOCK 0x1000 /* CapsLock key modifier */ +#define USYNERGY_MODIFIER_NUMLOCK 0x2000 /* NumLock key modifier */ +#define USYNERGY_MODIFIER_SCROLLOCK 0x4000 /* ScrollLock key modifier */ + + + + +//--------------------------------------------------------------------------------------------------------------------- +// Functions and Callbacks +//--------------------------------------------------------------------------------------------------------------------- + + + +/** +@brief Connect function + +This function is called when uSynergy needs to connect to the host. It doesn't imply a network implementation or +destination address, that must all be handled on the user side. The function should return USYNERGY_TRUE if a +connection was established or USYNERGY_FALSE if it could not connect. + +When network errors occur (e.g. uSynergySend or uSynergyReceive fail) then the connect call will be called again +so the implementation of the function must close any old connections and clean up resources before retrying. + +@param cookie Cookie supplied in the Synergy context +**/ +typedef uSynergyBool (*uSynergyConnectFunc)(uSynergyCookie cookie); + + + +/** +@brief Send function + +This function is called when uSynergy needs to send something over the default connection. It should return +USYNERGY_TRUE if sending succeeded and USYNERGY_FALSE otherwise. This function should block until the send +operation is completed. + +@param cookie Cookie supplied in the Synergy context +@param buffer Address of buffer to send +@param length Length of buffer to send +**/ +typedef uSynergyBool (*uSynergySendFunc)(uSynergyCookie cookie, const uint8_t *buffer, int length); + + + +/** +@brief Receive function + +This function is called when uSynergy needs to receive data from the default connection. It should return +USYNERGY_TRUE if receiving data succeeded and USYNERGY_FALSE otherwise. This function should block until data +has been received and wait for data to become available. If @a outLength is set to 0 upon completion it is +assumed that the connection is alive, but still in a connecting state and needs time to settle. + +@param cookie Cookie supplied in the Synergy context +@param buffer Address of buffer to receive data into +@param maxLength Maximum amount of bytes to write into the receive buffer +@param outLength Address of integer that receives the actual amount of bytes written into @a buffer +**/ +typedef uSynergyBool (*uSynergyReceiveFunc)(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength); + + + +/** +@brief Thread sleep function + +This function is called when uSynergy wants to suspend operation for a while before retrying an operation. It +is mostly used when a socket times out or disconnect occurs to prevent uSynergy from continuously hammering a +network connection in case the network is down. + +@param cookie Cookie supplied in the Synergy context +@param timeMs Time to sleep the current thread (in milliseconds) +**/ +typedef void (*uSynergySleepFunc)(uSynergyCookie cookie, int timeMs); + + + +/** +@brief Get time function + +This function is called when uSynergy needs to know the current time. This is used to determine when timeouts +have occured. The time base should be a cyclic millisecond time value. + +@returns Time value in milliseconds +**/ +typedef uint32_t (*uSynergyGetTimeFunc)(); + + + +/** +@brief Trace function + +This function is called when uSynergy wants to trace something. It is optional to show these messages, but they +are often useful when debugging. uSynergy only traces major events like connecting and disconnecting. Usually +only a single trace is shown when the connection is established and no more trace are called. + +@param cookie Cookie supplied in the Synergy context +@param text Text to be traced +**/ +typedef void (*uSynergyTraceFunc)(uSynergyCookie cookie, const char *text); + + + +/** +@brief Screen active callback + +This callback is called when Synergy makes the screen active or inactive. This +callback is usually sent when the mouse enters or leaves the screen. + +@param cookie Cookie supplied in the Synergy context +@param active Activation flag, 1 if the screen has become active, 0 if the screen has become inactive +**/ +typedef void (*uSynergyScreenActiveCallback)(uSynergyCookie cookie, uSynergyBool active); + + + +/** +@brief Mouse callback + +This callback is called when a mouse events happens. The mouse X and Y position, +wheel and button state is communicated in the message. It's up to the user to +interpret if this is a mouse up, down, double-click or other message. + +@param cookie Cookie supplied in the Synergy context +@param x Mouse X position +@param y Mouse Y position +@param wheelX Mouse wheel X position +@param wheelY Mouse wheel Y position +@param buttonLeft Left button pressed status, 0 for released, 1 for pressed +@param buttonMiddle Middle button pressed status, 0 for released, 1 for pressed +@param buttonRight Right button pressed status, 0 for released, 1 for pressed +**/ +typedef void (*uSynergyMouseCallback)(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY, uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle); + + + +/** +@brief Key event callback + +This callback is called when a key is pressed or released. + +@param cookie Cookie supplied in the Synergy context +@param key Key code of key that was pressed or released +@param modifiers Status of modifier keys (alt, shift, etc.) +@param down Down or up status, 1 is key is pressed down, 0 if key is released (up) +@param repeat Repeat flag, 1 if the key is down because the key is repeating, 0 if the key is initially pressed by the user +**/ +typedef void (*uSynergyKeyboardCallback)(uSynergyCookie cookie, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat); + + + +/** +@brief Joystick event callback + +This callback is called when a joystick stick or button changes. It is possible that multiple callbacks are +fired when different sticks or buttons change as these are individual messages in the packet stream. Each +callback will contain all the valid state for the different axes and buttons. The last callback received will +represent the most current joystick state. + +@param cookie Cookie supplied in the Synergy context +@param joyNum Joystick number, always in the range [0 ... USYNERGY_NUM_JOYSTICKS> +@param buttons Button pressed mask +@param leftStickX Left stick X position, in range [-127 ... 127] +@param leftStickY Left stick Y position, in range [-127 ... 127] +@param rightStickX Right stick X position, in range [-127 ... 127] +@param rightStickY Right stick Y position, in range [-127 ... 127] +**/ +typedef void (*uSynergyJoystickCallback)(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY); + + + +/** +@brief Clipboard event callback + +This callback is called when something is placed on the clipboard. Multiple callbacks may be fired for +multiple clipboard formats if they are supported. The data provided is read-only and may not be modified +by the application. + +@param cookie Cookie supplied in the Synergy context +@param format Clipboard format +@param data Memory area containing the clipboard raw data +@param size Size of clipboard data +**/ +typedef void (*uSynergyClipboardCallback)(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size); + + + +//--------------------------------------------------------------------------------------------------------------------- +// Context +//--------------------------------------------------------------------------------------------------------------------- + + + +/** +@brief uSynergy context +**/ +typedef struct +{ + /* Mandatory configuration data, filled in by client */ + uSynergyConnectFunc m_connectFunc; /* Connect function */ + uSynergySendFunc m_sendFunc; /* Send data function */ + uSynergyReceiveFunc m_receiveFunc; /* Receive data function */ + uSynergySleepFunc m_sleepFunc; /* Thread sleep function */ + uSynergyGetTimeFunc m_getTimeFunc; /* Get current time function */ + const char* m_clientName; /* Name of Synergy Screen / Client */ + uint16_t m_clientWidth; /* Width of screen */ + uint16_t m_clientHeight; /* Height of screen */ + + /* Optional configuration data, filled in by client */ + uSynergyCookie m_cookie; /* Cookie pointer passed to callback functions (can be NULL) */ + uSynergyTraceFunc m_traceFunc; /* Function for tracing status (can be NULL) */ + uSynergyScreenActiveCallback m_screenActiveCallback; /* Callback for entering and leaving screen */ + uSynergyMouseCallback m_mouseCallback; /* Callback for mouse events */ + uSynergyKeyboardCallback m_keyboardCallback; /* Callback for keyboard events */ + uSynergyJoystickCallback m_joystickCallback; /* Callback for joystick events */ + uSynergyClipboardCallback m_clipboardCallback; /* Callback for clipboard events */ + + /* State data, used internall by client, initialized by uSynergyInit() */ + uSynergyBool m_connected; /* Is our socket connected? */ + uSynergyBool m_hasReceivedHello; /* Have we received a 'Hello' from the server? */ + uSynergyBool m_isCaptured; /* Is Synergy active (i.e. this client is receiving input messages?) */ + uint32_t m_lastMessageTime; /* Time at which last message was received */ + uint32_t m_sequenceNumber; /* Packet sequence number */ + uint8_t m_receiveBuffer[USYNERGY_RECEIVE_BUFFER_SIZE]; /* Receive buffer */ + int m_receiveOfs; /* Receive buffer offset */ + uint8_t m_replyBuffer[USYNERGY_REPLY_BUFFER_SIZE]; /* Reply buffer */ + uint8_t* m_replyCur; /* Write offset into reply buffer */ + uint16_t m_mouseX; /* Mouse X position */ + uint16_t m_mouseY; /* Mouse Y position */ + int16_t m_mouseWheelX; /* Mouse wheel X position */ + int16_t m_mouseWheelY; /* Mouse wheel Y position */ + uSynergyBool m_mouseButtonLeft; /* Mouse left button */ + uSynergyBool m_mouseButtonRight; /* Mouse right button */ + uSynergyBool m_mouseButtonMiddle; /* Mouse middle button */ + int8_t m_joystickSticks[USYNERGY_NUM_JOYSTICKS][4]; /* Joystick stick position in 2 axes for 2 sticks */ + uint16_t m_joystickButtons[USYNERGY_NUM_JOYSTICKS]; /* Joystick button state */ +} uSynergyContext; + + + +//--------------------------------------------------------------------------------------------------------------------- +// Interface +//--------------------------------------------------------------------------------------------------------------------- + + + +/** +@brief Initialize uSynergy context + +This function initializes @a context for use. Call this function directly after +creating the context, before filling in any configuration data in it. Not calling +this function will cause undefined behavior. + +@param context Context to be initialized +**/ +extern void uSynergyInit(uSynergyContext *context); + + + +/** +@brief Update uSynergy + +This function updates uSynergy and does the bulk of the work. It does connection management, +receiving data, reconnecting after errors or timeouts and so on. It assumes that networking +operations are blocking and it can suspend the current thread if it needs to wait. It is +best practice to call uSynergyUpdate from a background thread so it is responsive. + +Because uSynergy relies mostly on blocking calls it will mostly stay in thread sleep state +waiting for system mutexes and won't eat much memory. + +uSynergyUpdate doesn't do any memory allocations or have any side effects beyond those of +the callbacks it calls. + +@param context Context to be updated +**/ +extern void uSynergyUpdate(uSynergyContext *context); + + + +/** +@brief Send clipboard data + +This function sets new clipboard data and sends it to the server. Use this function if +your client cuts or copies data onto the clipboard that it needs to share with the +server. + +Currently there is only support for plaintext, but HTML and image data could be +supported with some effort. + +@param context Context to send clipboard data to +@param text Text to set to the clipboard +**/ +extern void uSynergySendClipboard(uSynergyContext *context, const char *text); + + + +#ifdef __cplusplus +}; +#endif diff --git a/Dependencies/imgui/imconfig.h b/Dependencies/imgui/imconfig.h new file mode 100644 index 000000000..ed265082d --- /dev/null +++ b/Dependencies/imgui/imconfig.h @@ -0,0 +1,120 @@ +//----------------------------------------------------------------------------- +// COMPILE-TIME OPTIONS FOR DEAR IMGUI +// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. +// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. +//----------------------------------------------------------------------------- +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it) +// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template. +//----------------------------------------------------------------------------- +// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp +// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. +// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. +// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using. +//----------------------------------------------------------------------------- + +#pragma once + +//---- Define assertion handler. Defaults to calling assert(). +// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. +//#define IM_ASSERT(_EXPR) MyAssert(_EXPR) +//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts + +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows +// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +//#define IMGUI_API __declspec( dllexport ) +//#define IMGUI_API __declspec( dllimport ) + +//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. +//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS +//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions. + +//---- Disable all of Dear ImGui or don't implement standard windows/tools. +// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp. +//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. +//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. +//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowStackToolWindow() will be empty (this was called IMGUI_DISABLE_METRICS_WINDOW before 1.88). + +//---- Don't implement some functions to reduce linkage requirements. +//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) +//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) +//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). +//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) +//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. +//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. +//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). +//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available + +//---- Include imgui_user.h at the end of imgui.h as a convenience +//#define IMGUI_INCLUDE_IMGUI_USER_H + +//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) +//#define IMGUI_USE_BGRA_PACKED_COLOR + +//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) +//#define IMGUI_USE_WCHAR32 + +//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version +// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if enabled +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + +//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) +// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h. +//#define IMGUI_USE_STB_SPRINTF + +//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) +// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). +// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. +//#define IMGUI_ENABLE_FREETYPE + +//---- Use stb_truetype to build and rasterize the font atlas (default) +// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. +//#define IMGUI_ENABLE_STB_TRUETYPE + +//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. +// This will be inlined as part of ImVec2 and ImVec4 class declarations. +/* +#define IM_VEC2_CLASS_EXTRA \ + constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \ + operator MyVec2() const { return MyVec2(x,y); } + +#define IM_VEC4_CLASS_EXTRA \ + constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \ + operator MyVec4() const { return MyVec4(x,y,z,w); } +*/ + +//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. +// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). +// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. +// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. +//#define ImDrawIdx unsigned int + +//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + +//---- Debug Tools: Macro to break in Debugger +// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() + +//---- Debug Tools: Enable slower asserts +//#define IMGUI_DEBUG_PARANOID + +//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. +/* +namespace ImGui +{ + void MyFunction(const char* name, const MyMatrix44& v); +} +*/ diff --git a/Dependencies/imgui/imgui.cpp b/Dependencies/imgui/imgui.cpp new file mode 100644 index 000000000..190fd0511 --- /dev/null +++ b/Dependencies/imgui/imgui.cpp @@ -0,0 +1,14206 @@ +// dear imgui, v1.89 +// (main code and documentation) + +// Help: +// - Read FAQ at http://dearimgui.org/faq +// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// Read imgui.cpp for details, links and comments. + +// Resources: +// - FAQ http://dearimgui.org/faq +// - Homepage & latest https://github.com/ocornut/imgui +// - Releases & changelog https://github.com/ocornut/imgui/releases +// - Gallery https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!) +// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Issues & support https://github.com/ocornut/imgui/issues + +// Getting Started? +// - For first-time users having issues compiling/linking/running or issues loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. + +// Developed by Omar Cornut and every direct or indirect contributors to the GitHub. +// See LICENSE.txt for copyright and licensing details (standard MIT License). +// This library is free but needs your support to sustain development and maintenance. +// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com". +// Individuals: you can support continued development via donations. See docs/README or web page. + +// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. +// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without +// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't +// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you +// to a better solution or official support for them. + +/* + +Index of this file: + +DOCUMENTATION + +- MISSION STATEMENT +- END-USER GUIDE +- PROGRAMMER GUIDE + - READ FIRST + - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + - HOW A SIMPLE APPLICATION MAY LOOK LIKE + - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + - USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS +- API BREAKING CHANGES (read me when you update!) +- FREQUENTLY ASKED QUESTIONS (FAQ) + - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer) + +CODE +(search for "[SECTION]" in the code to find them) + +// [SECTION] INCLUDES +// [SECTION] FORWARD DECLARATIONS +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +// [SECTION] MISC HELPERS/UTILITIES (File functions) +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// [SECTION] ImGuiStorage +// [SECTION] ImGuiTextFilter +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex +// [SECTION] ImGuiListClipper +// [SECTION] STYLING +// [SECTION] RENDER HELPERS +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] INPUTS +// [SECTION] ERROR CHECKING +// [SECTION] LAYOUT +// [SECTION] SCROLLING +// [SECTION] TOOLTIPS +// [SECTION] POPUPS +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +// [SECTION] DRAG AND DROP +// [SECTION] LOGGING/CAPTURING +// [SECTION] SETTINGS +// [SECTION] VIEWPORTS +// [SECTION] PLATFORM DEPENDENT HELPERS +// [SECTION] METRICS/DEBUGGER WINDOW +// [SECTION] DEBUG LOG WINDOW +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) + +*/ + +//----------------------------------------------------------------------------- +// DOCUMENTATION +//----------------------------------------------------------------------------- + +/* + + MISSION STATEMENT + ================= + + - Easy to use to create code-driven and data-driven tools. + - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. + - Easy to hack and improve. + - Minimize setup and maintenance. + - Minimize state storage on user side. + - Minimize state synchronization. + - Portable, minimize dependencies, run on target (consoles, phones, etc.). + - Efficient runtime and memory consumption. + + Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes: + + - Doesn't look fancy, doesn't animate. + - Limited layout features, intricate layouts are typically crafted in code. + + + END-USER GUIDE + ============== + + - Double-click on title bar to collapse window. + - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin(). + - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents). + - Click and drag on any empty space to move window. + - TAB/SHIFT+TAB to cycle through keyboard editable fields. + - CTRL+Click on a slider or drag box to input value as text. + - Use mouse wheel to scroll. + - Text editor: + - Hold SHIFT or use mouse to select text. + - CTRL+Left/Right to word jump. + - CTRL+Shift+Left/Right to select words. + - CTRL+A or Double-Click to select all. + - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/ + - CTRL+Z,CTRL+Y to undo/redo. + - ESCAPE to revert text to its original value. + - Controls are automatically adjusted for OSX to match standard OSX text editing operations. + - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard. + - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. Download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets + + + PROGRAMMER GUIDE + ================ + + READ FIRST + ---------- + - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) + - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or + destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs. + - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. + - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. + - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. + - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. + For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI, + where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. + - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. + - This codebase is also optimized to yield decent performances with typical "Debug" builds settings. + - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). + If you get an assert, read the messages and comments around the assert. + - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace. + - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. + See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. + However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase. + - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!). + + + HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + ---------------------------------------------- + - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h) + - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master". + - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file. + - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. + If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed + from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will + likely be a comment about it. Please report any issue to the GitHub page! + - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file. + - Try to keep your copy of Dear ImGui reasonably up to date. + + + GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + --------------------------------------------------------------- + - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. + - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder. + - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system. + It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL). + - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. + - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. + - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. + Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" + phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render(). + - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code. + - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. + + + HOW A SIMPLE APPLICATION MAY LOOK LIKE + -------------------------------------- + EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). + The sub-folders in examples/ contain examples applications following this structure. + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Application main loop + while (true) + { + // Feed inputs to dear imgui, start new frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // Any application code here + ImGui::Text("Hello, world!"); + + // Render dear imgui into screen + ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + g_pSwapChain->Present(1, 0); + } + + // Shutdown + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Build and load the texture atlas into a texture + // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) + int width, height; + unsigned char* pixels = NULL; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // At this point you've got the texture data and you need to upload that to your graphic system: + // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. + // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. + MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) + io.Fonts->SetTexID((void*)texture); + + // Application main loop + while (true) + { + // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. + // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends) + io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) + io.DisplaySize.x = 1920.0f; // set the current display width + io.DisplaySize.y = 1280.0f; // set the current display height here + io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position + io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states + io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states + + // Call NewFrame(), after this point you can use ImGui::* functions anytime + // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) + ImGui::NewFrame(); + + // Most of your application code here + ImGui::Text("Hello, world!"); + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! + + // Render dear imgui, swap buffers + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) + ImGui::EndFrame(); + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + MyImGuiRenderFunction(draw_data); + SwapBuffers(); + } + + // Shutdown + ImGui::DestroyContext(); + + To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, + you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + Please read the FAQ and example applications for details about this! + + + HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + --------------------------------------------- + The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. + + void MyImGuiRenderFunction(ImDrawData* draw_data) + { + // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. + // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // We are using scissoring to clip some objects. All low-level graphics API should support it. + // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches + // (some elements visible outside their bounds) but you can fix that once everything else works! + // - Clipping coordinates are provided in imgui coordinates space: + // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size + // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. + // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) + MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); + + // The texture for the draw call is specified by pcmd->GetTexID(). + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); + + // Render 'pcmd->ElemCount/3' indexed triangles. + // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); + } + } + } + } + + + USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS + ------------------------------------------ + - The gamepad/keyboard navigation is fairly functional and keeps being improved. + - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse! + - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. + - Keyboard: + - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. + - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), + the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from: + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). + - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. + Please reach out if you think the game vs navigation input sharing could be improved. + - Gamepad: + - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. + - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. + For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. + Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead! + - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets + - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, + with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + - Mouse: + - PS4/PS5 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. + Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements. + When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. + When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse moving back and forth!) + (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want + to set a boolean to ignore your other external mouse positions until the external source is moved again.) + + + API BREAKING CHANGES + ==================== + + Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. + Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. + When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + You can read releases logs https://github.com/ocornut/imgui/releases for more details. + + - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79. + - 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details. + - 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete). + - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl + - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift + - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt + - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super + the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends. + the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions. + exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway. + - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr); + - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020): + - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags) + - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. + this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item. + - previously this would make the window content size ~200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - instead, please submit an item: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + - alternative: + Begin(...) + Dummy(ImVec2(200,200)) + End(); + - content size is now only extended when submitting an item! + - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert. + - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it. + - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete). + - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter. + - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values. + - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer. + - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier. + - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this. + - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes). + - Official backends from 1.87+ -> no issue. + - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating! + - Custom backends not writing to io.NavInputs[] -> no issue. + - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing! + - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[]. + - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete). + - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary. + - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO. + - 2022/01/20 (1.87) - inputs: reworded gamepad IO. + - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. + - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). + - 2022/01/17 (1.87) - inputs: reworked mouse IO. + - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() + - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() + - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() + - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] + note: for all calls to IO new functions, the Dear ImGui context should be bound/current. + read https://github.com/ocornut/imgui/issues/4921 for details. + - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. + - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes). + - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.* + - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. + - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. + - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. + - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) + - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() + - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x + - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); + - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect + - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex + - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings + - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. + - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. + - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): + - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() + - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder + - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). + - if you are using official backends from the source tree: you have nothing to do. + - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). + - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. + - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft + - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight + - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc. + flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. + breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": + - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) + - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) + - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) + - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. + this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. + the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. + legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). + - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): + - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() + - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing. + - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. + - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. + - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed. + - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete). + - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete). + - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete). + - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. + - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. + - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018): + - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). + - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg + - ImGuiInputTextCallback -> use ImGuiTextEditCallback + - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData + - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete). + - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added! + - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API. + - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures + - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018): + - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend + - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow) + - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT + - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT + - removed redirecting functions names that were marked obsolete in 1.61 (May 2018): + - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision. + - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter. + - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). + - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). + - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. + - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. + - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. + - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now! + - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). + replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). + worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions: + - if you omitted the 'power' parameter (likely!), you are not affected. + - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. + - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. + see https://github.com/ocornut/imgui/issues/3361 for all details. + kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. + for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. + - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. + - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79] + - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017. + - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular(). + - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more. + - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead. + - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. + - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): + - ShowTestWindow() -> use ShowDemoWindow() + - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) + - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() + - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg + - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding + - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap + - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS + - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API. + - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). + - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. + - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): + - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed + - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) + - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() + - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) + - ImFont::Glyph -> use ImFontGlyph + - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. + - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). + - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. + - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). + - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). + - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! + - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). + - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). + - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. + - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. + - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. + - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). + - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. + If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. + - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) + - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. + - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). + - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). + - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). + - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. + - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. + - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. + - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). + - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). + old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports. + when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. + - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. + - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. + - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. + If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. + - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", + consistent with other functions. Kept redirection functions (will obsolete). + - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. + - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch). + - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. + - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. + - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. + - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. + - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. + - 2018/02/07 (1.60) - reorganized context handling to be more explicit, + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. + - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. + - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. + - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. + - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). + - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags + - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. + - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. + - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). + - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). + - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). + - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). + - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). + - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. + - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. + - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. + - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. + - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. + - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); + - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. + - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. + - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. + removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] + - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! + - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). + - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). + - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). + - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". + - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! + - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). + - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). + - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. + - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. + - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). + - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). + - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. + - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. + - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))' + - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse + - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. + - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild(). + - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. + - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. + - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal. + - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } + If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. + - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). + - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. + - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). + - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337). + - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) + - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). + - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. + - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you. + - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. + - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. + - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position. + GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. + GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! + - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize + - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. + - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason + - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure. + you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. + - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + this necessary change will break your rendering function! the fix should be very easy. sorry for that :( + - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. + - the signature of the io.RenderDrawListsFn handler has changed! + old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). + parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' + ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. + ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. + - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. + - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! + - 2015/07/10 (1.43) - changed SameLine() parameters from int to float. + - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). + - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. + - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry! + - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). + - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). + - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. + - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened. + - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). + - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50. + - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API + - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. + - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. + - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50. + - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing + - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50. + - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing) + - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50. + - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once. + - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now. + - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior + - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing() + - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) + - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. + - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. + - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. + - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); + you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. + - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID() + - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) + - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets + - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) + - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) + - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility + - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered() + - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly) + - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity) + - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale() + - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn + - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically) + - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite + - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes + + + FREQUENTLY ASKED QUESTIONS (FAQ) + ================================ + + Read all answers online: + https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url) + Read all answers locally (with a text editor or ideally a Markdown viewer): + docs/FAQ.md + Some answers are copied down here to facilitate searching in code. + + Q&A: Basics + =========== + + Q: Where is the documentation? + A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++. + - Run the examples/ and explore them. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the + examples/ folder to explain how to integrate Dear ImGui with your own engine/application. + - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. + - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. + - Your programming IDE is your friend, find the type or function declaration to find comments + associated with it. + + Q: What is this library called? + Q: Which version should I get? + >> This library is called "Dear ImGui", please don't call it "ImGui" :) + >> See https://www.dearimgui.org/faq for details. + + Q&A: Integration + ================ + + Q: How to get started? + A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. + + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? + A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + >> See https://www.dearimgui.org/faq for a fully detailed answer. You really want to read this. + + Q. How can I enable keyboard controls? + Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) + Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... + Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... + >> See https://www.dearimgui.org/faq + + Q&A: Usage + ---------- + + Q: About the ID Stack system.. + - Why is my widget not reacting when I click on it? + - How can I have widgets with an empty label? + - How can I have multiple widgets with the same label? + - How can I have multiple windows with the same label? + Q: How can I display an image? What is ImTextureID, how does it work? + Q: How can I use my own math types instead of ImVec2/ImVec4? + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + Q: How can I display custom shapes? (using low-level ImDrawList API) + >> See https://www.dearimgui.org/faq + + Q&A: Fonts, Text + ================ + + Q: How should I handle DPI in my application? + Q: How can I load a different font than the default? + Q: How can I easily use icons in my application? + Q: How can I load multiple fonts? + Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? + >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md + + Q&A: Concerns + ============= + + Q: Who uses Dear ImGui? + Q: Can you create elaborate/serious tools with Dear ImGui? + Q: Can you reskin the look of Dear ImGui? + Q: Why using C++ (as opposed to C)? + >> See https://www.dearimgui.org/faq + + Q&A: Community + ============== + + Q: How can I help? + A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui! + We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. + This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project. + - Individuals: you can support continued development via PayPal donations. See README. + - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt + and see how you want to help and can help! + - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. + You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers. + But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately). + +*/ + +//------------------------------------------------------------------------- +// [SECTION] INCLUDES +//------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +// System includes +#include // vsnprintf, sscanf, printf +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled +#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif + +// [Windows] OS specific includes (optional) +#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_FUNCTIONS +#endif +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#ifndef NOMINMAX +#define NOMINMAX +#endif +#ifndef __MINGW32__ +#include // _wfopen, OpenClipboard +#else +#include +#endif +#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions +#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif +#endif + +// [Apple] OS specific includes +#if defined(__APPLE__) +#include +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +// Debug options +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL +#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window +#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower) + +// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. +static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in +static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear + +// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) +static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). +static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. + +//------------------------------------------------------------------------- +// [SECTION] FORWARD DECLARATIONS +//------------------------------------------------------------------------- + +static void SetCurrentWindow(ImGuiWindow* window); +static void FindHoveredWindow(); +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); + +static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); + +// Settings +static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); +static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); + +// Platform Dependents default implementation for IO functions +static const char* GetClipboardTextFn_DefaultImpl(void* user_data); +static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text); +static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + +namespace ImGui +{ +// Navigation +static void NavUpdate(); +static void NavUpdateWindowing(); +static void NavUpdateWindowingOverlay(); +static void NavUpdateCancelRequest(); +static void NavUpdateCreateMoveRequest(); +static void NavUpdateCreateTabbingRequest(); +static float NavUpdatePageUpPageDown(); +static inline void NavUpdateAnyRequestFlag(); +static void NavUpdateCreateWrappingRequest(); +static void NavEndFrame(); +static bool NavScoreItem(ImGuiNavItemData* result); +static void NavApplyItemToResult(ImGuiNavItemData* result); +static void NavProcessItem(); +static void NavProcessItemForTabbingRequest(ImGuiID id); +static ImVec2 NavCalcPreferredRefPos(); +static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); +static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static void NavRestoreLayer(ImGuiNavLayer layer); +static void NavRestoreHighlightAfterMove(); +static int FindWindowFocusIndex(ImGuiWindow* window); + +// Error Checking and Debug Tools +static void ErrorCheckNewFrameSanityChecks(); +static void ErrorCheckEndFrameSanityChecks(); +static void UpdateDebugToolItemPicker(); +static void UpdateDebugToolStackQueries(); + +// Misc +static void UpdateSettings(); +static void UpdateKeyboardInputs(); +static void UpdateMouseInputs(); +static void UpdateMouseWheel(); +static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); +static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); +static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); +static void RenderDimmedBackgrounds(); +static ImGuiWindow* FindBlockingModal(ImGuiWindow* window); + +// Viewports +static void UpdateViewportsNewFrame(); + +} + +//----------------------------------------------------------------------------- +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +//----------------------------------------------------------------------------- + +// DLL users: +// - Heaps and globals are not shared across DLL boundaries! +// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from. +// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL). +// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in). + +// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. +// - ImGui::CreateContext() will automatically set this pointer if it is NULL. +// Change to a different context by calling ImGui::SetCurrentContext(). +// - Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts: +// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace. +// - DLL users: read comments above. +#ifndef GImGui +ImGuiContext* GImGui = NULL; +#endif + +// Memory Allocator functions. Use SetAllocatorFunctions() to change them. +// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - DLL users: read comments above. +#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } +#else +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } +#endif +static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; +static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; +static void* GImAllocatorUserData = NULL; + +//----------------------------------------------------------------------------- +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +//----------------------------------------------------------------------------- + +ImGuiStyle::ImGuiStyle() +{ + Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. + DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + WindowPadding = ImVec2(8,8); // Padding within a window + WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowMinSize = ImVec2(32,32); // Minimum window size + WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition= ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows + ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. + PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows + PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. + FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) + FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). + FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. + ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines + ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + CellPadding = ImVec2(4,2); // Padding within a table cell + TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar + GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize = 0.0f; // Thickness of border around tabs. + TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). + CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Default theme + ImGui::StyleColorsDark(this); +} + +// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. +// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. +void ImGuiStyle::ScaleAllSizes(float scale_factor) +{ + WindowPadding = ImFloor(WindowPadding * scale_factor); + WindowRounding = ImFloor(WindowRounding * scale_factor); + WindowMinSize = ImFloor(WindowMinSize * scale_factor); + ChildRounding = ImFloor(ChildRounding * scale_factor); + PopupRounding = ImFloor(PopupRounding * scale_factor); + FramePadding = ImFloor(FramePadding * scale_factor); + FrameRounding = ImFloor(FrameRounding * scale_factor); + ItemSpacing = ImFloor(ItemSpacing * scale_factor); + ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor); + CellPadding = ImFloor(CellPadding * scale_factor); + TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor); + IndentSpacing = ImFloor(IndentSpacing * scale_factor); + ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor); + ScrollbarSize = ImFloor(ScrollbarSize * scale_factor); + ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor); + GrabMinSize = ImFloor(GrabMinSize * scale_factor); + GrabRounding = ImFloor(GrabRounding * scale_factor); + LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor); + TabRounding = ImFloor(TabRounding * scale_factor); + TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; + DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); + DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); +} + +ImGuiIO::ImGuiIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); + + // Settings + ConfigFlags = ImGuiConfigFlags_None; + BackendFlags = ImGuiBackendFlags_None; + DisplaySize = ImVec2(-1.0f, -1.0f); + DeltaTime = 1.0f / 60.0f; + IniSavingRate = 5.0f; + IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). + LogFilename = "imgui_log.txt"; + MouseDoubleClickTime = 0.30f; + MouseDoubleClickMaxDist = 6.0f; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + for (int i = 0; i < ImGuiKey_COUNT; i++) + KeyMap[i] = -1; +#endif + KeyRepeatDelay = 0.275f; + KeyRepeatRate = 0.050f; + HoverDelayNormal = 0.30f; + HoverDelayShort = 0.10f; + UserData = NULL; + + Fonts = NULL; + FontGlobalScale = 1.0f; + FontDefault = NULL; + FontAllowUserScaling = false; + DisplayFramebufferScale = ImVec2(1.0f, 1.0f); + + // Miscellaneous options + MouseDrawCursor = false; +#ifdef __APPLE__ + ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag +#else + ConfigMacOSXBehaviors = false; +#endif + ConfigInputTrickleEventQueue = true; + ConfigInputTextCursorBlink = true; + ConfigInputTextEnterKeepActive = false; + ConfigDragClickToInputText = false; + ConfigWindowsResizeFromEdges = true; + ConfigWindowsMoveFromTitleBarOnly = false; + ConfigMemoryCompactTimer = 60.0f; + + // Platform Functions + BackendPlatformName = BackendRendererName = NULL; + BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; + GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations + SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; + ClipboardUserData = NULL; + SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl; + + // Input (NB: we already have memset zero the entire structure!) + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); + MouseDragThreshold = 6.0f; + for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } + AppAcceptingEvents = true; + BackendUsingLegacyKeyArrays = (ImS8)-1; + BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong +} + +// Pass in translated ASCII characters for text input. +// - with glfw you can get those from the callback set in glfwSetCharCallback() +// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API +void ImGuiIO::AddInputCharacter(unsigned int c) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + if (c == 0 || !AppAcceptingEvents) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Text; + e.Source = ImGuiInputSource_Keyboard; + e.Text.Char = c; + g.InputEventsQueue.push_back(e); +} + +// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so +// we should save the high surrogate. +void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) +{ + if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents) + return; + + if ((c & 0xFC00) == 0xD800) // High surrogate, must save + { + if (InputQueueSurrogate != 0) + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + InputQueueSurrogate = c; + return; + } + + ImWchar cp = c; + if (InputQueueSurrogate != 0) + { + if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + { + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + } + else + { +#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF + cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar +#else + cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); +#endif + } + + InputQueueSurrogate = 0; + } + AddInputCharacter((unsigned)cp); +} + +void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) +{ + if (!AppAcceptingEvents) + return; + while (*utf8_chars != 0) + { + unsigned int c = 0; + utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + if (c != 0) + AddInputCharacter(c); + } +} + +// FIXME: Perhaps we could clear queued events as well? +void ImGuiIO::ClearInputCharacters() +{ + InputQueueCharacters.resize(0); +} + +// FIXME: Perhaps we could clear queued events as well? +void ImGuiIO::ClearInputKeys() +{ +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + memset(KeysDown, 0, sizeof(KeysDown)); +#endif + for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++) + { + KeysData[n].Down = false; + KeysData[n].DownDuration = -1.0f; + KeysData[n].DownDurationPrev = -1.0f; + } + KeyCtrl = KeyShift = KeyAlt = KeySuper = false; + KeyMods = ImGuiMod_None; + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++) + { + MouseDown[n] = false; + MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f; + } + MouseWheel = MouseWheelH = 0.0f; +} + +static ImGuiInputEvent* FindLatestInputEvent(ImGuiInputEventType type, int arg = -1) +{ + ImGuiContext& g = *GImGui; + for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--) + { + ImGuiInputEvent* e = &g.InputEventsQueue[n]; + if (e->Type != type) + continue; + if (type == ImGuiInputEventType_Key && e->Key.Key != arg) + continue; + if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg) + continue; + return e; + } + return NULL; +} + +// Queue a new key down/up event. +// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) +// - bool down: Is the key down? use false to signify a key release. +// - float analog_value: 0.0f..1.0f +void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) +{ + //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } + if (key == ImGuiKey_None || !AppAcceptingEvents) + return; + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. + IM_ASSERT(!ImGui::IsAliasKey(key)); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. + + // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data. +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + if (BackendUsingLegacyKeyArrays == -1) + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) + IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + BackendUsingLegacyKeyArrays = 0; +#endif + if (ImGui::IsGamepadKey(key)) + BackendUsingLegacyNavInputArray = false; + + // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed) + const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Key, (int)key); + const ImGuiKeyData* key_data = ImGui::GetKeyData(key); + const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down; + const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue; + if (latest_key_down == down && latest_key_analog == analog_value) + return; + + // Add event + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Key; + e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; + e.Key.Key = key; + e.Key.Down = down; + e.Key.AnalogValue = analog_value; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) +{ + if (!AppAcceptingEvents) + return; + AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f); +} + +// [Optional] Call after AddKeyEvent(). +// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices. +// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this. +void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index) +{ + if (key == ImGuiKey_None) + return; + IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 + IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511 + IM_UNUSED(native_keycode); // Yet unused + IM_UNUSED(native_scancode); // Yet unused + + // Build native->imgui map so old user code can still call key functions with native 0..511 values. +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode; + if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key)) + return; + KeyMap[legacy_key] = key; + KeyMap[key] = legacy_key; +#else + IM_UNUSED(key); + IM_UNUSED(native_legacy_index); +#endif +} + +// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. +void ImGuiIO::SetAppAcceptingEvents(bool accepting_events) +{ + AppAcceptingEvents = accepting_events; +} + +// Queue a mouse move event +void ImGuiIO::AddMousePosEvent(float x, float y) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + if (!AppAcceptingEvents) + return; + + // Apply same flooring as UpdateMouseInputs() + ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y); + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MousePos); + const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos; + if (latest_pos.x == pos.x && latest_pos.y == pos.y) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MousePos; + e.Source = ImGuiInputSource_Mouse; + e.MousePos.PosX = pos.x; + e.MousePos.PosY = pos.y; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + if (!AppAcceptingEvents) + return; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MouseButton, (int)mouse_button); + const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button]; + if (latest_button_down == down) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseButton; + e.Source = ImGuiInputSource_Mouse; + e.MouseButton.Button = mouse_button; + e.MouseButton.Down = down; + g.InputEventsQueue.push_back(e); +} + +// Queue a mouse wheel event (most mouse/API will only have a Y component) +void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + + // Filter duplicate (unlike most events, wheel values are relative and easy to filter) + if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseWheel; + e.Source = ImGuiInputSource_Mouse; + e.MouseWheel.WheelX = wheel_x; + e.MouseWheel.WheelY = wheel_y; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddFocusEvent(bool focused) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Focus); + const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost; + if (latest_focused == focused) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Focus; + e.AppFocused.Focused = focused; + g.InputEventsQueue.push_back(e); +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +//----------------------------------------------------------------------------- + +ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) +{ + IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau() + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + { + ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + return p_closest; +} + +// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp +static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); + float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + ImVec2 p_current(x4, y4); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + else if (level < 10) + { + float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; + float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; + float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; + float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; + float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; + float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol +// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically. +ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) +{ + IM_ASSERT(tess_tol > 0.0f); + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); + return p_closest; +} + +ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) +{ + ImVec2 ap = p - a; + ImVec2 ab_dir = b - a; + float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; + if (dot < 0.0f) + return a; + float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; + if (dot > ab_len_sqr) + return b; + return a + ab_dir * dot / ab_len_sqr; +} + +bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; + bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; + bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; + return ((b1 == b2) && (b2 == b3)); +} + +void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) +{ + ImVec2 v0 = b - a; + ImVec2 v1 = c - a; + ImVec2 v2 = p - a; + const float denom = v0.x * v1.y - v1.x * v0.y; + out_v = (v2.x * v1.y - v1.x * v2.y) / denom; + out_w = (v0.x * v2.y - v2.x * v0.y) / denom; + out_u = 1.0f - out_v - out_w; +} + +ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + ImVec2 proj_ab = ImLineClosestPoint(a, b, p); + ImVec2 proj_bc = ImLineClosestPoint(b, c, p); + ImVec2 proj_ca = ImLineClosestPoint(c, a, p); + float dist2_ab = ImLengthSqr(p - proj_ab); + float dist2_bc = ImLengthSqr(p - proj_bc); + float dist2_ca = ImLengthSqr(p - proj_ca); + float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); + if (m == dist2_ab) + return proj_ab; + if (m == dist2_bc) + return proj_bc; + return proj_ca; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +//----------------------------------------------------------------------------- + +// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. +int ImStricmp(const char* str1, const char* str2) +{ + int d; + while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; } + return d; +} + +int ImStrnicmp(const char* str1, const char* str2, size_t count) +{ + int d = 0; + while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; } + return d; +} + +void ImStrncpy(char* dst, const char* src, size_t count) +{ + if (count < 1) + return; + if (count > 1) + strncpy(dst, src, count - 1); + dst[count - 1] = 0; +} + +char* ImStrdup(const char* str) +{ + size_t len = strlen(str); + void* buf = IM_ALLOC(len + 1); + return (char*)memcpy(buf, (const void*)str, len + 1); +} + +char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) +{ + size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; + size_t src_size = strlen(src) + 1; + if (dst_buf_size < src_size) + { + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); + if (p_dst_size) + *p_dst_size = src_size; + } + return (char*)memcpy(dst, (const void*)src, src_size); +} + +const char* ImStrchrRange(const char* str, const char* str_end, char c) +{ + const char* p = (const char*)memchr(str, (int)c, str_end - str); + return p; +} + +int ImStrlenW(const ImWchar* str) +{ + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit + int n = 0; + while (*str++) n++; + return n; +} + +// Find end-of-line. Return pointer will point to either first \n, either str_end. +const char* ImStreolRange(const char* str, const char* str_end) +{ + const char* p = (const char*)memchr(str, '\n', str_end - str); + return p ? p : str_end; +} + +const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line +{ + while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') + buf_mid_line--; + return buf_mid_line; +} + +const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) +{ + if (!needle_end) + needle_end = needle + strlen(needle); + + const char un0 = (char)ImToUpper(*needle); + while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) + { + if (ImToUpper(*haystack) == un0) + { + const char* b = needle + 1; + for (const char* a = haystack + 1; b < needle_end; a++, b++) + if (ImToUpper(*a) != ImToUpper(*b)) + break; + if (b == needle_end) + return haystack; + } + haystack++; + } + return NULL; +} + +// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. +void ImStrTrimBlanks(char* buf) +{ + char* p = buf; + while (p[0] == ' ' || p[0] == '\t') // Leading blanks + p++; + char* p_start = p; + while (*p != 0) // Find end of string + p++; + while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks + p--; + if (p_start != buf) // Copy memory if we had leading blanks + memmove(buf, p_start, p - p_start); + buf[p - p_start] = 0; // Zero terminate +} + +const char* ImStrSkipBlank(const char* str) +{ + while (str[0] == ' ' || str[0] == '\t') + str++; + return str; +} + +// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). +// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. +// B) When buf==NULL vsnprintf() will return the output size. +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h) +// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are +// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) +#ifdef IMGUI_USE_STB_SPRINTF +#define STB_SPRINTF_IMPLEMENTATION +#ifdef IMGUI_STB_SPRINTF_FILENAME +#include IMGUI_STB_SPRINTF_FILENAME +#else +#include "stb_sprintf.h" +#endif +#endif + +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + va_end(args); + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} + +int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) +{ +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} +#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + va_list args; + va_start(args, fmt); + int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args); + *out_buf = g.TempBuffer.Data; + if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; } + va_end(args); +} + +void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args); + *out_buf = g.TempBuffer.Data; + if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; } +} + +// CRC32 needs a 1KB lookup table (not cache friendly) +// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: +// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. +static const ImU32 GCrc32LookupTable[256] = +{ + 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, + 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, + 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, + 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, + 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, + 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, + 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, + 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, + 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, + 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, + 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, + 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, + 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, + 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, + 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, + 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, +}; + +// Known size hash +// It is ok to call ImHashData on a string with known length but the ### operator won't be supported. +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed) +{ + ImU32 crc = ~seed; + const unsigned char* data = (const unsigned char*)data_p; + const ImU32* crc32_lut = GCrc32LookupTable; + while (data_size-- != 0) + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; + return ~crc; +} + +// Zero-terminated string hash, with support for ### to reset back to seed value +// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. +// Because this syntax is rarely used we are optimizing for the common case. +// - If we reach ### in the string we discard the hash so far and reset to the seed. +// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed) +{ + seed = ~seed; + ImU32 crc = seed; + const unsigned char* data = (const unsigned char*)data_p; + const ImU32* crc32_lut = GCrc32LookupTable; + if (data_size != 0) + { + while (data_size-- != 0) + { + unsigned char c = *data++; + if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') + crc = seed; + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; + } + } + else + { + while (unsigned char c = *data++) + { + if (c == '#' && data[0] == '#' && data[1] == '#') + crc = seed; + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; + } + } + return ~crc; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (File functions) +//----------------------------------------------------------------------------- + +// Default file functions +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +ImFileHandle ImFileOpen(const char* filename, const char* mode) +{ +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. + // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! + const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); + const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); + ImVector buf; + buf.resize(filename_wsize + mode_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize); + return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]); +#else + return fopen(filename, mode); +#endif +} + +// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way. +bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; } +ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; } +ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); } +ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); } +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +// Helper: Load file content into memory +// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() +// This can't really be used with "rt" because fseek size won't match read size. +void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) +{ + IM_ASSERT(filename && mode); + if (out_file_size) + *out_file_size = 0; + + ImFileHandle f; + if ((f = ImFileOpen(filename, mode)) == NULL) + return NULL; + + size_t file_size = (size_t)ImFileGetSize(f); + if (file_size == (size_t)-1) + { + ImFileClose(f); + return NULL; + } + + void* file_data = IM_ALLOC(file_size + padding_bytes); + if (file_data == NULL) + { + ImFileClose(f); + return NULL; + } + if (ImFileRead(file_data, 1, file_size, f) != file_size) + { + ImFileClose(f); + IM_FREE(file_data); + return NULL; + } + if (padding_bytes > 0) + memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); + + ImFileClose(f); + if (out_file_size) + *out_file_size = file_size; + + return file_data; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +//----------------------------------------------------------------------------- + +// Convert UTF-8 to 32-bit character, process single character input. +// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8). +// We handle UTF-8 decoding error by skipping forward. +int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) +{ + static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 }; + static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 }; + static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 }; + static const int shiftc[] = { 0, 18, 12, 6, 0 }; + static const int shifte[] = { 0, 6, 4, 2, 0 }; + int len = lengths[*(const unsigned char*)in_text >> 3]; + int wanted = len + !len; + + if (in_text_end == NULL) + in_text_end = in_text + wanted; // Max length, nulls will be taken into account. + + // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here, + // so it is fast even with excessive branching. + unsigned char s[4]; + s[0] = in_text + 0 < in_text_end ? in_text[0] : 0; + s[1] = in_text + 1 < in_text_end ? in_text[1] : 0; + s[2] = in_text + 2 < in_text_end ? in_text[2] : 0; + s[3] = in_text + 3 < in_text_end ? in_text[3] : 0; + + // Assume a four-byte character and load four bytes. Unused bits are shifted out. + *out_char = (uint32_t)(s[0] & masks[len]) << 18; + *out_char |= (uint32_t)(s[1] & 0x3f) << 12; + *out_char |= (uint32_t)(s[2] & 0x3f) << 6; + *out_char |= (uint32_t)(s[3] & 0x3f) << 0; + *out_char >>= shiftc[len]; + + // Accumulate the various error conditions. + int e = 0; + e = (*out_char < mins[len]) << 6; // non-canonical encoding + e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? + e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range? + e |= (s[1] & 0xc0) >> 2; + e |= (s[2] & 0xc0) >> 4; + e |= (s[3] ) >> 6; + e ^= 0x2a; // top two bits of each tail byte correct? + e >>= shifte[len]; + + if (e) + { + // No bytes are consumed when *in_text == 0 || in_text == in_text_end. + // One byte is consumed in case of invalid first byte of in_text. + // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes. + // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s. + wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]); + *out_char = IM_UNICODE_CODEPOINT_INVALID; + } + + return wanted; +} + +int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) +{ + ImWchar* buf_out = buf; + ImWchar* buf_end = buf + buf_size; + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + if (c == 0) + break; + *buf_out++ = (ImWchar)c; + } + *buf_out = 0; + if (in_text_remaining) + *in_text_remaining = in_text; + return (int)(buf_out - buf); +} + +int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) +{ + int char_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + if (c == 0) + break; + char_count++; + } + return char_count; +} + +// Based on stb_to_utf8() from github.com/nothings/stb/ +static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c) +{ + if (c < 0x80) + { + buf[0] = (char)c; + return 1; + } + if (c < 0x800) + { + if (buf_size < 2) return 0; + buf[0] = (char)(0xc0 + (c >> 6)); + buf[1] = (char)(0x80 + (c & 0x3f)); + return 2; + } + if (c < 0x10000) + { + if (buf_size < 3) return 0; + buf[0] = (char)(0xe0 + (c >> 12)); + buf[1] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[2] = (char)(0x80 + ((c ) & 0x3f)); + return 3; + } + if (c <= 0x10FFFF) + { + if (buf_size < 4) return 0; + buf[0] = (char)(0xf0 + (c >> 18)); + buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); + buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[3] = (char)(0x80 + ((c ) & 0x3f)); + return 4; + } + // Invalid code point, the max unicode is 0x10FFFF + return 0; +} + +const char* ImTextCharToUtf8(char out_buf[5], unsigned int c) +{ + int count = ImTextCharToUtf8_inline(out_buf, 5, c); + out_buf[count] = 0; + return out_buf; +} + +// Not optimal but we very rarely use this function. +int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) +{ + unsigned int unused = 0; + return ImTextCharFromUtf8(&unused, in_text, in_text_end); +} + +static inline int ImTextCountUtf8BytesFromChar(unsigned int c) +{ + if (c < 0x80) return 1; + if (c < 0x800) return 2; + if (c < 0x10000) return 3; + if (c <= 0x10FFFF) return 4; + return 3; +} + +int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end) +{ + char* buf_p = out_buf; + const char* buf_end = out_buf + out_buf_size; + while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + *buf_p++ = (char)c; + else + buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c); + } + *buf_p = 0; + return (int)(buf_p - out_buf); +} + +int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) +{ + int bytes_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + bytes_count++; + else + bytes_count += ImTextCountUtf8BytesFromChar(c); + } + return bytes_count; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// Note: The Convert functions are early design which are not consistent with other API. +//----------------------------------------------------------------------------- + +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b) +{ + float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + return IM_COL32(r, g, b, 0xFF); +} + +ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) +{ + float s = 1.0f / 255.0f; + return ImVec4( + ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); +} + +ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) +{ + ImU32 out; + out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; + return out; +} + +// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 +// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv +void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v) +{ + float K = 0.f; + if (g < b) + { + ImSwap(g, b); + K = -1.f; + } + if (r < g) + { + ImSwap(r, g); + K = -2.f / 6.f - K; + } + + const float chroma = r - (g < b ? g : b); + out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); + out_s = chroma / (r + 1e-20f); + out_v = r; +} + +// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 +// also http://en.wikipedia.org/wiki/HSL_and_HSV +void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b) +{ + if (s == 0.0f) + { + // gray + out_r = out_g = out_b = v; + return; + } + + h = ImFmod(h, 1.0f) / (60.0f / 360.0f); + int i = (int)h; + float f = h - (float)i; + float p = v * (1.0f - s); + float q = v * (1.0f - s * f); + float t = v * (1.0f - s * (1.0f - f)); + + switch (i) + { + case 0: out_r = v; out_g = t; out_b = p; break; + case 1: out_r = q; out_g = v; out_b = p; break; + case 2: out_r = p; out_g = v; out_b = t; break; + case 3: out_r = p; out_g = q; out_b = v; break; + case 4: out_r = t; out_g = p; out_b = v; break; + case 5: default: out_r = v; out_g = p; out_b = q; break; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStorage +// Helper: Key->value storage +//----------------------------------------------------------------------------- + +// std::lower_bound but without the bullshit +static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector& data, ImGuiID key) +{ + ImGuiStorage::ImGuiStoragePair* first = data.Data; + ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size; + size_t count = (size_t)(last - first); + while (count > 0) + { + size_t count2 = count >> 1; + ImGuiStorage::ImGuiStoragePair* mid = first + count2; + if (mid->key < key) + { + first = ++mid; + count -= count2 + 1; + } + else + { + count = count2; + } + } + return first; +} + +// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. +void ImGuiStorage::BuildSortByKey() +{ + struct StaticFunc + { + static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs) + { + // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. + if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1; + if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1; + return 0; + } + }; + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID); +} + +int ImGuiStorage::GetInt(ImGuiID key, int default_val) const +{ + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return default_val; + return it->val_i; +} + +bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const +{ + return GetInt(key, default_val ? 1 : 0) != 0; +} + +float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const +{ + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return default_val; + return it->val_f; +} + +void* ImGuiStorage::GetVoidPtr(ImGuiID key) const +{ + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return NULL; + return it->val_p; +} + +// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. +int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_i; +} + +bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) +{ + return (bool*)GetIntRef(key, default_val ? 1 : 0); +} + +float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_f; +} + +void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_p; +} + +// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) +void ImGuiStorage::SetInt(ImGuiID key, int val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + { + Data.insert(it, ImGuiStoragePair(key, val)); + return; + } + it->val_i = val; +} + +void ImGuiStorage::SetBool(ImGuiID key, bool val) +{ + SetInt(key, val ? 1 : 0); +} + +void ImGuiStorage::SetFloat(ImGuiID key, float val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + { + Data.insert(it, ImGuiStoragePair(key, val)); + return; + } + it->val_f = val; +} + +void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + { + Data.insert(it, ImGuiStoragePair(key, val)); + return; + } + it->val_p = val; +} + +void ImGuiStorage::SetAllInt(int v) +{ + for (int i = 0; i < Data.Size; i++) + Data[i].val_i = v; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextFilter +//----------------------------------------------------------------------------- + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077 +{ + InputBuf[0] = 0; + CountGrep = 0; + if (default_filter) + { + ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); + Build(); + } +} + +bool ImGuiTextFilter::Draw(const char* label, float width) +{ + if (width != 0.0f) + ImGui::SetNextItemWidth(width); + bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); + if (value_changed) + Build(); + return value_changed; +} + +void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const +{ + out->resize(0); + const char* wb = b; + const char* we = wb; + while (we < e) + { + if (*we == separator) + { + out->push_back(ImGuiTextRange(wb, we)); + wb = we + 1; + } + we++; + } + if (wb != we) + out->push_back(ImGuiTextRange(wb, we)); +} + +void ImGuiTextFilter::Build() +{ + Filters.resize(0); + ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf)); + input_range.split(',', &Filters); + + CountGrep = 0; + for (int i = 0; i != Filters.Size; i++) + { + ImGuiTextRange& f = Filters[i]; + while (f.b < f.e && ImCharIsBlankA(f.b[0])) + f.b++; + while (f.e > f.b && ImCharIsBlankA(f.e[-1])) + f.e--; + if (f.empty()) + continue; + if (Filters[i].b[0] != '-') + CountGrep += 1; + } +} + +bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const +{ + if (Filters.empty()) + return true; + + if (text == NULL) + text = ""; + + for (int i = 0; i != Filters.Size; i++) + { + const ImGuiTextRange& f = Filters[i]; + if (f.empty()) + continue; + if (f.b[0] == '-') + { + // Subtract + if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) + return false; + } + else + { + // Grep + if (ImStristr(text, text_end, f.b, f.e) != NULL) + return true; + } + } + + // Implicit * grep + if (CountGrep == 0) + return true; + + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex +//----------------------------------------------------------------------------- + +// On some platform vsnprintf() takes va_list by reference and modifies it. +// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it. +#ifndef va_copy +#if defined(__GNUC__) || defined(__clang__) +#define va_copy(dest, src) __builtin_va_copy(dest, src) +#else +#define va_copy(dest, src) (dest = src) +#endif +#endif + +char ImGuiTextBuffer::EmptyString[1] = { 0 }; + +void ImGuiTextBuffer::append(const char* str, const char* str_end) +{ + int len = str_end ? (int)(str_end - str) : (int)strlen(str); + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + memcpy(&Buf[write_off - 1], str, (size_t)len); + Buf[write_off - 1 + len] = 0; +} + +void ImGuiTextBuffer::appendf(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + appendfv(fmt, args); + va_end(args); +} + +// Helper: Text buffer for logging/accumulating text +void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) +{ + va_list args_copy; + va_copy(args_copy, args); + + int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. + if (len <= 0) + { + va_end(args_copy); + return; + } + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); + va_end(args_copy); +} + +void ImGuiTextIndex::append(const char* base, int old_size, int new_size) +{ + IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset); + if (old_size == new_size) + return; + if (EndOffset == 0 || base[EndOffset - 1] == '\n') + LineOffsets.push_back(EndOffset); + const char* base_end = base + new_size; + for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; ) + if (++p < base_end) // Don't push a trailing offset on last \n + LineOffsets.push_back((int)(intptr_t)(p - base)); + EndOffset = ImMax(EndOffset, new_size); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiListClipper +// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed +// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO) +//----------------------------------------------------------------------------- + +// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell. +// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous. +static bool GetSkipItemForListClipping() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy helper to calculate coarse clipping of large list of evenly sized items. +// This legacy API is not ideal because it assumes we will return a single contiguous rectangle. +// Prefer using ImGuiListClipper which can returns non-contiguous ranges. +void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + *out_items_display_start = 0; + *out_items_display_end = items_count; + return; + } + if (GetSkipItemForListClipping()) + { + *out_items_display_start = *out_items_display_end = 0; + return; + } + + // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect + // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly. + ImRect rect = window->ClipRect; + if (g.NavMoveScoringItems) + rect.Add(g.NavScoringNoClipRect); + if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId) + rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel + + const ImVec2 pos = window->DC.CursorPos; + int start = (int)((rect.Min.y - pos.y) / items_height); + int end = (int)((rect.Max.y - pos.y) / items_height); + + // When performing a navigation request, ensure we have one item extra in the direction we are moving to + // FIXME: Verify this works with tabbing + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) + start--; + if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) + end++; + + start = ImClamp(start, 0, items_count); + end = ImClamp(end + 1, start, items_count); + *out_items_display_start = start; + *out_items_display_end = end; +} +#endif + +static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) +{ + if (ranges.Size - offset <= 1) + return; + + // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries) + for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end) + for (int i = offset; i < sort_end + offset; ++i) + if (ranges[i].Min > ranges[i + 1].Min) + ImSwap(ranges[i], ranges[i + 1]); + + // Now fuse ranges together as much as possible. + for (int i = 1 + offset; i < ranges.Size; i++) + { + IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert); + if (ranges[i - 1].Max < ranges[i].Min) + continue; + ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min); + ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max); + ranges.erase(ranges.Data + i); + i--; + } +} + +static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height) +{ + // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. + // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. + // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek? + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float off_y = pos_y - window->DC.CursorPos.y; + window->DC.CursorPos.y = pos_y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. + if (ImGuiOldColumns* columns = window->DC.CurrentColumns) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + if (ImGuiTable* table = g.CurrentTable) + { + if (table->IsInsideRow) + ImGui::TableEndRow(table); + table->RowPosY2 = window->DC.CursorPos.y; + const int row_increase = (int)((off_y / line_height) + 0.5f); + //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow() + table->RowBgColorCounter += row_increase; + } +} + +static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n) +{ + // StartPosY starts from ItemsFrozen hence the subtraction + // Perform the add and multiply with double to allow seeking through larger ranges + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight); + ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight); +} + +ImGuiListClipper::ImGuiListClipper() +{ + memset(this, 0, sizeof(*this)); + ItemsCount = -1; +} + +ImGuiListClipper::~ImGuiListClipper() +{ + End(); +} + +void ImGuiListClipper::Begin(int items_count, float items_height) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name); + + if (ImGuiTable* table = g.CurrentTable) + if (table->IsInsideRow) + ImGui::TableEndRow(table); + + StartPosY = window->DC.CursorPos.y; + ItemsHeight = items_height; + ItemsCount = items_count; + DisplayStart = -1; + DisplayEnd = 0; + + // Acquire temporary buffer + if (++g.ClipperTempDataStacked > g.ClipperTempData.Size) + g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData()); + ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->Reset(this); + data->LossynessOffset = window->DC.CursorStartPosLossyness.y; + TempData = data; +} + +void ImGuiListClipper::End() +{ + ImGuiContext& g = *GImGui; + if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData) + { + // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. + IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name); + if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) + ImGuiListClipper_SeekCursorForItem(this, ItemsCount); + + // Restore temporary buffer and fix back pointers which may be invalidated when nesting + IM_ASSERT(data->ListClipper == this); + data->StepNo = data->Ranges.Size; + if (--g.ClipperTempDataStacked > 0) + { + data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->ListClipper->TempData = data; + } + TempData = NULL; + } + ItemsCount = -1; +} + +void ImGuiListClipper::ForceDisplayRangeByIndices(int item_min, int item_max) +{ + ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; + IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet. + IM_ASSERT(item_min <= item_max); + if (item_min < item_max) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_min, item_max)); +} + +static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?"); + + ImGuiTable* table = g.CurrentTable; + if (table && table->IsInsideRow) + ImGui::TableEndRow(table); + + // No items + if (clipper->ItemsCount == 0 || GetSkipItemForListClipping()) + return false; + + // While we are in frozen row state, keep displaying items one by one, unclipped + // FIXME: Could be stored as a table-agnostic state. + if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows) + { + clipper->DisplayStart = data->ItemsFrozen; + clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount); + if (clipper->DisplayStart < clipper->DisplayEnd) + data->ItemsFrozen++; + return true; + } + + // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) + bool calc_clipping = false; + if (data->StepNo == 0) + { + clipper->StartPosY = window->DC.CursorPos.y; + if (clipper->ItemsHeight <= 0.0f) + { + // Submit the first item (or range) so we can measure its height (generally the first range is 0..1) + data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1)); + clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); + clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount); + data->StepNo = 1; + return true; + } + calc_clipping = true; // If on the first step with known item height, calculate clipping. + } + + // Step 1: Let the clipper infer height from first range + if (clipper->ItemsHeight <= 0.0f) + { + IM_ASSERT(data->StepNo == 1); + if (table) + IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y); + + clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart); + bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); + if (affected_by_floating_point_precision) + clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. + + IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); + calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. + } + + // Step 0 or 1: Calculate the actual ranges of visible elements. + const int already_submitted = clipper->DisplayEnd; + if (calc_clipping) + { + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount)); + } + else + { + // Add range selected to be included for navigation + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); + if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount)); + + // Add focused/active item + ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]); + if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); + + // Add visible range + const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; + const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max)); + } + + // Convert position ranges to item index ranges + // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. + // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, + // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. + for (int i = 0; i < data->Ranges.Size; i++) + if (data->Ranges[i].PosToIndexConvert) + { + int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight); + int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f); + data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1); + data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, clipper->ItemsCount); + data->Ranges[i].PosToIndexConvert = false; + } + ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo); + } + + // Step 0+ (if item height is given in advance) or 1+: Display the next range in line. + if (data->StepNo < data->Ranges.Size) + { + clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); + clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount); + if (clipper->DisplayStart > already_submitted) //-V1051 + ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart); + data->StepNo++; + return true; + } + + // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), + // Advance the cursor to the end of the list and then returns 'false' to end the loop. + if (clipper->ItemsCount < INT_MAX) + ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount); + + return false; +} + +bool ImGuiListClipper::Step() +{ + ImGuiContext& g = *GImGui; + bool need_items_height = (ItemsHeight <= 0.0f); + bool ret = ImGuiListClipper_StepInternal(this); + if (ret && (DisplayStart == DisplayEnd)) + ret = false; + if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n"); + if (need_items_height && ItemsHeight > 0.0f) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight); + if (ret) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd); + else + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n"); + if (!ret) + End(); + return ret; +} + +//----------------------------------------------------------------------------- +// [SECTION] STYLING +//----------------------------------------------------------------------------- + +ImGuiStyle& ImGui::GetStyle() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->Style; +} + +ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = style.Colors[idx]; + c.w *= style.Alpha * alpha_mul; + return ColorConvertFloat4ToU32(c); +} + +ImU32 ImGui::GetColorU32(const ImVec4& col) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = col; + c.w *= style.Alpha; + return ColorConvertFloat4ToU32(c); +} + +const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) +{ + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; +} + +ImU32 ImGui::GetColorU32(ImU32 col) +{ + ImGuiStyle& style = GImGui->Style; + if (style.Alpha >= 1.0f) + return col; + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); +} + +// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 +void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); +} + +void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + g.Style.Colors[idx] = col; +} + +void ImGui::PopStyleColor(int count) +{ + ImGuiContext& g = *GImGui; + if (g.ColorStack.Size < count) + { + IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow."); + count = g.ColorStack.Size; + } + while (count > 0) + { + ImGuiColorMod& backup = g.ColorStack.back(); + g.Style.Colors[backup.Col] = backup.BackupValue; + g.ColorStack.pop_back(); + count--; + } +} + +struct ImGuiStyleVarInfo +{ + ImGuiDataType Type; + ImU32 Count; + ImU32 Offset; + void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); } +}; + +static const ImGuiStyleVarInfo GStyleVarInfo[] = +{ + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign +}; + +static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) +{ + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarInfo[idx]; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) +{ + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) + { + ImGuiContext& g = *GImGui; + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; + return; + } + IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!"); +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) +{ + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) + { + ImGuiContext& g = *GImGui; + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; + return; + } + IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!"); +} + +void ImGui::PopStyleVar(int count) +{ + ImGuiContext& g = *GImGui; + if (g.StyleVarStack.Size < count) + { + IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow."); + count = g.StyleVarStack.Size; + } + while (count > 0) + { + // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. + ImGuiStyleMod& backup = g.StyleVarStack.back(); + const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx); + void* data = info->GetVarPtr(&g.Style); + if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + g.StyleVarStack.pop_back(); + count--; + } +} + +const char* ImGui::GetStyleColorName(ImGuiCol idx) +{ + // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; + switch (idx) + { + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_TabActive: return "TabActive"; + case ImGuiCol_TabUnfocused: return "TabUnfocused"; + case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TableHeaderBg: return "TableHeaderBg"; + case ImGuiCol_TableBorderStrong: return "TableBorderStrong"; + case ImGuiCol_TableBorderLight: return "TableBorderLight"; + case ImGuiCol_TableRowBg: return "TableRowBg"; + case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt"; + case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_NavHighlight: return "NavHighlight"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; + case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; + } + IM_ASSERT(0); + return "Unknown"; +} + + +//----------------------------------------------------------------------------- +// [SECTION] RENDER HELPERS +// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, +// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context. +// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context. +//----------------------------------------------------------------------------- + +const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) +{ + const char* text_display_end = text; + if (!text_end) + text_end = (const char*)-1; + + while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) + text_display_end++; + return text_display_end; +} + +// Internal ImGui functions to render text +// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() +void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Hide anything after a '##' string + const char* text_display_end; + if (hide_text_after_hash) + { + text_display_end = FindRenderedTextEnd(text, text_end); + } + else + { + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + text_display_end = text_end; + } + + if (text != text_display_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_display_end); + } +} + +void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + + if (text != text_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_end); + } +} + +// Default clip_rect uses (pos_min,pos_max) +// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Perform CPU side clipping for single clipped element to avoid using scissor state + ImVec2 pos = pos_min; + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); + + const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; + const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; + bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); + if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min + need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); + + // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. + if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); + if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); + + // Render + if (need_clipping) + { + ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); + } + else + { + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); + } +} + +void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Hide anything after a '##' string + const char* text_display_end = FindRenderedTextEnd(text, text_end); + const int text_len = (int)(text_display_end - text); + if (text_len == 0) + return; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_display_end); +} + + +// Another overly complex function until we reorganize everything into a nice all-in-one helper. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); + //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + const ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const char* text_end_ellipsis = NULL; + + ImWchar ellipsis_char = font->EllipsisChar; + int ellipsis_char_count = 1; + if (ellipsis_char == (ImWchar)-1) + { + ellipsis_char = font->DotChar; + ellipsis_char_count = 3; + } + const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char); + + float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side + float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis + + if (ellipsis_char_count > 1) + { + // Full ellipsis size without free spacing after it. + const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize); + ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots; + ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots; + } + + // We can now claim the space between pos_max.x and ellipsis_max.x + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) + { + // Always display at least 1 character if there's no room for character + ellipsis + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; + } + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) + { + // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + + // Render text, render ellipsis + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + float ellipsis_x = pos_min.x + text_size_clipped_x; + if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x) + for (int i = 0; i < ellipsis_char_count; i++) + { + font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char); + ellipsis_x += ellipsis_glyph_width; + } + } + else + { + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); +} + +// Render a rectangle shaped with optional rounding and borders +void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); + const float border_size = g.Style.FrameBorderSize; + if (border && border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const float border_size = g.Style.FrameBorderSize; + if (border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags) +{ + ImGuiContext& g = *GImGui; + if (id != g.NavId) + return; + if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw)) + return; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.NavHideHighlightOneFrame) + return; + + float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + ImRect display_rect = bb; + display_rect.ClipWith(window->ClipRect); + if (flags & ImGuiNavHighlightFlags_TypeDefault) + { + const float THICKNESS = 2.0f; + const float DISTANCE = 3.0f + THICKNESS * 0.5f; + display_rect.Expand(ImVec2(DISTANCE, DISTANCE)); + bool fully_visible = window->ClipRect.Contains(display_rect); + if (!fully_visible) + window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); + window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS); + if (!fully_visible) + window->DrawList->PopClipRect(); + } + if (flags & ImGuiNavHighlightFlags_TypeThin) + { + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f); + } +} + +void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas; + ImVec2 offset, size, uv[4]; + if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + { + const ImVec2 pos = base_pos - offset; + const float scale = base_scale; + ImTextureID tex_id = font_atlas->TexID; + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); + draw_list->PopTextureID(); + } + } +} + + +//----------------------------------------------------------------------------- +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +//----------------------------------------------------------------------------- + +// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods +ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst(NULL) +{ + memset(this, 0, sizeof(*this)); + Name = ImStrdup(name); + NameBufLen = (int)strlen(name) + 1; + ID = ImHashStr(name); + IDStack.push_back(ID); + MoveId = GetID("#MOVE"); + ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); + AutoFitFramesX = AutoFitFramesY = -1; + AutoPosLastDirection = ImGuiDir_None; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + LastFrameActive = -1; + LastTimeActive = -1.0f; + FontWindowScale = 1.0f; + SettingsOffset = -1; + DrawList = &DrawListInst; + DrawList->_Data = &context->DrawListSharedData; + DrawList->_OwnerName = Name; +} + +ImGuiWindow::~ImGuiWindow() +{ + IM_ASSERT(DrawList == &DrawListInst); + IM_DELETE(Name); + ColumnsStorage.clear_destruct(); +} + +ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); + return id; +} + +ImGuiID ImGuiWindow::GetID(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); + return id; +} + +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); + return id; +} + +// This is only used in rare/specific situations to manufacture an ID out of nowhere. +ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) +{ + ImGuiID seed = IDStack.back(); + ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + return id; +} + +static void SetCurrentWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow = window; + g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; + if (window) + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); +} + +void ImGui::GcCompactTransientMiscBuffers() +{ + ImGuiContext& g = *GImGui; + g.ItemFlagsStack.clear(); + g.GroupStack.clear(); + TableGcCompactSettings(); +} + +// Free up/compact internal window buffers, we can use this when a window becomes unused. +// Not freed: +// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data) +// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. +void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + window->MemoryCompacted = true; + window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; + window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; + window->IDStack.clear(); + window->DrawList->_ClearFreeMemory(); + window->DC.ChildWindows.clear(); + window->DC.ItemWidthStack.clear(); + window->DC.TextWrapPosStack.clear(); +} + +void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. + // The other buffers tends to amortize much faster. + window->MemoryCompacted = false; + window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); + window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); + window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; +} + +void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + // While most behaved code would make an effort to not steal active id during window move/drag operations, + // we at least need to be resilient to it. Cancelling the move is rather aggressive and users of 'master' branch + // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that. + if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n"); + g.MovingWindow = NULL; + } + + // Set active id + g.ActiveIdIsJustActivated = (g.ActiveId != id); + if (g.ActiveIdIsJustActivated) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : ""); + g.ActiveIdTimer = 0.0f; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; + g.ActiveIdMouseButton = -1; + if (id != 0) + { + g.LastActiveId = id; + g.LastActiveIdTimer = 0.0f; + } + } + g.ActiveId = id; + g.ActiveIdAllowOverlap = false; + g.ActiveIdNoClearOnFocusLoss = false; + g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; + if (id) + { + g.ActiveIdIsAlive = id; + g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse; + } + + // Clear declaration of inputs claimed by the widget + // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + g.ActiveIdUsingNavInputMask = 0x00; +#endif +} + +void ImGui::ClearActiveID() +{ + SetActiveID(0, NULL); // g.ActiveId = 0; +} + +void ImGui::SetHoveredID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.HoveredId = id; + g.HoveredIdAllowOverlap = false; + if (id != 0 && g.HoveredIdPreviousFrame != id) + g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; +} + +ImGuiID ImGui::GetHoveredID() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; +} + +// This is called by ItemAdd(). +// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). +void ImGui::KeepAliveID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.ActiveIdPreviousFrame == id) + g.ActiveIdPreviousFrameIsAlive = true; +} + +void ImGui::MarkItemEdited(ImGuiID id) +{ + // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data. + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); + IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. + //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; +} + +static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) +{ + // An active popup disable hovering on other windows (apart from its own children) + // FIXME-OPT: This could be cached/stored within the window. + ImGuiContext& g = *GImGui; + if (g.NavWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) + if (focused_root_window->WasActive && focused_root_window != window->RootWindow) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The 'else' is important because Modal windows are also Popups. + bool want_inhibit = false; + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + want_inhibit = true; + else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + want_inhibit = true; + + // Inhibit hover unless the window is within the stack of our modal/popup + if (want_inhibit) + if (!ImGui::IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window)) + return false; + } + return true; +} + +// This is roughly matching the behavior of internal-facing ItemHoverable() +// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() +// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId +bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride)) + { + if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + if (!IsItemFocused()) + return false; + } + else + { + // Test for bounding box overlap, as updated as ItemAdd() + ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; + if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) + return false; + IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy)) == 0); // Flags not supported by this function + + // Done with rectangle culling so we can perform heavier checks now + // Test if we are hovering the right window (our window could be behind another window) + // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable + // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was + // the test that has been running for a long while. + if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0) + return false; + + // Test if another item is active (e.g. being dragged) + if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) + if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) + return false; + + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck)) + return false; + + // Test if the item is disabled + if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + // Special handling for calling after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + if (g.LastItemData.ID == window->MoveId && window->WriteAccessed) + return false; + } + + // Handle hover delay + // (some ideas: https://www.nngroup.com/articles/timing-exposing-content) + float delay; + if (flags & ImGuiHoveredFlags_DelayNormal) + delay = g.IO.HoverDelayNormal; + else if (flags & ImGuiHoveredFlags_DelayShort) + delay = g.IO.HoverDelayShort; + else + delay = 0.0f; + if (delay > 0.0f) + { + ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect); + if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverDelayIdPreviousFrame != hover_delay_id)) + g.HoverDelayTimer = 0.0f; + g.HoverDelayId = hover_delay_id; + return g.HoverDelayTimer >= delay; + } + + return true; +} + +// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). +bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (g.HoveredWindow != window) + return false; + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + return false; + if (!IsMouseHoveringRect(bb.Min, bb.Max)) + return false; + + // Done with rectangle culling so we can perform heavier checks now. + ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags); + if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) + { + g.HoveredIdDisabled = true; + return false; + } + + // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level + // hover test in widgets code. We could also decide to split this function is two. + if (id != 0) + SetHoveredID(id); + + // When disabled we'll return false but still set HoveredId + if (item_flags & ImGuiItemFlags_Disabled) + { + // Release active id if turning disabled + if (g.ActiveId == id) + ClearActiveID(); + g.HoveredIdDisabled = true; + return false; + } + + if (id != 0) + { + // [DEBUG] Item Picker tool! + // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making + // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered + // items if we performed the test in ItemAdd(), but that would incur a small runtime cost. + if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakId == id) + IM_DEBUG_BREAK(); + } + + if (g.NavDisableMouseHover) + return false; + + return true; +} + +// FIXME: This is inlined/duplicated in ItemAdd() +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!bb.Overlaps(window->ClipRect)) + if (id == 0 || (id != g.ActiveId && id != g.NavId)) + if (!g.LogEnabled) + return true; + return false; +} + +// This is also inlined in ItemAdd() +// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect! +void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) +{ + ImGuiContext& g = *GImGui; + g.LastItemData.ID = item_id; + g.LastItemData.InFlags = in_flags; + g.LastItemData.StatusFlags = item_flags; + g.LastItemData.Rect = item_rect; +} + +float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) +{ + if (wrap_pos_x < 0.0f) + return 0.0f; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (wrap_pos_x == 0.0f) + { + // We could decide to setup a default wrapping max point for auto-resizing windows, + // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function? + //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) + // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x); + //else + wrap_pos_x = window->WorkRect.Max.x; + } + else if (wrap_pos_x > 0.0f) + { + wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space + } + + return ImMax(wrap_pos_x - pos.x, 1.0f); +} + +// IM_ALLOC() == ImGui::MemAlloc() +void* ImGui::MemAlloc(size_t size) +{ + if (ImGuiContext* ctx = GImGui) + ctx->IO.MetricsActiveAllocations++; + return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); +} + +// IM_FREE() == ImGui::MemFree() +void ImGui::MemFree(void* ptr) +{ + if (ptr) + if (ImGuiContext* ctx = GImGui) + ctx->IO.MetricsActiveAllocations--; + return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); +} + +const char* ImGui::GetClipboardText() +{ + ImGuiContext& g = *GImGui; + return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : ""; +} + +void ImGui::SetClipboardText(const char* text) +{ + ImGuiContext& g = *GImGui; + if (g.IO.SetClipboardTextFn) + g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text); +} + +const char* ImGui::GetVersion() +{ + return IMGUI_VERSION; +} + +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module +ImGuiContext* ImGui::GetCurrentContext() +{ + return GImGui; +} + +void ImGui::SetCurrentContext(ImGuiContext* ctx) +{ +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else + GImGui = ctx; +#endif +} + +void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) +{ + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; +} + +// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) +void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) +{ + *p_alloc_func = GImAllocatorAllocFunc; + *p_free_func = GImAllocatorFreeFunc; + *p_user_data = GImAllocatorUserData; +} + +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + SetCurrentContext(ctx); + Initialize(); + if (prev_ctx != NULL) + SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one. + return ctx; +} + +void ImGui::DestroyContext(ImGuiContext* ctx) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + if (ctx == NULL) //-V1051 + ctx = prev_ctx; + SetCurrentContext(ctx); + Shutdown(); + SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL); + IM_DELETE(ctx); +} + +// No specific ordering/dependency support, will see as needed +ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_); + g.Hooks.push_back(*hook); + g.Hooks.back().HookId = ++g.HookIdNext; + return g.HookIdNext; +} + +// Deferred removal, avoiding issue with changing vector while iterating it +void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook_id != 0); + for (int n = 0; n < g.Hooks.Size; n++) + if (g.Hooks[n].HookId == hook_id) + g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_; +} + +// Call context hooks (used by e.g. test engine) +// We assume a small number of hooks so all stored in same array +void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) +{ + ImGuiContext& g = *ctx; + for (int n = 0; n < g.Hooks.Size; n++) + if (g.Hooks[n].Type == hook_type) + g.Hooks[n].Callback(&g, &g.Hooks[n]); +} + +ImGuiIO& ImGui::GetIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->IO; +} + +// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() +ImDrawData* ImGui::GetDrawData() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = g.Viewports[0]; + return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; +} + +double ImGui::GetTime() +{ + return GImGui->Time; +} + +int ImGui::GetFrameCount() +{ + return GImGui->FrameCount; +} + +static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) +{ + // Create the draw list on demand, because they are not frequently used for all viewports + ImGuiContext& g = *GImGui; + IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists)); + ImDrawList* draw_list = viewport->DrawLists[drawlist_no]; + if (draw_list == NULL) + { + draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); + draw_list->_OwnerName = drawlist_name; + viewport->DrawLists[drawlist_no] = draw_list; + } + + // Our ImDrawList system requires that there is always a command + if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount) + { + draw_list->_ResetForNewFrame(); + draw_list->PushTextureID(g.IO.Fonts->TexID); + draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); + viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount; + } + return draw_list; +} + +ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) +{ + return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background"); +} + +ImDrawList* ImGui::GetBackgroundDrawList() +{ + ImGuiContext& g = *GImGui; + return GetBackgroundDrawList(g.Viewports[0]); +} + +ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) +{ + return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); +} + +ImDrawList* ImGui::GetForegroundDrawList() +{ + ImGuiContext& g = *GImGui; + return GetForegroundDrawList(g.Viewports[0]); +} + +ImDrawListSharedData* ImGui::GetDrawListSharedData() +{ + return &GImGui->DrawListSharedData; +} + +void ImGui::StartMouseMovingWindow(ImGuiWindow* window) +{ + // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. + // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. + // This is because we want ActiveId to be set even when the window is not permitted to move. + ImGuiContext& g = *GImGui; + FocusWindow(window); + SetActiveID(window->MoveId, window); + g.NavDisableHighlight = true; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); + + bool can_move_window = true; + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (can_move_window) + g.MovingWindow = window; +} + +// Handle mouse moving window +// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() +// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId. +// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, +// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. +void ImGui::UpdateMouseMovingWindowNewFrame() +{ + ImGuiContext& g = *GImGui; + if (g.MovingWindow != NULL) + { + // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). + // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. + KeepAliveID(g.ActiveId); + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow); + ImGuiWindow* moving_window = g.MovingWindow->RootWindow; + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) + { + ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; + SetWindowPos(moving_window, pos, ImGuiCond_Always); + FocusWindow(g.MovingWindow); + } + else + { + g.MovingWindow = NULL; + ClearActiveID(); + } + } + else + { + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. + if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) + { + KeepAliveID(g.ActiveId); + if (!g.IO.MouseDown[0]) + ClearActiveID(); + } + } +} + +// Initiate moving window when clicking on empty space or title bar. +// Handle left-click and right-click focus. +void ImGui::UpdateMouseMovingWindowEndFrame() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId != 0 || g.HoveredId != 0) + return; + + // Unless we just made a window/popup appear + if (g.NavWindow && g.NavWindow->Appearing) + return; + + // Click on empty space to focus window and start moving + // (after we're done with all our widgets) + if (g.IO.MouseClicked[0]) + { + // Handle the edge case of a popup being closed while clicking in its empty space. + // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. + ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; + const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); + + if (root_window != NULL && !is_closed_popup) + { + StartMouseMovingWindow(g.HoveredWindow); //-V595 + + // Cancel moving if clicked outside of title bar + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar)) + if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; + + // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already) + if (g.HoveredIdDisabled) + g.MovingWindow = NULL; + } + else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL) + { + // Clicking on void disable focus + FocusWindow(NULL); + } + } + + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) + if (g.IO.MouseClicked[1]) + { + // Find the top-most window between HoveredWindow and the top-most Modal Window. + // This is where we can trim the popup stack. + ImGuiWindow* modal = GetTopMostPopupModal(); + bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal)); + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + } +} + +static bool IsWindowActiveAndVisible(ImGuiWindow* window) +{ + return (window->Active) && (!window->Hidden); +} + +static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value) +{ + IM_ASSERT(ImGui::IsAliasKey(key)); + ImGuiKeyData* key_data = ImGui::GetKeyData(key); + key_data->Down = v; + key_data->AnalogValue = analog_value; +} + +// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data. +// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D +// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6 +// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation. +static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) +{ + ImGuiContext& g = *GImGui; + rt->EntriesNext.resize(0); + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + const int new_routing_start_idx = rt->EntriesNext.Size; + ImGuiKeyRoutingData* routing_entry; + for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex) + { + routing_entry = &rt->Entries[old_routing_idx]; + routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry + routing_entry->RoutingNext = ImGuiKeyOwner_None; + routing_entry->RoutingNextScore = 255; + if (routing_entry->RoutingCurr == ImGuiKeyOwner_None) + continue; + rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer + + // Apply routing to owner if there's no owner already (RoutingCurr == None at this point) + if (routing_entry->Mods == g.IO.KeyMods) + { + ImGuiKeyOwnerData* owner_data = ImGui::GetKeyOwnerData(key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_None) + owner_data->OwnerCurr = routing_entry->RoutingCurr; + } + } + + // Rewrite linked-list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1); + for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++) + rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1); + } + rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes +} + +// [Internal] Do not use directly (should read io.KeyMods instead) +static ImGuiKeyChord GetMergedModsFromBools() +{ + ImGuiContext& g = *GImGui; + ImGuiKeyChord key_chord = 0; + if (g.IO.KeyCtrl) { key_chord |= ImGuiMod_Ctrl; } + if (g.IO.KeyShift) { key_chord |= ImGuiMod_Shift; } + if (g.IO.KeyAlt) { key_chord |= ImGuiMod_Alt; } + if (g.IO.KeySuper) { key_chord |= ImGuiMod_Super; } + return key_chord; +} + +static void ImGui::UpdateKeyboardInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Import legacy keys or verify they are not used +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + if (io.BackendUsingLegacyKeyArrays == 0) + { + // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally. + for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++) + IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + } + else + { + if (g.FrameCount == 0) + for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) + IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!"); + + // Build reverse KeyMap (Named -> Legacy) + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) + if (io.KeyMap[n] != -1) + { + IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n])); + io.KeyMap[io.KeyMap[n]] = n; + } + + // Import legacy keys into new ones + for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) + if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1) + { + const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n); + IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key)); + io.KeysData[key].Down = io.KeysDown[n]; + if (key != n) + io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends + io.BackendUsingLegacyKeyArrays = 1; + } + if (io.BackendUsingLegacyKeyArrays == 1) + { + GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl; + GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift; + GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt; + GetKeyData(ImGuiMod_Super)->Down = io.KeySuper; + } + } + +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active) + { + #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0) + #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0) + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown); + MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow); + MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown); + #undef NAV_MAP_KEY + } +#endif + +#endif + + // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools, update aliases + io.KeyMods = GetMergedModsFromBools(); + for (int n = 0; n < ImGuiMouseButton_COUNT; n++) + UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f); + UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH); + UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel); + + // Clear gamepad data if disabled + if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) + for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++) + { + io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false; + io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f; + } + + // Update keys + for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++) + { + ImGuiKeyData* key_data = &io.KeysData[i]; + key_data->DownDurationPrev = key_data->DownDuration; + key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f; + } + + // Update keys/input owner (named keys only): one entry per key + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET]; + ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; + owner_data->OwnerCurr = owner_data->OwnerNext; + if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp. + owner_data->OwnerNext = ImGuiKeyOwner_None; + owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore + } + + UpdateKeyRoutingTable(&g.KeysRoutingTable); +} + +static void ImGui::UpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&io.MousePos)) + io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos); + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) + io.MouseDelta = io.MousePos - io.MousePosPrev; + else + io.MouseDelta = ImVec2(0.0f, 0.0f); + + // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. + if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) + g.NavDisableMouseHover = false; + + io.MousePosPrev = io.MousePos; + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; + io.MouseClickedCount[i] = 0; // Will be filled below + io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; + io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; + io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; + if (io.MouseClicked[i]) + { + bool is_repeated_click = false; + if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime) + { + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist) + is_repeated_click = true; + } + if (is_repeated_click) + io.MouseClickedLastCount[i]++; + else + io.MouseClickedLastCount[i] = 1; + io.MouseClickedTime[i] = g.Time; + io.MouseClickedPos[i] = io.MousePos; + io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceSqr[i] = 0.0f; + } + else if (io.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f; + io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos); + } + + // We provide io.MouseDoubleClicked[] as a legacy service + io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); + + // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation + if (io.MouseClicked[i]) + g.NavDisableMouseHover = false; + } +} + +static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount) +{ + ImGuiContext& g = *GImGui; + if (window) + g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER); + else + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindow == window) + return; + IMGUI_DEBUG_LOG_IO("LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL"); + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; +} + +void ImGui::UpdateMouseWheel() +{ + ImGuiContext& g = *GImGui; + + // Reset the locked window if we move the mouse or after the timer elapses + if (g.WheelingWindow != NULL) + { + g.WheelingWindowReleaseTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindowReleaseTimer <= 0.0f) + LockWheelingWindow(NULL, 0.0f); + } + + ImVec2 wheel; + wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f; + wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f; + if (wheel.x == 0.0f && wheel.y == 0.0f) + return; + + //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y); + ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!mouse_window || mouse_window->Collapsed) + return; + + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + LockWheelingWindow(mouse_window, wheel.y); + ImGuiWindow* window = mouse_window; + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (window == window->RootWindow) + { + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImFloor(window->Size * scale); + window->SizeFull = ImFloor(window->SizeFull * scale); + } + return; + } + if (g.IO.KeyCtrl) + return; + + // Mouse wheel scrolling + // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead + // (we avoid doing it on OSX as it the OS input layer handles this already) + const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors; + if (swap_axis) + { + wheel.x = wheel.y; + wheel.y = 0.0f; + } + + // Vertical Mouse Wheel scrolling + // Bubble up into parent window if: + // - a child window doesn't allow any scrolling. + // - a child window doesn't need scrolling because it is already at the edge for the direction we are going in. + // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag. + if (wheel.y != 0.0f) + { + ImGuiWindow* window = mouse_window; + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + LockWheelingWindow(mouse_window, wheel.y); + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); + SetScrollY(window, window->Scroll.y - wheel.y * scroll_step); + } + } + + // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held + if (wheel.x != 0.0f) + { + ImGuiWindow* window = mouse_window; + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + LockWheelingWindow(mouse_window, wheel.x); + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); + SetScrollX(window, window->Scroll.x - wheel.x * scroll_step); + } + } +} + +// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) +void ImGui::UpdateHoveredWindowAndCaptureFlags() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); + + // Find the window hovered by mouse: + // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. + // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + bool clear_hovered_windows = false; + FindHoveredWindow(); + + // Modal windows prevents mouse from hovering behind them. + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) + clear_hovered_windows = true; + + // Disabled mouse? + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + clear_hovered_windows = true; + + // We track click ownership. When clicked outside of a window the click is owned by the application and + // won't report hovering nor request capture even while dragging over our windows afterward. + const bool has_open_popup = (g.OpenPopupStack.Size > 0); + const bool has_open_modal = (modal_window != NULL); + int mouse_earliest_down = -1; + bool mouse_any_down = false; + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + if (io.MouseClicked[i]) + { + io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup; + io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal; + } + mouse_any_down |= io.MouseDown[i]; + if (io.MouseDown[i]) + if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down]) + mouse_earliest_down = i; + } + const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down]; + const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down]; + + // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. + // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) + const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; + if (!mouse_avail && !mouse_dragging_extern_payload) + clear_hovered_windows = true; + + if (clear_hovered_windows) + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app) + // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag + if (g.WantCaptureMouseNextFrame != -1) + { + io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0); + } + else + { + io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup; + io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal; + } + + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) + if (g.WantCaptureKeyboardNextFrame != -1) + io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + else + io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); + if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) + io.WantCaptureKeyboard = true; + + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible + io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + + // Remove pending delete hooks before frame start. + // This deferred removal avoid issues of removal while iterating the hook vector + for (int n = g.Hooks.Size - 1; n >= 0; n--) + if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_) + g.Hooks.erase(&g.Hooks[n]); + + CallContextHooks(&g, ImGuiContextHookType_NewFramePre); + + // Check and assert for various common IO and Configuration mistakes + ErrorCheckNewFrameSanityChecks(); + + // Load settings on first frame, save settings when modified (after a delay) + UpdateSettings(); + + g.Time += g.IO.DeltaTime; + g.WithinFrameScope = true; + g.FrameCount += 1; + g.TooltipOverrideCount = 0; + g.WindowsActiveCount = 0; + g.MenusIdSubmittedThisFrame.resize(0); + + // Calculate frame-rate for the user, as a purely luxurious feature + g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); + g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; + + UpdateViewportsNewFrame(); + + // Setup current font and draw list shared data + g.IO.Fonts->Locked = true; + SetCurrentFont(GetDefaultFont()); + IM_ASSERT(g.Font->IsLoaded()); + ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (int n = 0; n < g.Viewports.Size; n++) + virtual_space.Add(g.Viewports[n]->GetMainRect()); + g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; + + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawDataP.Clear(); + } + + // Drag and drop keep the source ID alive so even if the source disappear our state is consistent + if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) + KeepAliveID(g.DragDropPayload.SourceId); + + // Update HoveredId data + if (!g.HoveredIdPreviousFrame) + g.HoveredIdTimer = 0.0f; + if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) + g.HoveredIdNotActiveTimer = 0.0f; + if (g.HoveredId) + g.HoveredIdTimer += g.IO.DeltaTime; + if (g.HoveredId && g.ActiveId != g.HoveredId) + g.HoveredIdNotActiveTimer += g.IO.DeltaTime; + g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + g.HoveredIdDisabled = false; + + // Clear ActiveID if the item is not alive anymore. + // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd(). + // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves. + if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n"); + ClearActiveID(); + } + + // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) + if (g.ActiveId) + g.ActiveIdTimer += g.IO.DeltaTime; + g.LastActiveIdTimer += g.IO.DeltaTime; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; + g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; + g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdPreviousFrameIsAlive = false; + g.ActiveIdIsJustActivated = false; + if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) + g.TempInputId = 0; + if (g.ActiveId == 0) + { + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + g.ActiveIdUsingNavInputMask = 0x00; +#endif + } + +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + if (g.ActiveId == 0) + g.ActiveIdUsingNavInputMask = 0; + else if (g.ActiveIdUsingNavInputMask != 0) + { + // If your custom widget code used: { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); } + // Since IMGUI_VERSION_NUM >= 18804 it should be: { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); } + if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel)) + SetKeyOwner(ImGuiKey_Escape, g.ActiveId); + if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel)) + IM_ASSERT(0); // Other values unsupported + } +#endif + + // Update hover delay for IsItemHovered() with delays and tooltips + g.HoverDelayIdPreviousFrame = g.HoverDelayId; + if (g.HoverDelayId != 0) + { + //if (g.IO.MouseDelta.x == 0.0f && g.IO.MouseDelta.y == 0.0f) // Need design/flags + g.HoverDelayTimer += g.IO.DeltaTime; + g.HoverDelayClearTimer = 0.0f; + g.HoverDelayId = 0; + } + else if (g.HoverDelayTimer > 0.0f) + { + // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps + g.HoverDelayClearTimer += g.IO.DeltaTime; + if (g.HoverDelayClearTimer >= ImMax(0.20f, g.IO.DeltaTime * 2.0f)) // ~6 frames at 30 Hz + allow for low framerate + g.HoverDelayTimer = g.HoverDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer. + } + + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSource = false; + g.DragDropWithinTarget = false; + g.DragDropHoldJustPressedId = 0; + + // Close popups on focus lost (currently wip/opt-in) + //if (g.IO.AppFocusLost) + // ClosePopupsExceptModals(); + + // Process input queue (trickle as many events as possible) + g.InputEventsTrail.resize(0); + UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); + + // Update keyboard input state + UpdateKeyboardInputs(); + + //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl)); + //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift)); + //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); + //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); + + // Update gamepad/keyboard navigation + NavUpdate(); + + // Update mouse input state + UpdateMouseInputs(); + + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + UpdateHoveredWindowAndCaptureFlags(); + + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindowNewFrame(); + + // Background darkening/whitening + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); + + g.MouseCursor = ImGuiMouseCursor_Arrow; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; + + // Platform IME data: reset for the frame + g.PlatformImeDataPrev = g.PlatformImeData; + g.PlatformImeData.WantVisible = false; + + // Mouse wheel scrolling, scale + UpdateMouseWheel(); + + // Mark all windows as not visible and compact unused memory. + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); + const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + window->WasActive = window->Active; + window->Active = false; + window->WriteAccessed = false; + window->BeginCountPreviousFrame = window->BeginCount; + window->BeginCount = 0; + + // Garbage collect transient buffers of recently unused windows + if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); + } + + // Garbage collect transient buffers of recently unused tables + for (int i = 0; i < g.TablesLastTimeActive.Size; i++) + if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) + TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); + for (int i = 0; i < g.TablesTempData.Size; i++) + if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time) + TableGcCompactTransientBuffers(&g.TablesTempData[i]); + if (g.GcCompactAll) + GcCompactTransientMiscBuffers(); + g.GcCompactAll = false; + + // Closing the focused window restore focus to the first active root window in descending z-order + if (g.NavWindow && !g.NavWindow->WasActive) + FocusTopMostWindowUnderOne(NULL, NULL); + + // No window should be open at the beginning of the frame. + // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. + g.CurrentWindowStack.resize(0); + g.BeginPopupStack.resize(0); + g.ItemFlagsStack.resize(0); + g.ItemFlagsStack.push_back(ImGuiItemFlags_None); + g.GroupStack.resize(0); + + // [DEBUG] Update debug features + UpdateDebugToolItemPicker(); + UpdateDebugToolStackQueries(); + if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0) + g.DebugLocateId = 0; + + // Create implicit/fallback window - which we will only render it if the user has added something to it. + // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. + // This fallback is particularly important as it prevents ImGui:: calls from crashing. + g.WithinFrameScopeWithImplicitWindow = true; + SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); + IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); + + CallContextHooks(&g, ImGuiContextHookType_NewFramePost); +} + +void ImGui::Initialize() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow type + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); + } + + // Add .ini handle for ImGuiTable type + TableSettingsAddSettingsHandler(); + + // Create default viewport + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + g.Viewports.push_back(viewport); + g.TempBuffer.resize(1024 * 3 + 1, 0); + +#ifdef IMGUI_HAS_DOCK +#endif + + g.Initialized = true; +} + +// This function is merely here to free heap allocations. +void ImGui::Shutdown() +{ + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + ImGuiContext& g = *GImGui; + if (g.IO.Fonts && g.FontAtlasOwnedByContext) + { + g.IO.Fonts->Locked = false; + IM_DELETE(g.IO.Fonts); + } + g.IO.Fonts = NULL; + g.DrawListSharedData.TempBuffer.clear(); + + // Cleanup of other data are conditional on actually having initialized Dear ImGui. + if (!g.Initialized) + return; + + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + + CallContextHooks(&g, ImGuiContextHookType_Shutdown); + + // Clear everything else + g.Windows.clear_delete(); + g.WindowsFocusOrder.clear(); + g.WindowsTempSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; + g.MovingWindow = NULL; + + g.KeysRoutingTable.Clear(); + + g.ColorStack.clear(); + g.StyleVarStack.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.BeginPopupStack.clear(); + + g.Viewports.clear_delete(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + + g.ClipperTempData.clear_destruct(); + + g.Tables.Clear(); + g.TablesTempData.clear_destruct(); + g.DrawChannelsTempMergeBuffer.clear(); + + g.ClipboardHandlerData.clear(); + g.MenusIdSubmittedThisFrame.clear(); + g.InputTextState.ClearFreeMemory(); + + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); + + if (g.LogFile) + { +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + if (g.LogFile != stdout) +#endif + ImFileClose(g.LogFile); + g.LogFile = NULL; + } + g.LogBuffer.clear(); + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + + g.Initialized = false; +} + +// FIXME: Add a more explicit sort order in the window structure. +static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) +{ + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; + if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) + return d; + if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) + return d; + return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); +} + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) +{ + out_sorted_windows->push_back(window); + if (window->Active) + { + int count = window->DC.ChildWindows.Size; + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + for (int i = 0; i < count; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (child->Active) + AddWindowToSortBuffer(out_sorted_windows, child); + } + } +} + +static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list) +{ + if (draw_list->CmdBuffer.Size == 0) + return; + if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL) + return; + + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + + // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) + // If this assert triggers because you are drawing lots of stuff manually: + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. + // - If you want large meshes with more than 64K vertices, you can either: + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example backends already support this from 1.71. Pre-1.71 backends won't. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + out_list->push_back(draw_list); +} + +static void AddWindowToDrawData(ImGuiWindow* window, int layer) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = g.Viewports[0]; + g.IO.MetricsRenderWindows++; + AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList); + for (int i = 0; i < window->DC.ChildWindows.Size; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active + AddWindowToDrawData(child, layer); + } +} + +static inline int GetWindowDisplayLayer(ImGuiWindow* window) +{ + return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; +} + +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static inline void AddRootWindowToDrawData(ImGuiWindow* window) +{ + AddWindowToDrawData(window, GetWindowDisplayLayer(window)); +} + +void ImDrawDataBuilder::FlattenIntoSingleLayer() +{ + int n = Layers[0].Size; + int size = n; + for (int i = 1; i < IM_ARRAYSIZE(Layers); i++) + size += Layers[i].Size; + Layers[0].resize(size); + for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++) + { + ImVector& layer = Layers[layer_n]; + if (layer.empty()) + continue; + memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*)); + n += layer.Size; + layer.resize(0); + } +} + +static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector* draw_lists) +{ + ImGuiIO& io = ImGui::GetIO(); + ImDrawData* draw_data = &viewport->DrawDataP; + draw_data->Valid = true; + draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; + draw_data->CmdListsCount = draw_lists->Size; + draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; + draw_data->DisplayPos = viewport->Pos; + draw_data->DisplaySize = viewport->Size; + draw_data->FramebufferScale = io.DisplayFramebufferScale; + for (int n = 0; n < draw_lists->Size; n++) + { + ImDrawList* draw_list = draw_lists->Data[n]; + draw_list->_PopUnusedDrawCmd(); + draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; + } +} + +// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. +// - When using this function it is sane to ensure that float are perfectly rounded to integer values, +// so that e.g. (int)(max.x-min.x) in user's render produce correct result. +// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect(): +// some frequently called functions which to modify both channels and clipping simultaneously tend to use the +// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds. +void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +void ImGui::PopClipRect() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PopClipRect(); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + ImGuiViewportP* viewport = (ImGuiViewportP*)GetMainViewport(); + ImRect viewport_rect = viewport->GetMainRect(); + + // Draw behind window by moving the draw command at the FRONT of the draw list + { + // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows, + // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing. + // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. + ImDrawList* draw_list = window->RootWindow->DrawList; + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged + draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); + ImDrawCmd cmd = draw_list->CmdBuffer.back(); + IM_ASSERT(cmd.ElemCount == 6); + draw_list->CmdBuffer.pop_back(); + draw_list->CmdBuffer.push_front(cmd); + draw_list->PopClipRect(); + draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. + } +} + +ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* bottom_most_visible_window = parent_window; + for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + if (!IsWindowWithinBeginStackOf(window, parent_window)) + break; + if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window)) + bottom_most_visible_window = window; + } + return bottom_most_visible_window; +} + +static void ImGui::RenderDimmedBackgrounds() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal(); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + return; + const bool dim_bg_for_modal = (modal_window != NULL); + const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active); + if (!dim_bg_for_modal && !dim_bg_for_window_list) + return; + + if (dim_bg_for_modal) + { + // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. + ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); + RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio)); + } + else if (dim_bg_for_window_list) + { + // Draw dimming behind CTRL+Tab target window + RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + + // Draw border around CTRL+Tab target window + ImGuiWindow* window = g.NavWindowingTargetAnim; + ImGuiViewport* viewport = GetMainViewport(); + float distance = g.FontSize; + ImRect bb = window->Rect(); + bb.Expand(distance); + if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y) + bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward + if (window->DrawList->CmdBuffer.Size == 0) + window->DrawList->AddDrawCmd(); + window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); + window->DrawList->PopClipRect(); + } +} + +// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. +void ImGui::EndFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + // Don't process EndFrame() multiple times. + if (g.FrameCountEnded == g.FrameCount) + return; + IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePre); + + ErrorCheckEndFrameSanityChecks(); + + // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + if (g.IO.SetPlatformImeDataFn && memcmp(&g.PlatformImeData, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) + g.IO.SetPlatformImeDataFn(GetMainViewport(), &g.PlatformImeData); + + // Hide implicit/fallback "Debug" window if it hasn't been used + g.WithinFrameScopeWithImplicitWindow = false; + if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) + g.CurrentWindow->Active = false; + End(); + + // Update navigation: CTRL+Tab, wrap-around requests + NavEndFrame(); + + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if (g.DragDropActive) + { + bool is_delivered = g.DragDropPayload.Delivery; + bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton)); + if (is_delivered || is_elapsed) + ClearDragDrop(); + } + + // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing. + if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + g.DragDropWithinSource = true; + SetTooltip("..."); + g.DragDropWithinSource = false; + } + + // End frame + g.WithinFrameScope = false; + g.FrameCountEnded = g.FrameCount; + + // Initiate moving window + handle left-click and right-click focus + UpdateMouseMovingWindowEndFrame(); + + // Sort the window list so that all child windows are after their parent + // We cannot do that on FocusWindow() because children may not exist yet + g.WindowsTempSortBuffer.resize(0); + g.WindowsTempSortBuffer.reserve(g.Windows.Size); + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it + continue; + AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); + } + + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. + IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size); + g.Windows.swap(g.WindowsTempSortBuffer); + g.IO.MetricsActiveWindows = g.WindowsActiveCount; + + // Unlock font atlas + g.IO.Fonts->Locked = false; + + // Clear Input data for next frame + g.IO.AppFocusLost = false; + g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; + g.IO.InputQueueCharacters.resize(0); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePost); +} + +// Prepare the data for rendering so you can call GetDrawData() +// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all: +// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) +void ImGui::Render() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + if (g.FrameCountEnded != g.FrameCount) + EndFrame(); + const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount); + g.FrameCountRendered = g.FrameCount; + g.IO.MetricsRenderWindows = 0; + + CallContextHooks(&g, ImGuiContextHookType_RenderPre); + + // Add background ImDrawList (for each active viewport) + for (int n = 0; n != g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawDataBuilder.Clear(); + if (viewport->DrawLists[0] != NULL) + AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); + } + + // Draw modal/window whitening backgrounds + if (first_render_of_frame) + RenderDimmedBackgrounds(); + + // Add ImDrawList to render + ImGuiWindow* windows_to_render_top_most[2]; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; + windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); + for (int n = 0; n != g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) + AddRootWindowToDrawData(window); + } + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); + + // Draw software mouse cursor if requested by io.MouseDrawCursor flag + if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None) + RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + + // Setup ImDrawData structures for end-user + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawDataBuilder.FlattenIntoSingleLayer(); + + // Add foreground ImDrawList (for each active viewport) + if (viewport->DrawLists[1] != NULL) + AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); + + SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]); + ImDrawData* draw_data = &viewport->DrawDataP; + g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; + g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; + } + + CallContextHooks(&g, ImGuiContextHookType_RenderPost); +} + +// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. +// CalcTextSize("") should return ImVec2(0.0f, g.FontSize) +ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) +{ + ImGuiContext& g = *GImGui; + + const char* text_display_end; + if (hide_text_after_double_hash) + text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string + else + text_display_end = text_end; + + ImFont* font = g.Font; + const float font_size = g.FontSize; + if (text == text_display_end) + return ImVec2(0.0f, font_size); + ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); + + // Round + // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out. + // FIXME: Investigate using ceilf or e.g. + // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c + // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html + text_size.x = IM_FLOOR(text_size.x + 0.99999f); + + return text_size; +} + +// Find window given position, search front-to-back +// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// called, aka before the next Begin(). Moving window isn't affected. +static void FindHoveredWindow() +{ + ImGuiContext& g = *GImGui; + + ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window_ignoring_moving_window = NULL; + if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + hovered_window = g.MovingWindow; + + ImVec2 padding_regular = g.Style.TouchExtraPadding; + ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (!window->Active || window->Hidden) + continue; + if (window->Flags & ImGuiWindowFlags_NoMouseInputs) + continue; + + // Using the clipped AABB, a child window will typically be clipped by its parent (not always) + ImRect bb(window->OuterRectClipped); + if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) + bb.Expand(padding_regular); + else + bb.Expand(padding_for_resize); + if (!bb.Contains(g.IO.MousePos)) + continue; + + // Support for one rectangular hole in any given window + // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) + if (window->HitTestHoleSize.x != 0) + { + ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y); + ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y); + if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos)) + continue; + } + + if (hovered_window == NULL) + hovered_window = window; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow)) + hovered_window_ignoring_moving_window = window; + if (hovered_window && hovered_window_ignoring_moving_window) + break; + } + + g.HoveredWindow = hovered_window; + g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; +} + +bool ImGui::IsItemActive() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + return g.ActiveId == g.LastItemData.ID; + return false; +} + +bool ImGui::IsItemActivated() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID) + return true; + return false; +} + +bool ImGui::IsItemDeactivated() +{ + ImGuiContext& g = *GImGui; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; + return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID); +} + +bool ImGui::IsItemDeactivatedAfterEdit() +{ + ImGuiContext& g = *GImGui; + return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); +} + +// == GetItemID() == GetFocusID() +bool ImGui::IsItemFocused() +{ + ImGuiContext& g = *GImGui; + if (g.NavId != g.LastItemData.ID || g.NavId == 0) + return false; + return true; +} + +// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! +// Most widgets have specific reactions based on mouse-up/down state, mouse position etc. +bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) +{ + return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); +} + +bool ImGui::IsItemToggledOpen() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; +} + +bool ImGui::IsItemToggledSelection() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; +} + +bool ImGui::IsAnyItemHovered() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; +} + +bool ImGui::IsAnyItemActive() +{ + ImGuiContext& g = *GImGui; + return g.ActiveId != 0; +} + +bool ImGui::IsAnyItemFocused() +{ + ImGuiContext& g = *GImGui; + return g.NavId != 0 && !g.NavDisableHighlight; +} + +bool ImGui::IsItemVisible() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0; +} + +bool ImGui::IsItemEdited() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0; +} + +// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework. +void ImGui::SetItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (g.HoveredId == id) + g.HoveredIdAllowOverlap = true; + if (g.ActiveId == id) + g.ActiveIdAllowOverlap = true; +} + +// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function. +void ImGui::SetActiveIdUsingAllKeyboardKeys() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId != 0); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1; + g.ActiveIdUsingAllKeyboardKeys = true; + NavMoveRequestCancel(); +} + +ImVec2 ImGui::GetItemRectMin() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Min; +} + +ImVec2 ImGui::GetItemRectMax() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Max; +} + +ImVec2 ImGui::GetItemRectSize() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.GetSize(); +} + +bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + + flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow; + flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + + // Size + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImFloor(size_arg); + const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + SetNextWindowSize(size); + + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + const char* temp_window_name; + if (name) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id); + else + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id); + + const float backup_border_size = g.Style.ChildBorderSize; + if (!border) + g.Style.ChildBorderSize = 0.0f; + bool ret = Begin(temp_window_name, NULL, flags); + g.Style.ChildBorderSize = backup_border_size; + + ImGuiWindow* child_window = g.CurrentWindow; + child_window->ChildId = id; + child_window->AutoFitChildAxises = (ImS8)auto_fit_axises; + + // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. + // While this is not really documented/defined, it seems that the expected thing to do. + if (child_window->BeginCount == 1) + parent_window->DC.CursorPos = child_window->Pos; + + // Process navigation-in immediately so NavInit can run on first frame + if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll)) + { + FocusWindow(child_window); + NavInitWindow(child_window, false); + SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item + g.ActiveIdSource = ImGuiInputSource_Nav; + } + return ret; +} + +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags); +} + +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) +{ + IM_ASSERT(id != 0); + return BeginChildEx(NULL, id, size_arg, border, extra_flags); +} + +void ImGui::EndChild() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + IM_ASSERT(g.WithinEndChild == false); + IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls + + g.WithinEndChild = true; + if (window->BeginCount > 1) + { + End(); + } + else + { + ImVec2 sz = window->Size; + if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f + sz.x = ImMax(4.0f, sz.x); + if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y)) + sz.y = ImMax(4.0f, sz.y); + End(); + + ImGuiWindow* parent_window = g.CurrentWindow; + ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); + ItemSize(sz); + if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) + { + ItemAdd(bb, window->ChildId); + RenderNavHighlight(bb, window->ChildId); + + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) + if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow) + RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); + } + else + { + // Not navigable into + ItemAdd(bb, 0); + } + if (g.HoveredWindow == window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + g.WithinEndChild = false; + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +// Helper to create a child window / scrolling region that looks like a normal widget frame. +bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); + bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags); + PopStyleVar(3); + PopStyleColor(); + return ret; +} + +void ImGui::EndChildFrame() +{ + EndChild(); +} + +static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) +{ + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); +} + +ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); +} + +ImGuiWindow* ImGui::FindWindowByName(const char* name) +{ + ImGuiID id = ImHashStr(name); + return FindWindowByID(id); +} + +static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y)); + if (settings->Size.x > 0 && settings->Size.y > 0) + window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y)); + window->Collapsed = settings->Collapsed; +} + +static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) +{ + ImGuiContext& g = *GImGui; + + const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0); + const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; + if ((just_created || child_flag_changed) && !new_is_explicit_child) + { + IM_ASSERT(!g.WindowsFocusOrder.contains(window)); + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + else if (!just_created && child_flag_changed && new_is_explicit_child) + { + IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); + for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) + g.WindowsFocusOrder[n]->FocusOrder--; + g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); + window->FocusOrder = -1; + } + window->IsExplicitChild = new_is_explicit_child; +} + +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); + + // Create window the first time + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); + window->Flags = flags; + g.WindowsById.SetVoidPtr(window->ID, window); + + // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->Pos = main_viewport->Pos + ImVec2(60, 60); + + // User can disable loading and saving of settings. Tooltip and child windows also don't store settings. + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) + { + // Retrieve settings from .ini file + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); + ApplyWindowSettings(window, settings); + } + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values + + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) + { + window->AutoFitFramesX = window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } + else + { + if (window->Size.x <= 0.0f) + window->AutoFitFramesX = 2; + if (window->Size.y <= 0.0f) + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); + } + + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) + g.Windows.push_front(window); // Quite slow but rare and only once + else + g.Windows.push_back(window); + + return window; +} + +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) +{ + ImGuiContext& g = *GImGui; + ImVec2 new_size = size_desired; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + // Using -1,-1 on either X/Y axis to preserve the current size. + ImRect cr = g.NextWindowData.SizeConstraintRect; + new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; + new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; + if (g.NextWindowData.SizeCallback) + { + ImGuiSizeCallbackData data; + data.UserData = g.NextWindowData.SizeCallbackUserData; + data.Pos = window->Pos; + data.CurrentSize = window->SizeFull; + data.DesiredSize = new_size; + g.NextWindowData.SizeCallback(&data); + new_size = data.DesiredSize; + } + new_size.x = IM_FLOOR(new_size.x); + new_size.y = IM_FLOOR(new_size.y); + } + + // Minimum size + if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) + { + ImGuiWindow* window_for_height = window; + const float decoration_up_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight(); + new_size = ImMax(new_size, g.Style.WindowMinSize); + new_size.y = ImMax(new_size.y, decoration_up_height + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows + } + return new_size; +} + +static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal) +{ + bool preserve_old_content_sizes = false; + if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + preserve_old_content_sizes = true; + else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + preserve_old_content_sizes = true; + if (preserve_old_content_sizes) + { + *content_size_current = window->ContentSize; + *content_size_ideal = window->ContentSizeIdeal; + return; + } + + content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); + content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); +} + +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + ImVec2(0.0f, decoration_up_height); + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Tooltip always resize + return size_desired; + } + else + { + // Maximum window size is determined by the viewport size or monitor size + const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; + const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; + ImVec2 size_min = style.WindowMinSize; + if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); + + ImVec2 avail_size = ImGui::GetMainViewport()->WorkSize; + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f)); + + // When the window cannot fit all contents (either because of constraints, either because screen is too small), + // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. + ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - 0.0f < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_up_height < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + if (will_have_scrollbar_x) + size_auto_fit.y += style.ScrollbarSize; + if (will_have_scrollbar_y) + size_auto_fit.x += style.ScrollbarSize; + return size_auto_fit; + } +} + +ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) +{ + ImVec2 size_contents_current; + ImVec2 size_contents_ideal; + CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + return size_final; +} + +static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window) +{ + if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + return ImGuiCol_PopupBg; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + return ImGuiCol_ChildBg; + return ImGuiCol_WindowBg; +} + +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) +{ + ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left + ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right + ImVec2 size_expected = pos_max - pos_min; + ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); + *out_pos = pos_min; + if (corner_norm.x == 0.0f) + out_pos->x -= (size_constrained.x - size_expected.x); + if (corner_norm.y == 0.0f) + out_pos->y -= (size_constrained.y - size_expected.y); + *out_size = size_constrained; +} + +// Data for resizing from corner +struct ImGuiResizeGripDef +{ + ImVec2 CornerPosN; + ImVec2 InnerDir; + int AngleMin12, AngleMax12; +}; +static const ImGuiResizeGripDef resize_grip_def[4] = +{ + { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right + { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left + { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused) +}; + +// Data for resizing from borders +struct ImGuiResizeBorderDef +{ + ImVec2 InnerDir; + ImVec2 SegmentN1, SegmentN2; + float OuterAngle; +}; +static const ImGuiResizeBorderDef resize_border_def[4] = +{ + { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left + { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down +}; + +static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) +{ + ImRect rect = window->Rect(); + if (thickness == 0.0f) + rect.Max -= ImVec2(1, 1); + if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } + if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } + IM_ASSERT(0); + return ImRect(); +} + +// 0..3: corners (Lower-right, Lower-left, Unused, Unused) +ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) +{ + IM_ASSERT(n >= 0 && n < 4); + ImGuiID id = window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Borders (Left, Right, Up, Down) +ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) +{ + IM_ASSERT(dir >= 0 && dir < 4); + int n = (int)dir + 4; + ImGuiID id = window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Handle resize for: Resize Grips, Borders, Gamepad +// Return true when using auto-fit (double-click on resize grip) +static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window. + return false; + + bool ret_auto_fit = false; + const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; + const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f); + const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; + + ImVec2 pos_target(FLT_MAX, FLT_MAX); + ImVec2 size_target(FLT_MAX, FLT_MAX); + + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Manual resize grips + PushID("#RESIZE"); + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); + + // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window + bool hovered, held; + ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size); + if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); + if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered || held) + g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; + + if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0) + { + // Manual auto-fit when double-clicking + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit = true; + ClearActiveID(); + } + else if (held) + { + // Resize from any of the four corners + // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position + ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX); + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip + corner_target = ImClamp(corner_target, clamp_min, clamp_max); + CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); + } + + // Only lower-left grip is visible before hovering/activating + if (resize_grip_n == 0 || held || hovered) + resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); + } + for (int border_n = 0; border_n < resize_border_count; border_n++) + { + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + + bool hovered, held; + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() + ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) + { + g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; + if (held) + *border_held = border_n; + } + if (held) + { + ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max(border_n == ImGuiDir_Left ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? visibility_rect.Max.y : +FLT_MAX); + ImVec2 border_target = window->Pos; + border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; + border_target = ImClamp(border_target, clamp_min, clamp_max); + CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); + } + } + PopID(); + + // Restore nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + // Navigation resize (keyboard/gamepad) + // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user. + // Not even sure the callback works here. + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) + { + ImVec2 nav_resize_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) + nav_resize_dir = GetKeyVector2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_resize_dir = GetKeyVector2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown); + if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f) + { + const float NAV_RESIZE_SPEED = 600.0f; + const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step; + g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, visibility_rect.Min - window->Pos - window->Size); // We need Pos+Size >= visibility_rect.Min, so Size >= visibility_rect.Min - Pos, so size_delta >= visibility_rect.Min - window->Pos - window->Size + g.NavWindowingToggleLayer = false; + g.NavDisableMouseHover = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaSize); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored); + g.NavWindowingAccumDeltaSize -= accum_floored; + } + } + } + + // Apply back modified position/size to window + if (size_target.x != FLT_MAX) + { + window->SizeFull = size_target; + MarkIniSettingsDirty(window); + } + if (pos_target.x != FLT_MAX) + { + window->Pos = ImFloor(pos_target); + MarkIniSettingsDirty(window); + } + + window->Size = window->SizeFull; + return ret_auto_fit; +} + +static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImVec2 size_for_clamping = window->Size; + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + size_for_clamping.y = window->TitleBarHeight(); + window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); +} + +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + float rounding = window->WindowRounding; + float border_size = window->WindowBorderSize; + if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + + int border_held = window->ResizeBorderHeld; + if (border_held != -1) + { + const ImGuiResizeBorderDef& def = resize_border_def[border_held]; + ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual + } + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + { + float y = window->Pos.y + window->TitleBarHeight() - 1; + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize); + } +} + +// Draw background and borders +// Draw and handle scrollbars +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Ensure that ScrollBar doesn't read last frame's SkipItems + IM_ASSERT(window->BeginCount == 0); + window->SkipItems = false; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); + bool override_alpha = false; + float alpha = 1.0f; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + { + alpha = g.NextWindowData.BgAlphaVal; + override_alpha = true; + } + if (override_alpha) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); + } + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar)) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (!(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); + } + } + + // Borders + RenderWindowOuterBorders(window); + } +} + +// Render title text, collapse button, close button +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref? + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + pad_r += button_sz; + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + pad_r += button_sz; + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y); + pad_l += button_sz; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + g.CurrentItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f; + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correctly. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos; + marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x); + marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; + if (marker_pos.x > layout_r.Min.x) + { + RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text)); + clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); + } + } + //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); +} + +void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) +{ + window->ParentWindow = parent_window; + window->RootWindow = window->RootWindowPopupTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + window->RootWindow = parent_window->RootWindow; + if (parent_window && (flags & ImGuiWindowFlags_Popup)) + window->RootWindowPopupTree = parent_window->RootWindowPopupTree; + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) + window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; + while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) + { + IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); + window->RootWindowForNav = window->RootWindowForNav->ParentWindow; + } +} + +// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) +// should be positioned behind that modal window, unless the window was created inside the modal begin-stack. +// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. +// - Window // FindBlockingModal() returns Modal1 +// - Window // .. returns Modal1 +// - Modal1 // .. returns Modal2 +// - Window // .. returns Modal2 +// - Window // .. returns Modal2 +// - Modal2 // .. returns Modal2 +static ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= 0) + return NULL; + + // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. + for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) + { + ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window; + if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) + continue; + if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. + continue; + if (IsWindowWithinBeginStackOf(window, popup_window)) // Window is rendered over last modal, no render order change needed. + break; + for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow) + if (IsWindowWithinBeginStackOf(window, parent)) + return popup_window; // Place window above its begin stack parent. + } + return NULL; +} + +// Push a new Dear ImGui window to add widgets to. +// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. +// - Begin/End can be called multiple times during the frame with the same window name to append content. +// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). +// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. +// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. +// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. +bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required + IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet + + // Find or create + ImGuiWindow* window = FindWindowByName(name); + const bool window_just_created = (window == NULL); + if (window_just_created) + window = CreateNewWindow(name, flags); + + // Automatically disable manual moving/resizing when NoInputs is set + if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) + flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; + + if (flags & ImGuiWindowFlags_NavFlattened) + IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow); + + const int current_frame = g.FrameCount; + const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); + + // Update the Appearing flag + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed + window_just_activated_by_user |= (window != popup_ref.Window); + } + window->Appearing = window_just_activated_by_user; + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + + // Update Flags, LastFrameActive, BeginOrderXXX fields + if (first_begin_of_the_frame) + { + UpdateWindowInFocusOrderList(window, window_just_created, flags); + window->Flags = (ImGuiWindowFlags)flags; + window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); + } + else + { + flags = window->Flags; + } + + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + + // We allow window memory to be compacted so recreate the base stack when needed. + if (window->IDStack.Size == 0) + window->IDStack.push_back(window->ID); + + // Add to stack + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindow = window; + ImGuiWindowStackData window_stack_data; + window_stack_data.Window = window; + window_stack_data.ParentLastItemDataBackup = g.LastItemData; + window_stack_data.StackSizesOnBegin.SetToCurrentState(); + g.CurrentWindowStack.push_back(window_stack_data); + if (flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuCount++; + + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if (first_begin_of_the_frame) + { + UpdateWindowParentAndRootLinks(window, flags, parent_window); + window->ParentWindowInBeginStack = parent_window_in_stack; + } + + // Add to focus scope stack + PushFocusScope(window->ID); + window->NavRootFocusScopeId = g.CurrentFocusScopeId; + g.CurrentWindow = NULL; + + // Add to popup stack + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + popup_ref.Window = window; + popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent; + g.BeginPopupStack.push_back(popup_ref); + window->PopupId = popup_ref.PopupId; + } + + // Process SetNextWindow***() calls + // (FIXME: Consider splitting the HasXXX flags into X/Y components + bool window_pos_set_by_api = false; + bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) + { + window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; + if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) + { + // May be processed on the next frame if this is our first frame and we are measuring size + // FIXME: Look into removing the branch so everything can go through this same code path for consistency. + window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + } + else + { + SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) + { + window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); + window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) + { + if (g.NextWindowData.ScrollVal.x >= 0.0f) + { + window->ScrollTarget.x = g.NextWindowData.ScrollVal.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + if (g.NextWindowData.ScrollVal.y >= 0.0f) + { + window->ScrollTarget.y = g.NextWindowData.ScrollVal.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; + else if (first_begin_of_the_frame) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) + SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) + FocusWindow(window); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + + // When reusing window again multiple times a frame, just append content (don't need to setup again) + if (first_begin_of_the_frame) + { + // Initialize + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + window->Active = true; + window->HasCloseButton = (p_open != NULL); + window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); + window->IDStack.resize(1); + window->DrawList->_ResetForNewFrame(); + window->DC.CurrentTableIdx = -1; + + // Restore buffer capacity when woken from a compacted state, to avoid + if (window->MemoryCompacted) + GcAwakeTransientWindowBuffers(window); + + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). + // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. + bool window_title_visible_elsewhere = false; + if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + window_title_visible_elsewhere = true; + if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) + { + size_t buf_len = (size_t)window->NameBufLen; + window->Name = ImStrdupcpy(window->Name, &buf_len, name); + window->NameBufLen = (int)buf_len; + } + + // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS + + // Update contents size from last frame for auto-fitting (or use explicit size) + CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; + if (window->HiddenFramesForRenderOnly > 0) + window->HiddenFramesForRenderOnly--; + + // Hide new windows for one frame until they calculate their size + if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) + window->HiddenFramesCannotSkipItems = 1; + + // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) + { + window->HiddenFramesCannotSkipItems = 1; + if (flags & ImGuiWindowFlags_AlwaysAutoResize) + { + if (!window_size_x_set_by_api) + window->Size.x = window->SizeFull.x = 0.f; + if (!window_size_y_set_by_api) + window->Size.y = window->SizeFull.y = 0.f; + window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f); + } + } + + // SELECT VIEWPORT + // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style) + + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + SetWindowViewport(window, viewport); + SetCurrentWindow(window); + + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + + if (flags & ImGuiWindowFlags_ChildWindow) + window->WindowBorderSize = style.ChildBorderSize; + else + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + window->WindowPadding = style.WindowPadding; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) + window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + + // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; + + // Collapse window by double-clicking on title bar + // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) + { + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. + ImRect title_bar_rect = window->TitleBarRect(); + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2) + window->WantCollapseToggle = true; + if (window->WantCollapseToggle) + { + window->Collapsed = !window->Collapsed; + if (!window->Collapsed) + use_current_size_for_scrollbar_y = true; + MarkIniSettingsDirty(window); + } + } + else + { + window->Collapsed = false; + } + window->WantCollapseToggle = false; + + // SIZE + + // Calculate auto-fit size, handle automatic resize + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) + { + // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + if (!window_size_x_set_by_api) + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api) + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + } + else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + { + // Auto-fit may only grow window during the first few frames + // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + if (!window->Collapsed) + MarkIniSettingsDirty(window); + } + + // Apply minimum/maximum window size constraints and final size + window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; + + // Decoration size + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + + // POSITION + + // Popup latch its initial position, will position itself when it appears next frame + if (window_just_activated_by_user) + { + window->AutoPosLastDirection = ImGuiDir_None; + if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos() + window->Pos = g.BeginPopupStack.back().OpenPopupPos; + } + + // Position child window + if (flags & ImGuiWindowFlags_ChildWindow) + { + IM_ASSERT(parent_window && parent_window->Active); + window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; + parent_window->DC.ChildWindows.push_back(window); + if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = parent_window->DC.CursorPos; + } + + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); + if (window_pos_with_pivot) + SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) + else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = FindBestWindowPosForPopup(window); + + // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) + // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. + ImRect viewport_rect(viewport->GetMainRect()); + ImRect viewport_work_rect(viewport->GetWorkRect()); + ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); + + // Clamp position/size so window stays visible within its viewport or monitor + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow)) + if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f) + ClampWindowPos(window, visibility_rect); + window->Pos = ImFloor(window->Pos); + + // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) + // Large values tend to lead to variety of artifacts and are not recommended. + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + + // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. + //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f); + + // Apply window focus (new and reactivated windows are moved to front) + bool want_focus = false; + if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + { + if (flags & ImGuiWindowFlags_Popup) + want_focus = true; + else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0) + want_focus = true; + + ImGuiWindow* modal = GetTopMostPopupModal(); + if (modal != NULL && !IsWindowWithinBeginStackOf(window, modal)) + { + // Avoid focusing a window that is created outside of active modal. This will prevent active modal from being closed. + // Since window is not focused it would reappear at the same display position like the last time it was visible. + // In case of completely new windows it would go to the top (over current modal), but input to such window would still be blocked by modal. + // Position window behind a modal that is not a begin-parent of this window. + want_focus = false; + if (window == window->RootWindow) + { + ImGuiWindow* blocking_modal = FindBlockingModal(window); + IM_ASSERT(blocking_modal != NULL); + BringWindowToDisplayBehind(window, blocking_modal); + } + } + } + + // [Test Engine] Register whole window in the item system +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (g.TestEngineHookItems) + { + IM_ASSERT(window->IDStack.Size == 1); + window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself. + IMGUI_TEST_ENGINE_ITEM_ADD(window->Rect(), window->ID); + IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); + window->IDStack.Size = 1; + } +#endif + + // Handle manual resize: Resize Grips, Borders, Gamepad + int border_held = -1; + ImU32 resize_grip_col[4] = {}; + const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + if (!window->Collapsed) + if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) + use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; + window->ResizeBorderHeld = (signed char)border_held; + + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depend on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. + + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - ScrollToRectEx() + // - NavUpdatePageUpPageDown() + // - Scrollbar() + window->InnerRect.Min.x = window->Pos.x; + window->InnerRect.Min.y = window->Pos.y + decoration_up_height; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; + + // Inner clipping rectangle. + // Will extend a little bit outside the normal work region. + // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); + window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); + window->InnerClipRect.ClipWithFull(host_rect); + + // Default item width. Make it proportional to window size if window manually resizes + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f); + else + window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f); + + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + + // DRAWING + + // Setup draw list and outer clipping rectangle + IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); + window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + PushClipRect(host_rect.Min, host_rect.Max, false); + + // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) + { + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + { + // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) + // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs + ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL; + bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false; + bool parent_is_empty = parent_window->DrawList->VtxBuffer.Size > 0; + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_is_empty && !previous_child_overlapping) + render_decorations_in_parent = true; + } + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; + + // Handle title bar, scrollbar, resize grips and resize borders + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size); + + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + } + + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + window->ParentWorkRect = window->WorkRect; + + // [LEGACY] Content Region + // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Used by: + // - Mouse wheel scrolling + many other things + window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + + // Setup drawing context + // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) + window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; + window->DC.GroupOffset.x = 0.0f; + window->DC.ColumnsOffset.x = 0.0f; + + // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. + // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. + double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DC.ColumnsOffset.x; + double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + decoration_up_height; + window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y); + window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y)); + window->DC.CursorPos = window->DC.CursorStartPos; + window->DC.CursorPosPrevLine = window->DC.CursorPos; + window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.IdealMaxPos = window->DC.CursorStartPos; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; + window->DC.NavLayersActiveMaskNext = 0x00; + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); + + window->DC.MenuBarAppending = false; + window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); + window->DC.TreeDepth = 0; + window->DC.TreeJumpToParentOnPopMask = 0x00; + window->DC.ChildWindows.resize(0); + window->DC.StateStorage = &window->StateStorage; + window->DC.CurrentColumns = NULL; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + + window->DC.ItemWidth = window->ItemWidthDefault; + window->DC.TextWrapPos = -1.0f; // disabled + window->DC.ItemWidthStack.resize(0); + window->DC.TextWrapPosStack.resize(0); + + if (window->AutoFitFramesX > 0) + window->AutoFitFramesX--; + if (window->AutoFitFramesY > 0) + window->AutoFitFramesY--; + + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) + if (want_focus) + { + FocusWindow(window); + NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls + } + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar)) + RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); + + // Clear hit test shape every frame + window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; + + // Pressing CTRL+C while holding on a window copy its content to the clipboard + // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. + // Maybe we can support CTRL+C on every element? + /* + //if (g.NavWindow == window && g.ActiveId == 0) + if (g.ActiveId == window->MoveId) + if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C)) + LogToClipboard(); + */ + + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. + SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId)) + DebugLocateItemResolveWithLastItem(); +#endif + + // [Test Engine] Register title bar / tab +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.Rect, g.LastItemData.ID); +#endif + } + else + { + // Append + SetCurrentWindow(window); + } + + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); + + // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) + window->WriteAccessed = false; + window->BeginCount++; + g.NextWindowData.ClearFlags(); + + // Update visibility + if (first_begin_of_the_frame) + { + if (flags & ImGuiWindowFlags_ChildWindow) + { + // Child window can be out of sight and have "negative" clip windows. + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); + if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow?? + { + const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (!g.LogEnabled && !nav_request) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + window->HiddenFramesCanSkipItems = 1; + } + + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) + window->HiddenFramesCanSkipItems = 1; + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + window->HiddenFramesCannotSkipItems = 1; + } + + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) + window->HiddenFramesCanSkipItems = 1; + + // Update the Hidden flag + bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0); + + // Disable inputs for requested number of frames + if (window->DisableInputsFrames > 0) + { + window->DisableInputsFrames--; + window->Flags |= ImGuiWindowFlags_NoInputs; + } + + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || hidden_regular) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; + } + + return !window->SkipItems; +} + +void ImGui::End() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Error checking: verify that user hasn't called End() too many times! + if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); + return; + } + IM_ASSERT(g.CurrentWindowStack.Size > 0); + + // Error checking: verify that user doesn't directly call End() on a child window. + if (window->Flags & ImGuiWindowFlags_ChildWindow) + IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!"); + + // Close anything that is open + if (window->DC.CurrentColumns) + EndColumns(); + PopClipRect(); // Inner window clip rectangle + PopFocusScope(); + + // Stop logging + if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging + LogFinish(); + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Pop from window stack + g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuCount--; + if (window->Flags & ImGuiWindowFlags_Popup) + g.BeginPopupStack.pop_back(); + g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithCurrentState(); + g.CurrentWindowStack.pop_back(); + SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); +} + +void ImGui::BringWindowToFocusFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == window->RootWindow); + + const int cur_order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); + if (g.WindowsFocusOrder.back() == window) + return; + + const int new_order = g.WindowsFocusOrder.Size - 1; + for (int n = cur_order; n < new_order; n++) + { + g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; + g.WindowsFocusOrder[n]->FocusOrder--; + IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); + } + g.WindowsFocusOrder[new_order] = window; + window->FocusOrder = (short)new_order; +} + +void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better) + return; + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.Windows[i] == window) + { + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window) +{ + IM_ASSERT(window != NULL && behind_window != NULL); + ImGuiContext& g = *GImGui; + window = window->RootWindow; + behind_window = behind_window->RootWindow; + int pos_wnd = FindWindowDisplayIndex(window); + int pos_beh = FindWindowDisplayIndex(behind_window); + if (pos_wnd < pos_beh) + { + size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); + g.Windows[pos_beh - 1] = window; + } + else + { + size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); + g.Windows[pos_beh] = window; + } +} + +int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return g.Windows.index_from_ptr(g.Windows.find(window)); +} + +// Moving window to front of display and set focus (which happens to be back of our sorted list) +void ImGui::FocusWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + if (g.NavWindow != window) + { + SetNavWindow(window); + if (window && g.NavDisableMouseHover) + g.NavMousePosDirty = true; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavLayer = ImGuiNavLayer_Main; + g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0; + g.NavIdIsAlive = false; + + // Close popups if any + ClosePopupsOverWindow(window, false); + } + + // Move the root window to the top of the pile + IM_ASSERT(window == NULL || window->RootWindow != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop + ImGuiWindow* display_front_window = window ? window->RootWindow : NULL; + + // Steal active widgets. Some of the cases it triggers includes: + // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. + // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) + if (!g.ActiveIdNoClearOnFocusLoss) + ClearActiveID(); + + // Passing NULL allow to disable keyboard focus + if (!window) + return; + + // Bring to front + BringWindowToFocusFront(focus_front_window); + if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(display_front_window); +} + +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) +{ + ImGuiContext& g = *GImGui; + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + // Aim at root window behind us, if we are in a child window that's our own root (see #4640) + int offset = -1; + while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) + { + under_this_window = under_this_window->ParentWindow; + offset = 0; + } + start_idx = FindWindowFocusIndex(under_this_window) + offset; + } + for (int i = start_idx; i >= 0; i--) + { + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. + ImGuiWindow* window = g.WindowsFocusOrder[i]; + IM_ASSERT(window == window->RootWindow); + if (window != ignore_window && window->WasActive) + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); + FocusWindow(focus_window); + return; + } + } + FocusWindow(NULL); +} + +// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. +void ImGui::SetCurrentFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? + IM_ASSERT(font->Scale > 0.0f); + g.Font = font; + g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); + g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; + + ImFontAtlas* atlas = g.Font->ContainerAtlas; + g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; + g.DrawListSharedData.TexUvLines = atlas->TexUvLines; + g.DrawListSharedData.Font = g.Font; + g.DrawListSharedData.FontSize = g.FontSize; +} + +void ImGui::PushFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + if (!font) + font = GetDefaultFont(); + SetCurrentFont(font); + g.FontStack.push_back(font); + g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PopFont() +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow->DrawList->PopTextureID(); + g.FontStack.pop_back(); + SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back()); +} + +void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiItemFlags item_flags = g.CurrentItemFlags; + IM_ASSERT(item_flags == g.ItemFlagsStack.back()); + if (enabled) + item_flags |= option; + else + item_flags &= ~option; + g.CurrentItemFlags = item_flags; + g.ItemFlagsStack.push_back(item_flags); +} + +void ImGui::PopItemFlag() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack. + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); +} + +// BeginDisabled()/EndDisabled() +// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) +// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. +// - Feedback welcome at https://github.com/ocornut/imgui/issues/211 +// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. +// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag() +void ImGui::BeginDisabled(bool disabled) +{ + ImGuiContext& g = *GImGui; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (!was_disabled && disabled) + { + g.DisabledAlphaBackup = g.Style.Alpha; + g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha); + } + if (was_disabled || disabled) + g.CurrentItemFlags |= ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); + g.DisabledStackSize++; +} + +void ImGui::EndDisabled() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DisabledStackSize > 0); + g.DisabledStackSize--; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + //PopItemFlag(); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) + g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); +} + +// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. +void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus) +{ + PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus); +} + +void ImGui::PopAllowKeyboardFocus() +{ + PopItemFlag(); +} + +void ImGui::PushButtonRepeat(bool repeat) +{ + PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); +} + +void ImGui::PopButtonRepeat() +{ + PopItemFlag(); +} + +void ImGui::PushTextWrapPos(float wrap_pos_x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); + window->DC.TextWrapPos = wrap_pos_x; +} + +void ImGui::PopTextWrapPos() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); + window->DC.TextWrapPosStack.pop_back(); +} + +static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy) +{ + ImGuiWindow* last_window = NULL; + while (last_window != window) + { + last_window = window; + window = window->RootWindow; + if (popup_hierarchy) + window = window->RootWindowPopupTree; + } + return window; +} + +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy) +{ + ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy); + if (window_root == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + if (window == window_root) // end of chain + return false; + window = window->ParentWindow; + } + return false; +} + +bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +{ + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + window = window->ParentWindowInBeginStack; + } + return false; +} + +bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below) +{ + ImGuiContext& g = *GImGui; + + // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array + const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below); + if (display_layer_delta != 0) + return display_layer_delta > 0; + + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* candidate_window = g.Windows[i]; + if (candidate_window == potential_above) + return true; + if (candidate_window == potential_below) + return false; + } + return false; +} + +bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) +{ + IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0); // Flags not supported by this function + ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.HoveredWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if (ref_window == NULL) + return false; + + if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) + { + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy); + + bool result; + if (flags & ImGuiHoveredFlags_ChildWindows) + result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy); + else + result = (ref_window == cur_window); + if (!result) + return false; + } + + if (!IsWindowContentHoverable(ref_window, flags)) + return false; + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId) + return false; + return true; +} + +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.NavWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + + if (ref_window == NULL) + return false; + if (flags & ImGuiFocusedFlags_AnyWindow) + return true; + + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy); + + if (flags & ImGuiHoveredFlags_ChildWindows) + return IsWindowChildOf(ref_window, cur_window, popup_hierarchy); + else + return (ref_window == cur_window); +} + +// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) +// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically. +// If you want a window to never be focused, you may use the e.g. NoInputs flag. +bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) +{ + return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); +} + +float ImGui::GetWindowWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.x; +} + +float ImGui::GetWindowHeight() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.y; +} + +ImVec2 ImGui::GetWindowPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return window->Pos; +} + +void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowPosAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); + + // Set + const ImVec2 old_pos = window->Pos; + window->Pos = ImFloor(pos); + ImVec2 offset = window->Pos - old_pos; + if (offset.x == 0.0f && offset.y == 0.0f) + return; + MarkIniSettingsDirty(window); + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.IdealMaxPos += offset; + window->DC.CursorStartPos += offset; +} + +void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + SetWindowPos(window, pos, cond); +} + +void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowPos(window, pos, cond); +} + +ImVec2 ImGui::GetWindowSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Size; +} + +void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Set + ImVec2 old_size = window->SizeFull; + window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0; + window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0; + if (size.x <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.x = IM_FLOOR(size.x); + if (size.y <= 0.0f) + window->AutoFitOnlyGrows = false; + else + window->SizeFull.y = IM_FLOOR(size.y); + if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); +} + +void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) +{ + SetWindowSize(GImGui->CurrentWindow, size, cond); +} + +void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowSize(window, size, cond); +} + +void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) + return; + window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Set + window->Collapsed = collapsed; +} + +void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) +{ + IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters + window->HitTestHoleSize = ImVec2ih(size); + window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); +} + +void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); +} + +bool ImGui::IsWindowCollapsed() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Collapsed; +} + +bool ImGui::IsWindowAppearing() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Appearing; +} + +void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowCollapsed(window, collapsed, cond); +} + +void ImGui::SetWindowFocus() +{ + FocusWindow(GImGui->CurrentWindow); +} + +void ImGui::SetWindowFocus(const char* name) +{ + if (name) + { + if (ImGuiWindow* window = FindWindowByName(name)) + FocusWindow(window); + } + else + { + FocusWindow(NULL); + } +} + +void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; + g.NextWindowData.PosVal = pos; + g.NextWindowData.PosPivotVal = pivot; + g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; + g.NextWindowData.SizeVal = size; + g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); + g.NextWindowData.SizeCallback = custom_callback; + g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; +} + +// Content size = inner scrollable rectangle, padded with WindowPadding. +// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. +void ImGui::SetNextWindowContentSize(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = ImFloor(size); +} + +void ImGui::SetNextWindowScroll(const ImVec2& scroll) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll; + g.NextWindowData.ScrollVal = scroll; +} + +void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; + g.NextWindowData.CollapsedVal = collapsed; + g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowFocus() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; +} + +void ImGui::SetNextWindowBgAlpha(float alpha) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; + g.NextWindowData.BgAlphaVal = alpha; +} + +ImDrawList* ImGui::GetWindowDrawList() +{ + ImGuiWindow* window = GetCurrentWindow(); + return window->DrawList; +} + +ImFont* ImGui::GetFont() +{ + return GImGui->Font; +} + +float ImGui::GetFontSize() +{ + return GImGui->FontSize; +} + +ImVec2 ImGui::GetFontTexUvWhitePixel() +{ + return GImGui->DrawListSharedData.TexUvWhitePixel; +} + +void ImGui::SetWindowFontScale(float scale) +{ + IM_ASSERT(scale > 0.0f); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->FontWindowScale = scale; + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); +} + +void ImGui::ActivateItem(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; + g.NavNextActivateFlags = ImGuiActivateFlags_None; +} + +void ImGui::PushFocusScope(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.FocusScopeStack.push_back(id); + g.CurrentFocusScopeId = id; +} + +void ImGui::PopFocusScope() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ? + g.FocusScopeStack.pop_back(); + g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0; +} + +// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system! +void ImGui::SetKeyboardFocusHere(int offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(offset >= -1); // -1 is allowed but not below + IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name); + + // It makes sense in the vast majority of cases to never interrupt a drag and drop. + // When we refactor this function into ActivateItem() we may want to make this an option. + // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but + // is also automatically dropped in the event g.ActiveId is stolen. + if (g.DragDropActive || g.MovingWindow != NULL) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere() ignored while DragDropActive!\n"); + return; + } + + SetNavWindow(window); + + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + if (offset == -1) + { + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); + } + else + { + g.NavTabbingDir = 1; + g.NavTabbingCounter = offset + 1; + } +} + +void ImGui::SetItemDefaultFocus() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!window->Appearing) + return; + if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent) + return; + + g.NavInitRequest = false; + g.NavInitResultId = g.LastItemData.ID; + g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect); + NavUpdateAnyRequestFlag(); + + // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll) + if (!IsItemVisible()) + ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None); +} + +void ImGui::SetStateStorage(ImGuiStorage* tree) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->DC.StateStorage = tree ? tree : &window->StateStorage; +} + +ImGuiStorage* ImGui::GetStateStorage() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->DC.StateStorage; +} + +void ImGui::PushID(const char* str_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(str_id_begin, str_id_end); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const void* ptr_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(ptr_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(int int_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetID(int_id); + window->IDStack.push_back(id); +} + +// Push a given id value ignoring the ID stack as a seed. +void ImGui::PushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); + window->IDStack.push_back(id); +} + +// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call +// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level. +// for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more) +ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) +{ + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); + return id; +} + +void ImGui::PopID() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window? + window->IDStack.pop_back(); +} + +ImGuiID ImGui::GetID(const char* str_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id); +} + +ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id_begin, str_id_end); +} + +ImGuiID ImGui::GetID(const void* ptr_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(ptr_id); +} + +bool ImGui::IsRectVisible(const ImVec2& size) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); +} + +bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); +} + + +//----------------------------------------------------------------------------- +// [SECTION] INPUTS +//----------------------------------------------------------------------------- + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Expand for touch input + const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); + if (!rect_for_touch.Contains(g.IO.MousePos)) + return false; + return true; +} + +ImGuiKeyData* ImGui::GetKeyData(ImGuiKey key) +{ + ImGuiContext& g = *GImGui; + + // Special storage location for mods + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + + int index; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END); + if (IsLegacyKey(key)) + index = (g.IO.KeyMap[key] != -1) ? g.IO.KeyMap[key] : key; // Remap native->imgui or imgui->native + else + index = key; +#else + IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); + index = key - ImGuiKey_NamedKey_BEGIN; +#endif + return &g.IO.KeysData[index]; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO +ImGuiKey ImGui::GetKeyIndex(ImGuiKey key) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(IsNamedKey(key)); + const ImGuiKeyData* key_data = GetKeyData(key); + return (ImGuiKey)(key_data - g.IO.KeysData); +} +#endif + +// Those names a provided for debugging purpose and are not meant to be saved persistently not compared. +static const char* const GKeyNames[] = +{ + "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", + "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", + "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", + "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", + "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", + "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", + "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", + "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", + "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", + "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", + "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "GamepadStart", "GamepadBack", + "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", + "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", + "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", + "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown", + "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown", + "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY", + "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names. +}; +IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); + +const char* ImGui::GetKeyName(ImGuiKey key) +{ +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); +#else + if (IsLegacyKey(key)) + { + ImGuiIO& io = GetIO(); + if (io.KeyMap[key] == -1) + return "N/A"; + IM_ASSERT(IsNamedKey((ImGuiKey)io.KeyMap[key])); + key = (ImGuiKey)io.KeyMap[key]; + } +#endif + if (key == ImGuiKey_None) + return "None"; + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + if (!IsNamedKey(key)) + return "Unknown"; + + return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; +} + +void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size) +{ + ImGuiContext& g = *GImGui; + ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s", + (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "", + (key_chord & ImGuiMod_Shift) ? "Shift+" : "", + (key_chord & ImGuiMod_Alt) ? "Alt+" : "", + (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "", + GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_))); +} + +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N +int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) +{ + if (t1 == 0.0f) + return 1; + if (t0 >= t1) + return 0; + if (repeat_rate <= 0.0f) + return (t0 < repeat_delay) && (t1 >= repeat_delay); + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; +} + +void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate) +{ + ImGuiContext& g = *GImGui; + switch (flags & ImGuiInputFlags_RepeatRateMask_) + { + case ImGuiInputFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return; + case ImGuiInputFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return; + case ImGuiInputFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return; + } +} + +// Return value representing the number of presses in the last time period, for the given repeat rate +// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate) +int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return 0; + const float t = key_data->DownDuration; + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); +} + +// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values). +ImVec2 ImGui::GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down) +{ + return ImVec2( + GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue, + GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue); +} + +// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope(). +static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId; +} + +ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + // Majority of shortcuts will be Key + any number of Mods + // We accept _Single_ mod with ImGuiKey_None. + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal + // - Shortcut(ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal + ImGuiContext& g = *GImGui; + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + ImGuiKeyRoutingData* routing_data; + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + IM_ASSERT(IsNamedKey(key)); + + // Get (in the majority of case, the linked list will have one element so this should be 2 reads. + // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame). + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex) + { + routing_data = &rt->Entries[idx]; + if (routing_data->Mods == mods) + return routing_data; + } + + // Add + ImGuiKeyRoutingIndex idx = (ImGuiKeyRoutingIndex)rt->Entries.Size; + rt->Entries.push_back(ImGuiKeyRoutingData()); + routing_data = &rt->Entries[idx]; + routing_data->Mods = (ImU16)mods; + routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = idx; + return routing_data; +} + +// Current score encoding (lower is highest priority): +// - 0: ImGuiInputFlags_RouteGlobalHigh +// - 1: ImGuiInputFlags_RouteFocused (if item active) +// - 2: ImGuiInputFlags_RouteGlobal +// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack) +// - 254: ImGuiInputFlags_RouteGlobalLow +// - 255: never route +// 'flags' should include an explicit routing policy +static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags) +{ + if (flags & ImGuiInputFlags_RouteFocused) + { + ImGuiContext& g = *GImGui; + ImGuiWindow* focused = g.NavWindow; + + // ActiveID gets top priority + // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + + // Score based on distance to focused window (lower is better) + // Assuming both windows are submitting a routing request, + // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match) + // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best) + // Assuming only WindowA is submitting a routing request, + // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. + if (focused != NULL && focused->RootWindow == location->RootWindow) + for (int next_score = 3; focused != NULL; next_score++) + { + if (focused == location) + { + IM_ASSERT(next_score < 255); + return next_score; + } + focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path + } + return 255; + } + + // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional + if (flags & ImGuiInputFlags_RouteGlobal) + return 2; + if (flags & ImGuiInputFlags_RouteGlobalLow) + return 254; + return 0; +} + +// Request a desired route for an input chord (key + mods). +// Return true if the route is available this frame. +// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state. +// (Conceptually this does a "Submit for next frame" + "Test for current frame". +// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.) +// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) +// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut. +bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiInputFlags_RouteMask_) == 0) + flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() + else + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used + + if (flags & ImGuiInputFlags_RouteUnlessBgFocused) + if (g.NavWindow == NULL) + return false; + if (flags & ImGuiInputFlags_RouteAlways) + return true; + + const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags); + if (score == 255) + return false; + + // Submit routing for NEXT frame (assuming score is sufficient) + // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); + if (score < routing_data->RoutingNextScore) + { + routing_data->RoutingNext = routing_id; + routing_data->RoutingNextScore = (ImU8)score; + } + + // Return routing state for CURRENT frame + return routing_data->RoutingCurr == routing_id; +} + +// Currently unused by core (but used by tests) +// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading. +bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id) +{ + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); + return routing_data->RoutingCurr == routing_id; +} + +// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. +// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) +bool ImGui::IsKeyDown(ImGuiKey key) +{ + return IsKeyDown(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) +{ + return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None); +} + +// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. +bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = key_data->DownDuration; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! + + bool pressed = (t == 0.0f); + if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0)) + { + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate); + pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0; + } + if (!pressed) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyReleased(ImGuiKey key) +{ + return IsKeyReleased(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (key_data->DownDurationPrev < 0.0f || key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) +{ + return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None); +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = g.IO.MouseDownDuration[button]; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! + + const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0; + const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0); + if (!pressed) + return false; + + if (!TestKeyOwner(MouseButtonToKey(button), owner_id)) + return false; + + return true; +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any) +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id) +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); +} + +int ImGui::GetMouseClickedCount(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button]; +} + +// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + return IsMouseDragPastThreshold(button, lock_threshold); +} + +ImVec2 ImGui::GetMousePos() +{ + ImGuiContext& g = *GImGui; + return g.IO.MousePos; +} + +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +// Get desired mouse cursor shape. +// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(), +// updated during the frame, and locked in EndFrame()/Render(). +// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + ImGuiContext& g = *GImGui; + return g.MouseCursor; +} + +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + ImGuiContext& g = *GImGui; + g.MouseCursor = cursor_type; +} + +void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0; +} + +void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0; +} + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static const char* GetInputSourceName(ImGuiInputSource source) +{ + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; + IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); + return input_source_names[source]; +} +static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) +{ + ImGuiContext& g = *GImGui; + if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("%s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("%s: MousePos (%.1f, %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; } + if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; } + if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("%s: MouseWheel (%.1f, %.1f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; } + if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; } + if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } + if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } +} +#endif + +// Process input queue +// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'. +// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) +// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87) +void ImGui::UpdateInputEvents(bool trickle_fast_inputs) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Only trickle chars<>key when working with InputText() + // FIXME: InputText() could parse event trail? + // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) + const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); + + bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false; + int mouse_button_changed = 0x00; + ImBitArray key_changed_mask; + + int event_n = 0; + for (; event_n < g.InputEventsQueue.Size; event_n++) + { + ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; + if (e->Type == ImGuiInputEventType_MousePos) + { + // Trickling Rule: Stop processing queued events if we already handled a mouse button change + ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) + break; + io.MousePos = event_pos; + mouse_moved = true; + } + else if (e->Type == ImGuiInputEventType_MouseButton) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + const ImGuiMouseButton button = e->MouseButton.Button; + IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); + if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) + break; + io.MouseDown[button] = e->MouseButton.Down; + mouse_button_changed |= (1 << button); + } + else if (e->Type == ImGuiInputEventType_MouseWheel) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the event + if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) + break; + io.MouseWheelH += e->MouseWheel.WheelX; + io.MouseWheel += e->MouseWheel.WheelY; + mouse_wheeled = true; + } + else if (e->Type == ImGuiInputEventType_Key) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + ImGuiKey key = e->Key.Key; + IM_ASSERT(key != ImGuiKey_None); + ImGuiKeyData* key_data = GetKeyData(key); + const int key_data_index = (int)(key_data - g.IO.KeysData); + if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0)) + break; + key_data->Down = e->Key.Down; + key_data->AnalogValue = e->Key.AnalogValue; + key_changed = true; + key_changed_mask.SetBit(key_data_index); + + if (key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super) + { + if (key == ImGuiMod_Ctrl) { io.KeyCtrl = key_data->Down; } + if (key == ImGuiMod_Shift) { io.KeyShift = key_data->Down; } + if (key == ImGuiMod_Alt) { io.KeyAlt = key_data->Down; } + if (key == ImGuiMod_Super) { io.KeySuper = key_data->Down; } + io.KeyMods = GetMergedModsFromBools(); + } + + // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + io.KeysDown[key_data_index] = key_data->Down; + if (io.KeyMap[key_data_index] != -1) + io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down; +#endif + } + else if (e->Type == ImGuiInputEventType_Text) + { + // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with + if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + break; + unsigned int c = e->Text.Char; + io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + if (trickle_interleaved_keys_and_text) + text_inputted = true; + } + else if (e->Type == ImGuiInputEventType_Focus) + { + // We intentionally overwrite this and process in NewFrame(), in order to give a chance + // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. + const bool focus_lost = !e->AppFocused.Focused; + io.AppFocusLost = focus_lost; + } + else + { + IM_ASSERT(0 && "Unknown event!"); + } + } + + // Record trail (for domain-specific applications wanting to access a precise trail) + //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n); + for (int n = 0; n < event_n; n++) + g.InputEventsTrail.push_back(g.InputEventsQueue[n]); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)) + for (int n = 0; n < g.InputEventsQueue.Size; n++) + DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]); +#endif + + // Remaining events will be processed on the next frame + if (event_n == g.InputEventsQueue.Size) + g.InputEventsQueue.resize(0); + else + g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n); + + // Clear buttons state when focus is lost + // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle. + // - we clear in EndFrame() and not now in order allow application/user code polling this flag + // (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event). + if (g.IO.AppFocusLost) + g.IO.ClearInputKeys(); +} + +ImGuiID ImGui::GetKeyOwner(ImGuiKey key) +{ + if (!IsNamedKeyOrModKey(key)) + return ImGuiKeyOwner_None; + + ImGuiContext& g = *GImGui; + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key); + ImGuiID owner_id = owner_data->OwnerCurr; + + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId) + if ((key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super) + return ImGuiKeyOwner_None; + + return owner_id; +} + +// TestKeyOwner(..., ID) : (owner == None || owner == ID) +// TestKeyOwner(..., None) : (owner == None) +// TestKeyOwner(..., Any) : no owner test +// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags. +bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) +{ + if (!IsNamedKeyOrModKey(key)) + return true; + + ImGuiContext& g = *GImGui; + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId) + if ((key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super) + return false; + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key); + if (owner_id == ImGuiKeyOwner_Any) + return (owner_data->LockThisFrame == false); + + // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId + // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things. + // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions. + if (owner_data->OwnerCurr != owner_id) + { + if (owner_data->LockThisFrame) + return false; + if (owner_data->OwnerCurr != ImGuiKeyOwner_None) + return false; + } + + return true; +} + +// _LockXXX flags are useful to lock keys away from code which is not input-owner aware. +// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone. +// - SetKeyOwner(..., None) : clears owner +// - SetKeyOwner(..., Any, !Lock) : illegal (assert) +// - SetKeyOwner(..., Any or None, Lock) : set lock +void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) +{ + IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it) + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function! + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key); + owner_data->OwnerCurr = owner_data->OwnerNext = owner_id; + + // We cannot lock by default as it would likely break lots of legacy code. + // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test) + owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0; + owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease); +} + +// This is more or less equivalent to: +// if (IsItemHovered() || IsItemActive()) +// SetKeyOwner(key, GetItemID()); +// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times. +// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition. +// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority. +void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (id == 0 || (g.HoveredId != id && g.ActiveId != id)) + return; + if ((flags & ImGuiInputFlags_CondMask_) == 0) + flags |= ImGuiInputFlags_CondDefault_; + if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive))) + { + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function! + SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_); + } +} + +// - Need to decide how to handle shortcut translations for Non-Mac <> Mac +// - Ideas: https://github.com/ocornut/imgui/issues/456#issuecomment-264390864 +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + + // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. + if ((flags & ImGuiInputFlags_RouteMask_) == 0) + flags |= ImGuiInputFlags_RouteFocused; + if (!SetShortcutRouting(key_chord, owner_id, flags)) + return false; + + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (g.IO.KeyMods != mods) + return false; + + // Special storage location for mods + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + + if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_)))) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! + + return true; +} + + +//----------------------------------------------------------------------------- +// [SECTION] ERROR CHECKING +//----------------------------------------------------------------------------- + +// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If this triggers you have an issue: +// - Most commonly: mismatched headers and compiled code version. +// - Or: mismatched configuration #define, compilation settings, packing pragma etc. +// The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui, +// which is way it is required you put them in your imconfig file (and not just before including imgui.h). +// Otherwise it is possible that different compilation units would see different structure layout +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) +{ + bool error = false; + if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + return !error; +} + +// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell) +// This is causing issues and ambiguity and we need to retire that. +// See https://github.com/ocornut/imgui/issues/5548 for more details. +// [Scenario 1] +// Previously this would make the window content size ~200x200: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK +// Instead, please submit an item: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK +// Alternative: +// Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK +// [Scenario 2] +// For reference this is one of the issue what we aim to fix with this change: +// BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() +// The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller! +// While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue. +void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->DC.IsSetPos); + window->DC.IsSetPos = false; +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y) + return; + IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent."); +#else + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +#endif +} + +static void ImGui::ErrorCheckNewFrameSanityChecks() +{ + ImGuiContext& g = *GImGui; + + // Check user IM_ASSERT macro + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined! + // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. + // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) + // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong! + // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct! + if (true) IM_ASSERT(1); else IM_ASSERT(0); + + // Check user data + // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) + IM_ASSERT(g.Initialized); + IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); + IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); + IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right); +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++) + IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)"); + + // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP) + if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1) + IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); +#endif + + // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. + if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) + g.IO.ConfigWindowsResizeFromEdges = false; +} + +static void ImGui::ErrorCheckEndFrameSanityChecks() +{ + ImGuiContext& g = *GImGui; + + // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() + // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). + // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will + // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. + // We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), + // while still correctly asserting on mid-frame key press events. + const ImGuiKeyChord key_mods = GetMergedModsFromBools(); + IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(key_mods); + + // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame(). + //ErrorCheckEndFrameRecover(); + + // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you + // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). + if (g.CurrentWindowStack.Size != 1) + { + if (g.CurrentWindowStack.Size > 1) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); + while (g.CurrentWindowStack.Size > 1) + End(); + } + else + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); + } + } + + IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!"); +} + +// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. +// Must be called during or before EndFrame(). +// This is generally flawed as we are not necessarily End/Popping things in the right order. +// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. +// FIXME: Can't recover from interleaved BeginTabBar/Begin +void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data) +{ + // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" + ImGuiContext& g = *GImGui; + while (g.CurrentWindowStack.Size > 0) //-V1044 + { + ErrorCheckEndWindowRecover(log_callback, user_data); + ImGuiWindow* window = g.CurrentWindow; + if (g.CurrentWindowStack.Size == 1) + { + IM_ASSERT(window->IsFallbackWindow); + break; + } + if (window->Flags & ImGuiWindowFlags_ChildWindow) + { + if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name); + EndChild(); + } + else + { + if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name); + End(); + } + } +} + +// Must be called before End()/EndChild() +void ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data) +{ + ImGuiContext& g = *GImGui; + while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) + { + if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); + EndTable(); + } + + ImGuiWindow* window = g.CurrentWindow; + ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin; + IM_ASSERT(window != NULL); + while (g.CurrentTabBar != NULL) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name); + EndTabBar(); + } + while (window->DC.TreeDepth > 0) + { + if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name); + TreePop(); + } + while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name); + EndGroup(); + } + while (window->IDStack.Size > 1) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name); + PopID(); + } + while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name); + EndDisabled(); + } + while (g.ColorStack.Size > stack_sizes->SizeOfColorStack) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col)); + PopStyleColor(); + } + while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name); + PopItemFlag(); + } + while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name); + PopStyleVar(); + } + while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name); + PopFocusScope(); + } +} + +// Save current stack sizes for later compare +void ImGuiStackSizes::SetToCurrentState() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + SizeOfIDStack = (short)window->IDStack.Size; + SizeOfColorStack = (short)g.ColorStack.Size; + SizeOfStyleVarStack = (short)g.StyleVarStack.Size; + SizeOfFontStack = (short)g.FontStack.Size; + SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; + SizeOfGroupStack = (short)g.GroupStack.Size; + SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; + SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; + SizeOfDisabledStack = (short)g.DisabledStackSize; +} + +// Compare to detect usage errors +void ImGuiStackSizes::CompareWithCurrentState() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_UNUSED(window); + + // Window stacks + // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) + IM_ASSERT(SizeOfIDStack == window->IDStack.Size && "PushID/PopID or TreeNode/TreePop Mismatch!"); + + // Global stacks + // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. + IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!"); + IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!"); + IM_ASSERT(SizeOfDisabledStack == g.DisabledStackSize && "BeginDisabled/EndDisabled Mismatch!"); + IM_ASSERT(SizeOfItemFlagsStack >= g.ItemFlagsStack.Size && "PushItemFlag/PopItemFlag Mismatch!"); + IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!"); + IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!"); + IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!"); + IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!"); +} + + +//----------------------------------------------------------------------------- +// [SECTION] LAYOUT +//----------------------------------------------------------------------------- +// - ItemSize() +// - ItemAdd() +// - SameLine() +// - GetCursorScreenPos() +// - SetCursorScreenPos() +// - GetCursorPos(), GetCursorPosX(), GetCursorPosY() +// - SetCursorPos(), SetCursorPosX(), SetCursorPosY() +// - GetCursorStartPos() +// - Indent() +// - Unindent() +// - SetNextItemWidth() +// - PushItemWidth() +// - PushMultiItemsWidths() +// - PopItemWidth() +// - CalcItemWidth() +// - CalcItemSize() +// - GetTextLineHeight() +// - GetTextLineHeightWithSpacing() +// - GetFrameHeight() +// - GetFrameHeightWithSpacing() +// - GetContentRegionMax() +// - GetContentRegionMaxAbs() [Internal] +// - GetContentRegionAvail(), +// - GetWindowContentRegionMin(), GetWindowContentRegionMax() +// - BeginGroup() +// - EndGroup() +// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. +//----------------------------------------------------------------------------- + +// Advance cursor given item size for layout. +// Register minimum needed size so it can extend the bounding box used for auto-fit calculation. +// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. +void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // We increase the height in this function to accommodate for baseline offset. + // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, + // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. + const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; + + const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y; + const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y); + + // Always align ourselves on pixel boundaries + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = line_y1; + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + window->DC.PrevLineSize.y = line_height; + window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); + window->DC.CurrLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); +} + +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Set item data + // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) + g.LastItemData.ID = id; + g.LastItemData.Rect = bb; + g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; + g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags; + g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; + + // Directional navigation processing + if (id != 0) + { + KeepAliveID(id); + + // Runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav)) + { + window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) + NavProcessItem(); + } + + // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". + // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". + // READ THE FAQ: https://dearimgui.org/faq + IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); + } + g.NextItemData.Flags = ImGuiNextItemDataFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id); +#endif + + // Clipping test + // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value) + //const bool is_clipped = IsClippedEx(bb, id); + //if (is_clipped) + // return false; + const bool is_rect_visible = bb.Overlaps(window->ClipRect); + if (!is_rect_visible) + if (id == 0 || (id != g.ActiveId && id != g.NavId)) + if (!g.LogEnabled) + return false; + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0 && id == g.DebugLocateId) + DebugLocateItemResolveWithLastItem(); +#endif + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (is_rect_visible) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible; + if (IsMouseHoveringRect(bb.Min, bb.Max)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; +} + +// Gets back to previous line and continue with horizontal layout +// offset_from_start_x == 0 : follow right after previous item +// offset_from_start_x != 0 : align to specified x position (relative to window/group left) +// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float offset_from_start_x, float spacing_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + if (offset_from_start_x != 0.0f) + { + if (spacing_w < 0.0f) + spacing_w = 0.0f; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + else + { + if (spacing_w < 0.0f) + spacing_w = g.Style.ItemSpacing.x; + window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + window->DC.IsSameLine = true; +} + +ImVec2 ImGui::GetCursorScreenPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos; +} + +// 2022/08/05: Setting cursor position also extend boundaries (via modifying CursorMaxPos) used to compute window size, group size etc. +// I believe this was is a judicious choice but it's probably being relied upon (it has been the case since 1.31 and 1.50) +// It would be sane if we requested user to use SetCursorPos() + Dummy(ImVec2(0,0)) to extend CursorMaxPos... +void ImGui::SetCursorScreenPos(const ImVec2& pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; +} + +// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. +// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. +ImVec2 ImGui::GetCursorPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos - window->Pos + window->Scroll; +} + +float ImGui::GetCursorPosX() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; +} + +float ImGui::GetCursorPosY() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; +} + +void ImGui::SetCursorPos(const ImVec2& local_pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = window->Pos - window->Scroll + local_pos; + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosX(float x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); + window->DC.IsSetPos = true; +} + +void ImGui::SetCursorPosY(float y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); + window->DC.IsSetPos = true; +} + +ImVec2 ImGui::GetCursorStartPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorStartPos - window->Pos; +} + +void ImGui::Indent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +void ImGui::Unindent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +// Affect large frame+labels widgets only. +void ImGui::SetNextItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; +} + +// FIXME: Remove the == 0.0f behavior? +void ImGui::PushItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PushMultiItemsWidths(int components, float w_full) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiStyle& style = g.Style; + const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); + const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + window->DC.ItemWidthStack.push_back(w_item_last); + for (int i = 0; i < components - 2; i++) + window->DC.ItemWidthStack.push_back(w_item_one); + window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one; + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PopItemWidth() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + window->DC.ItemWidthStack.pop_back(); +} + +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). +// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() +float ImGui::CalcItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float w; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; + else + w = window->DC.ItemWidth; + if (w < 0.0f) + { + float region_max_x = GetContentRegionMaxAbs().x; + w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); + } + w = IM_FLOOR(w); + return w; +} + +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImVec2 region_max; + if (size.x < 0.0f || size.y < 0.0f) + region_max = GetContentRegionMaxAbs(); + + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x); + + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y); + + return size; +} + +float ImGui::GetTextLineHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize; +} + +float ImGui::GetTextLineHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.ItemSpacing.y; +} + +float ImGui::GetFrameHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f; +} + +float ImGui::GetFrameHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; +} + +// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience! + +// FIXME: This is in window space (not screen space!). +ImVec2 ImGui::GetContentRegionMax() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = window->ContentRegionRect.Max - window->Pos; + if (window->DC.CurrentColumns || g.CurrentTable) + mx.x = window->WorkRect.Max.x - window->Pos.x; + return mx; +} + +// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. +ImVec2 ImGui::GetContentRegionMaxAbs() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = window->ContentRegionRect.Max; + if (window->DC.CurrentColumns || g.CurrentTable) + mx.x = window->WorkRect.Max.x; + return mx; +} + +ImVec2 ImGui::GetContentRegionAvail() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return GetContentRegionMaxAbs() - window->DC.CursorPos; +} + +// In window space (not screen space!) +ImVec2 ImGui::GetWindowContentRegionMin() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Min - window->Pos; +} + +ImVec2 ImGui::GetWindowContentRegionMax() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Max - window->Pos; +} + +// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) +// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. +// FIXME-OPT: Could we safely early out on ->SkipItems? +void ImGui::BeginGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.GroupStack.resize(g.GroupStack.Size + 1); + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.WindowID = window->ID; + group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; + group_data.BackupIndent = window->DC.Indent; + group_data.BackupGroupOffset = window->DC.GroupOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; + group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; + group_data.EmitItem = true; + + window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; + window->DC.Indent = window->DC.GroupOffset; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +void ImGui::EndGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls + + ImGuiGroupData& group_data = g.GroupStack.back(); + IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); + + window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); + window->DC.Indent = group_data.BackupIndent; + window->DC.GroupOffset = group_data.BackupGroupOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return + + if (!group_data.EmitItem) + { + g.GroupStack.pop_back(); + return; + } + + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize()); + ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop); + + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true); + if (group_contains_curr_active_id) + g.LastItemData.ID = g.ActiveId; + else if (group_contains_prev_active_id) + g.LastItemData.ID = g.ActiveIdPreviousFrame; + g.LastItemData.Rect = group_bb; + + // Forward Hovered flag + const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; + if (group_contains_curr_hovered_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Forward Edited flag + if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; + + // Forward Deactivated flag + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; + + g.GroupStack.pop_back(); + //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] +} + + +//----------------------------------------------------------------------------- +// [SECTION] SCROLLING +//----------------------------------------------------------------------------- + +// Helper to snap on edges when aiming at an item very close to the edge, +// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. +// When we refactor the scrolling API this may be configurable with a flag? +// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. +static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio) +{ + if (target <= snap_min + snap_threshold) + return ImLerp(snap_min, target, center_ratio); + if (target >= snap_max - snap_threshold) + return ImLerp(target, snap_max, center_ratio); + return target; +} + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) +{ + ImVec2 scroll = window->Scroll; + if (window->ScrollTarget.x < FLT_MAX) + { + float decoration_total_width = window->ScrollbarSizes.x; + float center_x_ratio = window->ScrollTargetCenterRatio.x; + float scroll_target_x = window->ScrollTarget.x; + if (window->ScrollTargetEdgeSnapDist.x > 0.0f) + { + float snap_x_min = 0.0f; + float snap_x_max = window->ScrollMax.x + window->SizeFull.x - decoration_total_width; + scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio); + } + scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - decoration_total_width); + } + if (window->ScrollTarget.y < FLT_MAX) + { + float decoration_total_height = window->TitleBarHeight() + window->MenuBarHeight() + window->ScrollbarSizes.y; + float center_y_ratio = window->ScrollTargetCenterRatio.y; + float scroll_target_y = window->ScrollTarget.y; + if (window->ScrollTargetEdgeSnapDist.y > 0.0f) + { + float snap_y_min = 0.0f; + float snap_y_max = window->ScrollMax.y + window->SizeFull.y - decoration_total_height; + scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio); + } + scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - decoration_total_height); + } + scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f)); + scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f)); + if (!window->Collapsed && !window->SkipItems) + { + scroll.x = ImMin(scroll.x, window->ScrollMax.x); + scroll.y = ImMin(scroll.y, window->ScrollMax.y); + } + return scroll; +} + +void ImGui::ScrollToItem(ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ScrollToRectEx(window, g.LastItemData.NavRect, flags); +} + +void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ScrollToRectEx(window, item_rect, flags); +} + +// Scroll to keep newly navigated item fully into view +ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] + + // Check that only one behavior is selected per axis + IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_)); + IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_)); + + // Defaults + ImGuiScrollFlags in_flags = flags; + if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX) + flags |= ImGuiScrollFlags_KeepVisibleEdgeX; + if ((flags & ImGuiScrollFlags_MaskY_) == 0) + flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY; + + const bool fully_visible_x = item_rect.Min.x >= window_rect.Min.x && item_rect.Max.x <= window_rect.Max.x; + const bool fully_visible_y = item_rect.Min.y >= window_rect.Min.y && item_rect.Max.y <= window_rect.Max.y; + const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= window_rect.GetWidth(); + const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= window_rect.GetHeight(); + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) + { + if (item_rect.Min.x < window_rect.Min.x || !can_be_fully_visible_x) + SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f); + else if (item_rect.Max.x >= window_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) + { + float target_x = can_be_fully_visible_x ? ImFloor((item_rect.Min.x + item_rect.Max.x - window->InnerRect.GetWidth()) * 0.5f) : item_rect.Min.x; + SetScrollFromPosX(window, target_x - window->Pos.x, 0.0f); + } + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) + { + if (item_rect.Min.y < window_rect.Min.y || !can_be_fully_visible_y) + SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f); + else if (item_rect.Max.y >= window_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) + { + float target_y = can_be_fully_visible_y ? ImFloor((item_rect.Min.y + item_rect.Max.y - window->InnerRect.GetHeight()) * 0.5f) : item_rect.Min.y; + SetScrollFromPosY(window, target_y - window->Pos.y, 0.0f); + } + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ImVec2 delta_scroll = next_scroll - window->Scroll; + + // Also scroll parent window to keep us into view if necessary + if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow)) + { + // FIXME-SCROLL: May be an option? + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX; + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY; + delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags); + } + + return delta_scroll; +} + +float ImGui::GetScrollX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; +} + +float ImGui::GetScrollY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; +} + +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} + +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} + +void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x) +{ + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y) +{ + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiContext& g = *GImGui; + SetScrollX(g.CurrentWindow, scroll_x); +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiContext& g = *GImGui; + SetScrollY(g.CurrentWindow, scroll_y); +} + +// Note that a local position will vary depending on initial scroll value, +// This is a little bit confusing so bear with us: +// - local_pos = (absolution_pos - window->Pos) +// - So local_x/local_y are 0.0f for a position at the upper-left corner of a window, +// and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area. +// - They mostly exist because of legacy API. +// Following the rules above, when trying to work with scrolling code, consider that: +// - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect! +// - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense +// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size +void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) +{ + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.x = center_x_ratio; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) +{ + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect; + local_y -= decoration_up_height; + window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.y = center_y_ratio; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); + float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio); + SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x); +} + +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y); + float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); + SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y); +} + +//----------------------------------------------------------------------------- +// [SECTION] TOOLTIPS +//----------------------------------------------------------------------------- + +void ImGui::BeginTooltip() +{ + BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +void ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + + if (g.DragDropWithinSource || g.DragDropWithinTarget) + { + // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) + // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor. + // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do. + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale); + SetNextWindowPos(tooltip_pos); + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip; + } + + char window_name[16]; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); + if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip) + if (ImGuiWindow* window = FindWindowByName(window_name)) + if (window->Active) + { + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + window->Hidden = true; + window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary? + ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); + } + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize; + Begin(window_name, NULL, flags | extra_window_flags); +} + +void ImGui::EndTooltip() +{ + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + End(); +} + +void ImGui::SetTooltipV(const char* fmt, va_list args) +{ + BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None); + TextV(fmt, args); + EndTooltip(); +} + +void ImGui::SetTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + SetTooltipV(fmt, args); + va_end(args); +} + +//----------------------------------------------------------------------------- +// [SECTION] POPUPS +//----------------------------------------------------------------------------- + +// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel +bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + if (popup_flags & ImGuiPopupFlags_AnyPopupId) + { + // Return true if any popup is open at the current BeginPopup() level of the popup stack + // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. + IM_ASSERT(id == 0); + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + return g.OpenPopupStack.Size > 0; + else + return g.OpenPopupStack.Size > g.BeginPopupStack.Size; + } + else + { + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + { + // Return true if the popup is open anywhere in the popup stack + for (int n = 0; n < g.OpenPopupStack.Size; n++) + if (g.OpenPopupStack[n].PopupId == id) + return true; + return false; + } + else + { + // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + } + } +} + +bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id); + if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0) + IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally + return IsPopupOpen(id, popup_flags); +} + +ImGuiWindow* ImGui::GetTopMostPopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if (popup->Flags & ImGuiWindowFlags_Modal) + return popup; + return NULL; +} + +ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup)) + return popup; + return NULL; +} + +void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.CurrentWindow->GetID(str_id); + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X\n", str_id, id); + OpenPopupEx(id, popup_flags); +} + +void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + OpenPopupEx(id, popup_flags); +} + +// Mark popup as open (toggle toward open state). +// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. +// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). +// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) +void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + const int current_stack_size = g.BeginPopupStack.Size; + + if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) + if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId)) + return; + + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + popup_ref.PopupId = id; + popup_ref.Window = NULL; + popup_ref.BackupNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type). + popup_ref.OpenFrameCount = g.FrameCount; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); + popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; + + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id); + if (g.OpenPopupStack.Size < current_stack_size + 1) + { + g.OpenPopupStack.push_back(popup_ref); + } + else + { + // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui + // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing + // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. + if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) + { + g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; + } + else + { + // Close child popups if any, then flag popup for open/reopen + ClosePopupToLevel(current_stack_size, false); + g.OpenPopupStack.push_back(popup_ref); + } + + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + // This is equivalent to what ClosePopupToLevel() does. + //if (g.OpenPopupStack[current_stack_size].PopupId == id) + // FocusWindow(parent_window); + } +} + +// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. +// This function closes any popups that are over 'ref_window'. +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size == 0) + return; + + // Don't close our own child popup windows. + int popup_count_to_keep = 0; + if (ref_window) + { + // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) + for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) + { + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; + if (!popup.Window) + continue; + IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); + if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + + // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) + // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3: + // Window -> Popup1 -> Popup2 -> Popup3 + // - Each popups may contain child windows, which is why we compare ->RootWindow! + // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child + bool ref_window_is_descendent_of_popup = false; + for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) + if (IsWindowWithinBeginStackOf(ref_window, popup_window)) + { + ref_window_is_descendent_of_popup = true; + break; + } + if (!ref_window_is_descendent_of_popup) + break; + } + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + { + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : ""); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); + } +} + +void ImGui::ClosePopupsExceptModals() +{ + ImGuiContext& g = *GImGui; + + int popup_count_to_keep; + for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--) + { + ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window; + if (!window || window->Flags & ImGuiWindowFlags_Modal) + break; + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + ClosePopupToLevel(popup_count_to_keep, true); +} + +void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + + // Trim open popup stack + ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; + ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow; + g.OpenPopupStack.resize(remaining); + + if (restore_focus_to_window_under_popup) + { + ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window; + if (focus_window && !focus_window->WasActive && popup_window) + { + // Fallback + FocusTopMostWindowUnderOne(popup_window, NULL); + } + else + { + if (g.NavLayer == ImGuiNavLayer_Main && focus_window) + focus_window = NavRestoreLastChildNavWindow(focus_window); + FocusWindow(focus_window); + } + } +} + +// Close the popup we have begin-ed into. +void ImGui::CloseCurrentPopup() +{ + ImGuiContext& g = *GImGui; + int popup_idx = g.BeginPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + return; + + // Closing a menu closes its top-most parent popup (unless a modal) + while (popup_idx > 0) + { + ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; + ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; + bool close_parent = false; + if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) + if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar)) + close_parent = true; + if (!close_parent) + break; + popup_idx--; + } + IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + ClosePopupToLevel(popup_idx, true); + + // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. + // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. + // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. + if (ImGuiWindow* window = g.NavWindow) + window->DC.NavHideHighlightOneFrame = true; +} + +// Attention! BeginPopup() adds default flags which BeginPopupEx()! +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[20]; + if (flags & ImGuiWindowFlags_ChildMenu) + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth + else + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame + + flags |= ImGuiWindowFlags_Popup; + bool is_open = Begin(name, NULL, flags); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + + return is_open; +} + +bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; + ImGuiID id = g.CurrentWindow->GetID(str_id); + return BeginPopupEx(id, flags); +} + +// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here. +bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = window->GetID(name); + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + // Center modal windows by default for increased visibility + // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) + // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + const ImGuiViewport* viewport = GetMainViewport(); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + } + + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse; + const bool is_open = Begin(name, p_open, flags); + if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + { + EndPopup(); + if (is_open) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + return false; + } + return is_open; +} + +void ImGui::EndPopup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls + IM_ASSERT(g.BeginPopupStack.Size > 0); + + // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) + if (g.NavWindow == window) + NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); + + // Child-popups don't need to be laid out + IM_ASSERT(g.WithinEndChild == false); + if (window->Flags & ImGuiWindowFlags_ChildWindow) + g.WithinEndChild = true; + End(); + g.WithinEndChild = false; +} + +// Helper to open a popup if mouse button is released over the item +// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup() +void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + { + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + OpenPopupEx(id, popup_flags); + } +} + +// This is a helper to handle the simplest case of associating one named popup to one given widget. +// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id. +// - To create a popup with a specific identifier, pass it in str_id. +// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call. +// - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id. +// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// This is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight); +// return BeginPopup(id); +// Which is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) +// OpenPopup(id); +// return BeginPopup(id); +// The main difference being that this is tweaked to avoid computing the ID twice. +bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "window_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "void_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) + if (GetTopMostPopupModal() == NULL) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) +// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. +// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor +// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. +// this allows us to have tooltips/popups displayed out of the parent viewport.) +ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) +{ + ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + + // Combo Box policy (we want a connecting edge) + if (policy == ImGuiPopupPositionPolicy_ComboBox) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + ImVec2 pos; + if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) + if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right + if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left + if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left + if (!r_outer.Contains(ImRect(pos, pos + size))) + continue; + *last_dir = dir; + return pos; + } + } + + // Tooltip and Default popup policy + // (Always first try the direction we used on the last frame, if any) + if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + + const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + + // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) + if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right)) + continue; + if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down)) + continue; + + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + + // Clamp top-left corner of popup + pos.x = ImMax(pos.x, r_outer.Min.x); + pos.y = ImMax(pos.y, r_outer.Min.y); + + *last_dir = dir; + return pos; + } + } + + // Fallback when not enough room: + *last_dir = ImGuiDir_None; + + // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + if (policy == ImGuiPopupPositionPolicy_Tooltip) + return ref_pos + ImVec2(2, 2); + + // Otherwise try to keep within display + ImVec2 pos = ref_pos; + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); + return pos; +} + +// Note that this is used for popups, which can overlap the non work-area of individual viewports. +ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(window); + ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect(); + ImVec2 padding = g.Style.DisplaySafeAreaPadding; + r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); + return r_screen; +} + +ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + ImRect r_outer = GetPopupAllowedExtentRect(window); + if (window->Flags & ImGuiWindowFlags_ChildMenu) + { + // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. + // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. + IM_ASSERT(g.CurrentWindow == window); + ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window; + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + ImRect r_avoid; + if (parent_window->DC.MenuBarAppending) + r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field + else + r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); + } + if (window->Flags & ImGuiWindowFlags_Popup) + { + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here + } + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Position tooltip (always follows mouse) + float sc = g.Style.MouseCursorScale; + ImVec2 ref_pos = NavCalcPreferredRefPos(); + ImRect r_avoid; + if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); + else + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); + } + IM_ASSERT(0); + return window->Pos; +} + +//----------------------------------------------------------------------------- +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +//----------------------------------------------------------------------------- + +// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked. +// In our terminology those should be interchangeable, yet right now this is super confusing. +// Those two functions are merely a legacy artifact, so at minimum naming should be clarified. + +void ImGui::SetNavWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow != window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : ""); + g.NavWindow = window; + } + g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); + g.NavId = id; + g.NavLayer = nav_layer; + g.NavFocusScopeId = focus_scope_id; + g.NavWindow->NavLastIds[nav_layer] = id; + g.NavWindow->NavRectRel[nav_layer] = rect_rel; +} + +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + if (g.NavWindow != window) + SetNavWindow(window); + + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid. + // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; + g.NavId = id; + g.NavLayer = nav_layer; + g.NavFocusScopeId = g.CurrentFocusScopeId; + window->NavLastIds[nav_layer] = id; + if (g.LastItemData.ID == id) + window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); + + if (g.ActiveIdSource == ImGuiInputSource_Nav) + g.NavDisableMouseHover = true; + else + g.NavDisableHighlight = true; +} + +ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) +{ + if (ImFabs(dx) > ImFabs(dy)) + return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; + return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; +} + +static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1) +{ + if (a1 < b0) + return a1 - b0; + if (b1 < a0) + return a0 - b1; + return 0.0f; +} + +static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect) +{ + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + { + r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y); + r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y); + } + else // FIXME: PageUp/PageDown are leaving move_dir == None + { + r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x); + r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x); + } +} + +// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool ImGui::NavScoreItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavLayer != window->DC.NavLayerCurrent) + return false; + + // FIXME: Those are not good variables names + ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle + const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringDebugCount++; + + // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring + if (window->ParentWindow == g.NavWindow) + { + IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); + if (!window->ClipRect.Overlaps(cand)) + return false; + cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window + } + + // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items) + // For example, this ensures that items in one column are not reached when moving vertically from items in another column. + NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect); + + // Compute distance between boxes + // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. + float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + if (dby != 0.0f && dbx != 0.0f) + dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + float dist_box = ImFabs(dbx) + ImFabs(dby); + + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) + + // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance + ImGuiDir quadrant; + float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; + if (dbx != 0.0f || dby != 0.0f) + { + // For non-overlapping boxes, use distance between boxes + dax = dbx; + day = dby; + dist_axial = dist_box; + quadrant = ImGetDirQuadrantFromDelta(dbx, dby); + } + else if (dcx != 0.0f || dcy != 0.0f) + { + // For overlapping boxes with different centers, use distance between centers + dax = dcx; + day = dcy; + dist_axial = dist_center; + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); + } + else + { + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) + quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + } + +#if IMGUI_DEBUG_NAV_SCORING + char buf[128]; + if (IsMouseHoveringRect(cand.Min, cand.Max)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); + draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150)); + draw_list->AddText(cand.Max, ~0U, buf); + } + else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. + { + if (quadrant == g.NavMoveDir) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); + draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf); + } + } +#endif + + // Is it in the quadrant we're interested in moving to? + bool new_best = false; + const ImGuiDir move_dir = g.NavMoveDir; + if (quadrant == move_dir) + { + // Does it beat the current best candidate? + if (dist_box < result->DistBox) + { + result->DistBox = dist_box; + result->DistCenter = dist_center; + return true; + } + if (dist_box == result->DistBox) + { + // Try using distance between center points to break ties + if (dist_center < result->DistCenter) + { + result->DistCenter = dist_center; + new_best = true; + } + else if (dist_center == result->DistCenter) + { + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + new_best = true; + } + } + } + + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? + if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match + if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f)) + { + result->DistAxial = dist_axial; + new_best = true; + } + + return new_best; +} + +static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + result->Window = window; + result->ID = g.LastItemData.ID; + result->FocusScopeId = g.CurrentFocusScopeId; + result->InFlags = g.LastItemData.InFlags; + result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); +} + +// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) +// This is called after LastItemData is set. +static void ImGui::NavProcessItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = g.LastItemData.ID; + const ImRect nav_bb = g.LastItemData.NavRect; + const ImGuiItemFlags item_flags = g.LastItemData.InFlags; + + // Process Init Request + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0) + { + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0; + if (candidate_for_nav_default_focus || g.NavInitResultId == 0) + { + g.NavInitResultId = id; + g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb); + } + if (candidate_for_nav_default_focus) + { + g.NavInitRequest = false; // Found a match, clear request + NavUpdateAnyRequestFlag(); + } + } + + // Process Move Request (scoring for navigation) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) + if (g.NavMoveScoringItems) + { + const bool is_tab_stop = (item_flags & ImGuiItemFlags_Inputable) && (item_flags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; + const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0; + if (is_tabbing) + { + if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi)) + NavProcessItemForTabbingRequest(id); + } + else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & ImGuiItemFlags_Disabled)) + { + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if (!is_tabbing) + { + if (NavScoreItem(result)) + NavApplyItemToResult(result); + + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } + } + } + + // Update window-relative bounding box of navigated item + if (g.NavId == id) + { + if (g.NavWindow != window) + SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window. + g.NavLayer = window->DC.NavLayerCurrent; + g.NavFocusScopeId = g.CurrentFocusScopeId; + g.NavIdIsAlive = true; + window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) + } +} + +// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest(). +// Note that SetKeyboardFocusHere() API calls are considered tabbing requests! +// - Case 1: no nav/active id: set result to first eligible item, stop storing. +// - Case 2: tab forward: on ref id set counter, on counter elapse store result +// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request +// - Case 4: tab backward: store all results, on ref id pick prev, stop storing +// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested +void ImGui::NavProcessItemForTabbingRequest(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + + // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) + ImGuiNavItemData* result = &g.NavMoveResultLocal; + if (g.NavTabbingDir == +1) + { + // Tab Forward or SetKeyboardFocusHere() with >= 0 + if (g.NavTabbingResultFirst.ID == 0) + NavApplyItemToResult(&g.NavTabbingResultFirst); + if (--g.NavTabbingCounter == 0) + NavMoveRequestResolveWithLastItem(result); + else if (g.NavId == id) + g.NavTabbingCounter = 1; + } + else if (g.NavTabbingDir == -1) + { + // Tab Backward + if (g.NavId == id) + { + if (result->ID) + { + g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); + } + } + else + { + NavApplyItemToResult(result); + } + } + else if (g.NavTabbingDir == 0) + { + // Tab Init + if (g.NavTabbingResultFirst.ID == 0) + NavMoveRequestResolveWithLastItem(&g.NavTabbingResultFirst); + } +} + +bool ImGui::NavMoveRequestButNoResultYet() +{ + ImGuiContext& g = *GImGui; + return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +// FIXME: ScoringRect is not set +void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + + if (move_flags & ImGuiNavMoveFlags_Tabbing) + move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; + + g.NavMoveSubmitted = g.NavMoveScoringItems = true; + g.NavMoveDir = move_dir; + g.NavMoveDirForDebug = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags; + g.NavMoveScrollFlags = scroll_flags; + g.NavMoveForwardToNextFrame = false; + g.NavMoveKeyMods = g.IO.KeyMods; + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisible.Clear(); + g.NavMoveResultOther.Clear(); + g.NavTabbingCounter = 0; + g.NavTabbingResultFirst.Clear(); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; // Ensure request doesn't need more processing + NavApplyItemToResult(result); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestCancel() +{ + ImGuiContext& g = *GImGui; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +// Forward will reuse the move request again on the next frame (generally with modifications done to it) +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavMoveForwardToNextFrame == false); + NavMoveRequestCancel(); + g.NavMoveForwardToNextFrame = true; + g.NavMoveDir = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded; + g.NavMoveScrollFlags = scroll_flags; +} + +// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire +// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(wrap_flags != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY + // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test + if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) + g.NavMoveFlags |= wrap_flags; +} + +// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). +// This way we could find the last focused window among our children. It would be much less confusing this way? +static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) +{ + ImGuiWindow* parent = nav_window; + while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent = parent->ParentWindow; + if (parent && parent != nav_window) + parent->NavLastChildNavWindow = nav_window; +} + +// Restore the last focused child. +// Call when we are expected to land on the Main Layer (0) after FocusWindow() +static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) +{ + if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) + return window->NavLastChildNavWindow; + return window; +} + +void ImGui::NavRestoreLayer(ImGuiNavLayer layer) +{ + ImGuiContext& g = *GImGui; + if (layer == ImGuiNavLayer_Main) + { + ImGuiWindow* prev_nav_window = g.NavWindow; + g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests? + if (prev_nav_window) + IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name); + } + ImGuiWindow* window = g.NavWindow; + if (window->NavLastIds[layer] != 0) + { + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + } + else + { + g.NavLayer = layer; + NavInitWindow(window, true); + } +} + +void ImGui::NavRestoreHighlightAfterMove() +{ + ImGuiContext& g = *GImGui; + g.NavDisableHighlight = false; + g.NavDisableMouseHover = g.NavMousePosDirty = true; +} + +static inline void ImGui::NavUpdateAnyRequestFlag() +{ + ImGuiContext& g = *GImGui; + g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + if (g.NavAnyRequest) + IM_ASSERT(g.NavWindow != NULL); +} + +// This needs to be called before we submit any widget (aka in or before Begin) +void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == g.NavWindow); + + if (window->Flags & ImGuiWindowFlags_NoNavInputs) + { + g.NavId = 0; + g.NavFocusScopeId = window->NavRootFocusScopeId; + return; + } + + bool init_for_nav = false; + if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); + if (init_for_nav) + { + SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect()); + g.NavInitRequest = true; + g.NavInitRequestFromMove = false; + g.NavInitResultId = 0; + g.NavInitResultRectRel = ImRect(); + NavUpdateAnyRequestFlag(); + } + else + { + g.NavId = window->NavLastIds[0]; + g.NavFocusScopeId = window->NavRootFocusScopeId; + } +} + +static ImVec2 ImGui::NavCalcPreferredRefPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window) + { + // Mouse (we need a fallback in case the mouse becomes invalid after being used) + // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. + // In theory we could move that +1.0f offset in OpenPopupEx() + ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos; + return ImVec2(p.x + 1.0f, p.y); + } + else + { + // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item + // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) + ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); + if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) + { + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + rect_rel.Translate(window->Scroll - next_scroll); + } + ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); + ImGuiViewport* viewport = GetMainViewport(); + return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. + } +} + +float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate); + + ImGuiKey key_less, key_more; + if (g.NavInputSource == ImGuiInputSource_Gamepad) + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown; + } + else + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow; + } + float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate); + if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase + amount = 0.0f; + return amount; +} + +static void ImGui::NavUpdate() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + io.WantSetMousePos = false; + //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); + + // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard) + // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource? + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown }; + if (nav_gamepad_active) + for (ImGuiKey key : nav_gamepad_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Gamepad; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow }; + if (nav_keyboard_active) + for (ImGuiKey key : nav_keyboard_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Keyboard; + + // Process navigation init request (select first/default focus) + if (g.NavInitResultId != 0) + NavInitRequestApplyResult(); + g.NavInitRequest = false; + g.NavInitRequestFromMove = false; + g.NavInitResultId = 0; + g.NavJustMovedToId = 0; + + // Process navigation move request + if (g.NavMoveSubmitted) + NavMoveRequestApplyResult(); + g.NavTabbingCounter = 0; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + + // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) + bool set_mouse_pos = false; + if (g.NavMousePosDirty && g.NavIdIsAlive) + if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) + set_mouse_pos = true; + g.NavMousePosDirty = false; + IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); + + // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0 + if (g.NavWindow) + NavSaveLastChildNavWindowIntoParent(g.NavWindow); + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) + g.NavWindow->NavLastChildNavWindow = NULL; + + // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + NavUpdateWindowing(); + + // Set output flags for user application + io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); + + // Process NavCancel input (to close a popup, get back to parent, clear focus) + NavUpdateCancelRequest(); + + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavActivateInputId = 0; + g.NavActivateFlags = ImGuiActivateFlags_None; + if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false))); + const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput)); + const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false))); + if (g.ActiveId == 0 && activate_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferTweak; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) + { + g.NavActivateInputId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) + g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) + g.NavActivatePressedId = g.NavId; + } + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavDisableHighlight = true; + if (g.NavActivateId != 0) + IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + + // Process programmatic activation request + // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) + if (g.NavNextActivateId != 0) + { + if (g.NavNextActivateFlags & ImGuiActivateFlags_PreferInput) + g.NavActivateInputId = g.NavNextActivateId; + else + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId; + g.NavActivateFlags = g.NavNextActivateFlags; + } + g.NavNextActivateId = 0; + + // Process move requests + NavUpdateCreateMoveRequest(); + if (g.NavMoveDir == ImGuiDir_None) + NavUpdateCreateTabbingRequest(); + NavUpdateAnyRequestFlag(); + g.NavIdIsAlive = false; + + // Scrolling + if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + { + // *Fallback* manual-scroll with Nav directional keys when window has no navigable item + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const ImGuiDir move_dir = g.NavMoveDir; + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && move_dir != ImGuiDir_None) + { + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) + SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + } + + // *Normal* Manual scroll with LStick + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + if (nav_gamepad_active) + { + const ImVec2 scroll_dir = GetKeyVector2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f; + if (scroll_dir.x != 0.0f && window->ScrollbarX) + SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); + if (scroll_dir.y != 0.0f) + SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); + } + } + + // Always prioritize mouse highlight if navigation is disabled + if (!nav_keyboard_active && !nav_gamepad_active) + { + g.NavDisableHighlight = true; + g.NavDisableMouseHover = set_mouse_pos = false; + } + + // Update mouse position if requested + // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) + if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + { + io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos(); + io.WantSetMousePos = true; + //IMGUI_DEBUG_LOG_IO("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); + } + + // [DEBUG] + g.NavScoringDebugCount = 0; +#if IMGUI_DEBUG_NAV_RECTS + if (g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); + if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } } // [DEBUG] + if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } +#endif +} + +void ImGui::NavInitRequestApplyResult() +{ + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + ImGuiContext& g = *GImGui; + if (!g.NavWindow) + return; + + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); + SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); + g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result + if (g.NavInitRequestFromMove) + NavRestoreHighlightAfterMove(); +} + +void ImGui::NavUpdateCreateMoveRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiWindow* window = g.NavWindow; + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + + if (g.NavMoveForwardToNextFrame && window != NULL) + { + // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) + // (preserve most state, which were already set by the NavMoveRequestForward() function) + IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); + IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); + } + else + { + // Initiate directional inputs request + g.NavMoveDir = ImGuiDir_None; + g.NavMoveFlags = ImGuiNavMoveFlags_None; + g.NavMoveScrollFlags = ImGuiScrollFlags_None; + if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateNavMove; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; } + } + g.NavMoveClipDir = g.NavMoveDir; + g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + } + + // Update PageUp/PageDown/Home/End scroll + // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? + float scoring_rect_offset_y = 0.0f; + if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) + scoring_rect_offset_y = NavUpdatePageUpPageDown(); + if (scoring_rect_offset_y != 0.0f) + { + g.NavScoringNoClipRect = window->InnerRect; + g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); + } + + // [DEBUG] Always send a request +#if IMGUI_DEBUG_NAV_SCORING + if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) + g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); + if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None) + { + g.NavMoveDir = g.NavMoveDirForDebug; + g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; + } +#endif + + // Submit + g.NavMoveForwardToNextFrame = false; + if (g.NavMoveDir != ImGuiDir_None) + NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); + + // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match) + if (g.NavMoveSubmitted && g.NavId == 0) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "", g.NavLayer); + g.NavInitRequest = g.NavInitRequestFromMove = true; + g.NavInitResultId = 0; + g.NavDisableHighlight = false; + } + + // When using gamepad, we project the reference nav bounding box into window visible area. + // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad all movements are relative + // (can't focus a visible object like we can with the mouse). + if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded)) + { + bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0; + bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0; + ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1))); + if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + { + //IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); + float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f); + float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item + inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; + inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; + inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; + inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX; + window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel); + g.NavId = 0; + } + } + + // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) + ImRect scoring_rect; + if (window != NULL) + { + ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); + scoring_rect.TranslateY(scoring_rect_offset_y); + scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x); + scoring_rect.Max.x = scoring_rect.Min.x; + IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] + //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] + } + g.NavScoringRect = scoring_rect; + g.NavScoringNoClipRect.Add(scoring_rect); +} + +void ImGui::NavUpdateCreateTabbingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + IM_ASSERT(g.NavMoveDir == ImGuiDir_None); + if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) + return; + + const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + if (!tab_pressed) + return; + + // Initiate tabbing request + // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) + // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests. + // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. + //// FIXME: We use (g.ActiveId == 0) but (g.NavDisableHighlight == false) might be righter once we can tab through anything + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; + NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + g.NavTabbingCounter = -1; +} + +// Apply result from previous frame navigation directional move request. Always called from NavUpdate() +void ImGui::NavMoveRequestApplyResult() +{ + ImGuiContext& g = *GImGui; +#if IMGUI_DEBUG_NAV_SCORING + if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times + return; +#endif + + // Select which result to use + ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; + + // Tabbing forward wrap + if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) + if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID) + result = &g.NavTabbingResultFirst; + + // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + if (result == NULL) + { + if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) + g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; + if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) + NavRestoreHighlightAfterMove(); + return; + } + + // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. + if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId) + result = &g.NavMoveResultLocalVisible; + + // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. + if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) + if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) + result = &g.NavMoveResultOther; + IM_ASSERT(g.NavWindow && result->Window); + + // Scroll to keep newly navigated item fully into view. + if (g.NavLayer == ImGuiNavLayer_Main) + { + if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY) + { + // FIXME: Should remove this + float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; + SetScrollY(result->Window, scroll_target); + } + else + { + ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); + ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); + } + } + + if (g.NavWindow != result->Window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name); + g.NavWindow = result->Window; + } + if (g.ActiveId != result->ID) + ClearActiveID(); + if (g.NavId != result->ID) + { + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = g.NavMoveKeyMods; + } + + // Focus + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + + // Tabbing: Activates Inputable or Focus non-Inputable + if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable)) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState; + g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; + } + + // Activate + if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_None; + } + + // Enable nav highlight + if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) + NavRestoreHighlightAfterMove(); +} + +// Process NavCancel input (to close a popup, get back to parent, clear focus) +// FIXME: In order to support e.g. Escape to clear a selection we'll need: +// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. +// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept +static void ImGui::NavUpdateCancelRequest() +{ + ImGuiContext& g = *GImGui; + const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None))) + return; + + IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n"); + if (g.ActiveId != 0) + { + ClearActiveID(); + } + else if (g.NavLayer != ImGuiNavLayer_Main) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + NavRestoreHighlightAfterMove(); + } + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow; + ImGuiWindow* parent_window = g.NavWindow->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + ImRect child_rect = child_window->Rect(); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect)); + NavRestoreHighlightAfterMove(); + } + else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + { + // Close open popup/menu + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + } + else + { + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + g.NavId = 0; + } +} + +// Handle PageUp/PageDown/Home/End keys +// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request +// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference +// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid? +static float ImGui::NavUpdatePageUpPageDown() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) + return 0.0f; + + const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None); + const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None); + const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat); + const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat); + if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out + return 0.0f; + + if (g.NavLayer != ImGuiNavLayer_Main) + NavRestoreLayer(ImGuiNavLayer_Main); + + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll) + { + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else + { + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(ImGuiKey_PageUp, true)) + { + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; + } + else if (IsKeyPressed(ImGuiKey_PageDown, true)) + { + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; + } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + return nav_scoring_rect_offset_y; + } + return 0.0f; +} + +static void ImGui::NavEndFrame() +{ + ImGuiContext& g = *GImGui; + + // Show CTRL+TAB list window + if (g.NavWindowingTarget != NULL) + NavUpdateWindowingOverlay(); + + // Perform wrap-around in menus + // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly. + // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. + const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY; + if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + NavUpdateCreateWrappingRequest(); +} + +static void ImGui::NavUpdateCreateWrappingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + + bool do_forward = false; + ImRect bb_rel = window->NavRectRel[g.NavLayer]; + ImGuiDir clip_dir = g.NavMoveDir; + const ImGuiNavMoveFlags move_flags = g.NavMoveFlags; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row + clip_dir = ImGuiDir_Up; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row + clip_dir = ImGuiDir_Down; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column + clip_dir = ImGuiDir_Left; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column + clip_dir = ImGuiDir_Right; + } + do_forward = true; + } + if (!do_forward) + return; + window->NavRectRel[g.NavLayer] = bb_rel; + NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); +} + +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(g); + int order = window->FocusOrder; + IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) + IM_ASSERT(g.WindowsFocusOrder[order] == window); + return order; +} + +static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) + return g.WindowsFocusOrder[i]; + return NULL; +} + +static void NavUpdateWindowingHighlightWindow(int focus_change_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget); + if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + return; + + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); + ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); + if (!window_target) + window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); + if (window_target) // Don't reset windowing target if there's a single window in the list + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + } + g.NavWindowingToggleLayer = false; +} + +// Windowing management mode +// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) +static void ImGui::NavUpdateWindowing() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + ImGuiWindow* apply_focus_window = NULL; + bool apply_toggle_layer = false; + + ImGuiWindow* modal_window = GetTopMostPopupModal(); + bool allow_windowing = (modal_window == NULL); + if (!allow_windowing) + g.NavWindowingTarget = NULL; + + // Fade out + if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + { + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + g.NavWindowingTargetAnim = NULL; + } + + // Start CTRL+Tab or Square+L/R window selection + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways); + const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways); + const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None); + const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard! + if (start_windowing_with_gamepad || start_windowing_with_keyboard) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; + g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; + } + + // Gamepad update + g.NavWindowingTimer += io.DeltaTime; + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) + { + // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + + // Select window to focus + const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1); + if (focus_change_dir != 0) + { + NavUpdateWindowingHighlightWindow(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } + + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) + if (!IsKeyDown(ImGuiKey_NavGamepadMenu)) + { + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + if (g.NavWindowingToggleLayer && g.NavWindow) + apply_toggle_layer = true; + else if (!g.NavWindowingToggleLayer) + apply_focus_window = g.NavWindowingTarget; + g.NavWindowingTarget = NULL; + } + } + + // Keyboard: Focus + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_; + IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows. + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f + if (keyboard_next_window || keyboard_prev_window) + NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1); + else if ((io.KeyMods & shared_mods) != shared_mods) + apply_focus_window = g.NavWindowingTarget; + } + + // Keyboard: Press and Release ALT to toggle menu layer + // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer. + // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. + if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None)) + { + g.NavWindowingToggleLayer = true; + g.NavInputSource = ImGuiInputSource_Keyboard; + } + if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) + // We cancel toggling nav layer when other modifiers are pressed. (See #4439) + // We cancel toggling nav layer if an owner has claimed the key. + if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false) + g.NavWindowingToggleLayer = false; + + // Apply layer toggle on release + // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. + if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer) + if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) + if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) + apply_toggle_layer = true; + if (!IsKeyDown(ImGuiMod_Alt)) + g.NavWindowingToggleLayer = false; + } + + // Move window + if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) + { + ImVec2 nav_move_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift) + nav_move_dir = GetKeyVector2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_move_dir = GetKeyVector2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f) + { + const float NAV_MOVE_SPEED = 800.0f; + const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaPos += nav_move_dir * move_step; + g.NavDisableMouseHover = true; + ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaPos); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow; + SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always); + g.NavWindowingAccumDeltaPos -= accum_floored; + } + } + } + + // Apply final focus + if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) + { + ClearActiveID(); + NavRestoreHighlightAfterMove(); + apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window); + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window has ONLY a menu layer (no main layer), select it directly + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + } + if (apply_focus_window) + g.NavWindowingTarget = NULL; + + // Apply menu/layer toggle + if (apply_toggle_layer && g.NavWindow) + { + ClearActiveID(); + + // Move to parent menu if necessary + ImGuiWindow* new_nav_window = g.NavWindow; + while (new_nav_window->ParentWindow + && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 + && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + new_nav_window = new_nav_window->ParentWindow; + if (new_nav_window != g.NavWindow) + { + ImGuiWindow* old_nav_window = g.NavWindow; + FocusWindow(new_nav_window); + new_nav_window->NavLastChildNavWindow = old_nav_window; + } + + // Toggle layer + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + if (new_nav_layer != g.NavLayer) + { + // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) + if (new_nav_layer == ImGuiNavLayer_Menu) + g.NavWindow->NavLastIds[new_nav_layer] = 0; + NavRestoreLayer(new_nav_layer); + NavRestoreHighlightAfterMove(); + } + } +} + +// Window has already passed the IsWindowNavFocusable() +static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) +{ + if (window->Flags & ImGuiWindowFlags_Popup) + return "(Popup)"; + if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) + return "(Main menu bar)"; + return "(Untitled)"; +} + +// Overlay displayed when using CTRL+TAB. Called by EndFrame(). +void ImGui::NavUpdateWindowingOverlay() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget != NULL); + + if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) + return; + + if (g.NavWindowingListWindow == NULL) + g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); + const ImGuiViewport* viewport = GetMainViewport(); + SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); + Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) + { + ImGuiWindow* window = g.WindowsFocusOrder[n]; + IM_ASSERT(window != NULL); // Fix static analyzers + if (!IsWindowNavFocusable(window)) + continue; + const char* label = window->Name; + if (label == FindRenderedTextEnd(label)) + label = GetFallbackWindowNameForWindowingList(window); + Selectable(label, g.NavWindowingTarget == window); + } + End(); + PopStyleVar(); +} + + +//----------------------------------------------------------------------------- +// [SECTION] DRAG AND DROP +//----------------------------------------------------------------------------- + +bool ImGui::IsDragDropActive() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive; +} + +void ImGui::ClearDragDrop() +{ + ImGuiContext& g = *GImGui; + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; + + g.DragDropPayloadBufHeap.clear(); + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); +} + +// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +// If the item has an identifier: +// - This assume/require the item to be activated (typically via ButtonBehavior). +// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button. +// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag. +// If the item has no identifier: +// - Currently always assume left mouse button. +bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, + // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; + + bool source_drag_active = false; + ImGuiID source_id = 0; + ImGuiID source_parent_id = 0; + if (!(flags & ImGuiDragDropFlags_SourceExtern)) + { + source_id = g.LastItemData.ID; + if (source_id != 0) + { + // Common path: items with ID + if (g.ActiveId != source_id) + return false; + if (g.ActiveIdMouseButton != -1) + mouse_button = g.ActiveIdMouseButton; + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + g.ActiveIdAllowOverlap = false; + } + else + { + // Uncommon path: items without ID + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag. + if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) + { + IM_ASSERT(0); + return false; + } + + // Magic fallback to handle items with no assigned ID, e.g. Text(), Image() + // We build a throwaway ID based on current ID stack + relative AABB of items in window. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. + // Rely on keeping other window->LastItemXXX fields intact. + source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); + KeepAliveID(source_id); + bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id); + if (is_hovered && g.IO.MouseClicked[mouse_button]) + { + SetActiveID(source_id, window); + FocusWindow(window); + } + if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. + g.ActiveIdAllowOverlap = is_hovered; + } + if (g.ActiveId != source_id) + return false; + source_parent_id = window->IDStack.back(); + source_drag_active = IsMouseDragging(mouse_button); + + // Disable navigation and key inputs while dragging + cancel existing request if any + SetActiveIdUsingAllKeyboardKeys(); + } + else + { + window = NULL; + source_id = ImHashStr("#SourceExtern"); + source_drag_active = true; + } + + if (source_drag_active) + { + if (!g.DragDropActive) + { + IM_ASSERT(source_id != 0); + ClearDragDrop(); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + if (payload.SourceId == g.ActiveId) + g.ActiveIdNoClearOnFocusLoss = true; + } + g.DragDropSourceFrameCount = g.FrameCount; + g.DragDropWithinSource = true; + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + BeginTooltip(); + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + { + ImGuiWindow* tooltip_window = g.CurrentWindow; + tooltip_window->Hidden = tooltip_window->SkipItems = true; + tooltip_window->HiddenFramesCanSkipItems = 1; + } + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; + } + return false; +} + +void ImGui::EndDragDropSource() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?"); + + if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + EndTooltip(); + + // Discard the drag if have not called SetDragDropPayload() + if (g.DragDropPayload.DataFrameCount == -1) + ClearDragDrop(); + g.DragDropWithinSource = false; +} + +// Use 'cond' to choose to submit payload on drag start or every frame +bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + if (cond == 0) + cond = ImGuiCond_Always; + + IM_ASSERT(type != NULL); + IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); + IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + + if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + { + // Copy payload + ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); + g.DragDropPayloadBufHeap.resize(0); + if (data_size > sizeof(g.DragDropPayloadBufLocal)) + { + // Store in heap + g.DragDropPayloadBufHeap.resize((int)data_size); + payload.Data = g.DragDropPayloadBufHeap.Data; + memcpy(payload.Data, data, data_size); + } + else if (data_size > 0) + { + // Store locally + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + payload.Data = g.DragDropPayloadBufLocal; + memcpy(payload.Data, data, data_size); + } + else + { + payload.Data = NULL; + } + payload.DataSize = (int)data_size; + } + payload.DataFrameCount = g.FrameCount; + + // Return whether the payload has been accepted + return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); +} + +bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow) + return false; + IM_ASSERT(id != 0); + if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) + return false; + if (window->SkipItems) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false); + g.DragDropTargetRect = bb; + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +// We don't use BeginDragDropTargetCustom() and duplicate its code because: +// 1) we use LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. +// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) +bool ImGui::BeginDragDropTarget() +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow || window->SkipItems) + return false; + + const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; + ImGuiID id = g.LastItemData.ID; + if (id == 0) + { + id = window->GetIDFromRectangle(display_rect); + KeepAliveID(id); + } + if (g.DragDropPayload.SourceId == id) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false); + g.DragDropTargetRect = display_rect; + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +bool ImGui::IsDragDropPayloadBeingAccepted() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive && g.DragDropAcceptIdPrev != 0; +} + +const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiPayload& payload = g.DragDropPayload; + IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? + IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? + if (type != NULL && !payload.IsDataType(type)) + return NULL; + + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! + const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); + ImRect r = g.DragDropTargetRect; + float r_surface = r.GetWidth() * r.GetHeight(); + if (r_surface <= g.DragDropAcceptIdCurrRectSurface) + { + g.DragDropAcceptFlags = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + } + + // Render default drop visuals + payload.Preview = was_accepted_previously; + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame) + if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) + window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); + + g.DragDropAcceptFrameCount = g.FrameCount; + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) + return NULL; + + return &payload; +} + +// FIXME-DRAGDROP: Settle on a proper default visuals for drop target. +void ImGui::RenderDragDropTargetRect(const ImRect& bb) +{ + GetWindowDrawList()->AddRect(bb.Min - ImVec2(3.5f, 3.5f), bb.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); +} + +const ImGuiPayload* ImGui::GetDragDropPayload() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive ? &g.DragDropPayload : NULL; +} + +// We don't really use/need this now, but added it for the sake of consistency and because we might need it later. +void ImGui::EndDragDropTarget() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinTarget); + g.DragDropWithinTarget = false; +} + +//----------------------------------------------------------------------------- +// [SECTION] LOGGING/CAPTURING +//----------------------------------------------------------------------------- +// All text output from the interface can be captured into tty/file/clipboard. +// By default, tree nodes are automatically opened during logging. +//----------------------------------------------------------------------------- + +// Pass text data straight to log (without being displayed) +static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args) +{ + if (g.LogFile) + { + g.LogBuffer.Buf.resize(0); + g.LogBuffer.appendfv(fmt, args); + ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile); + } + else + { + g.LogBuffer.appendfv(fmt, args); + } +} + +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + LogTextV(g, fmt, args); + va_end(args); +} + +void ImGui::LogTextV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogTextV(g, fmt, args); +} + +// Internal version that takes a position to decide on newline placement and pad items according to their depth. +// We split text into individual lines to add current tree level padding +// FIXME: This code is a little complicated perhaps, considering simplifying the whole system. +void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const char* prefix = g.LogNextPrefix; + const char* suffix = g.LogNextSuffix; + g.LogNextPrefix = g.LogNextSuffix = NULL; + + if (!text_end) + text_end = FindRenderedTextEnd(text, text_end); + + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1); + if (ref_pos) + g.LogLinePosY = ref_pos->y; + if (log_new_line) + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + + if (prefix) + LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. + + // Re-adjust padding if we have popped out of our starting depth + if (g.LogDepthRef > window->DC.TreeDepth) + g.LogDepthRef = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + + const char* text_remaining = text; + for (;;) + { + // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. + // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. + const char* line_start = text_remaining; + const char* line_end = ImStreolRange(line_start, text_end); + const bool is_last_line = (line_end == text_end); + if (line_start != line_end || !is_last_line) + { + const int line_length = (int)(line_end - line_start); + const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1; + LogText("%*s%.*s", indentation, "", line_length, line_start); + g.LogLineFirstItem = false; + if (*line_end == '\n') + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + } + if (is_last_line) + break; + text_remaining = line_end + 1; + } + + if (suffix) + LogRenderedText(ref_pos, suffix, suffix + strlen(suffix)); +} + +// Start logging/capturing text output +void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.LogEnabled == false); + IM_ASSERT(g.LogFile == NULL); + IM_ASSERT(g.LogBuffer.empty()); + g.LogEnabled = true; + g.LogType = type; + g.LogNextPrefix = g.LogNextSuffix = NULL; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; +} + +// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText) +void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix) +{ + ImGuiContext& g = *GImGui; + g.LogNextPrefix = prefix; + g.LogNextSuffix = suffix; +} + +void ImGui::LogToTTY(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + IM_UNUSED(auto_open_depth); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + LogBegin(ImGuiLogType_TTY, auto_open_depth); + g.LogFile = stdout; +#endif +} + +// Start logging/capturing text output to given file +void ImGui::LogToFile(int auto_open_depth, const char* filename) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. + // By opening the file in binary mode "ab" we have consistent output everywhere. + if (!filename) + filename = g.IO.LogFilename; + if (!filename || !filename[0]) + return; + ImFileHandle f = ImFileOpen(filename, "ab"); + if (!f) + { + IM_ASSERT(0); + return; + } + + LogBegin(ImGuiLogType_File, auto_open_depth); + g.LogFile = f; +} + +// Start logging/capturing text output to clipboard +void ImGui::LogToClipboard(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_Clipboard, auto_open_depth); +} + +void ImGui::LogToBuffer(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_Buffer, auto_open_depth); +} + +void ImGui::LogFinish() +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogText(IM_NEWLINE); + switch (g.LogType) + { + case ImGuiLogType_TTY: +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + fflush(g.LogFile); +#endif + break; + case ImGuiLogType_File: + ImFileClose(g.LogFile); + break; + case ImGuiLogType_Buffer: + break; + case ImGuiLogType_Clipboard: + if (!g.LogBuffer.empty()) + SetClipboardText(g.LogBuffer.begin()); + break; + case ImGuiLogType_None: + IM_ASSERT(0); + break; + } + + g.LogEnabled = false; + g.LogType = ImGuiLogType_None; + g.LogFile = NULL; + g.LogBuffer.clear(); +} + +// Helper to display logging buttons +// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) +void ImGui::LogButtons() +{ + ImGuiContext& g = *GImGui; + + PushID("LogButtons"); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + const bool log_to_tty = Button("Log To TTY"); SameLine(); +#else + const bool log_to_tty = false; +#endif + const bool log_to_file = Button("Log To File"); SameLine(); + const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); + PushAllowKeyboardFocus(false); + SetNextItemWidth(80.0f); + SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); + PopAllowKeyboardFocus(); + PopID(); + + // Start logging at the end of the function so that the buttons don't appear in the log + if (log_to_tty) + LogToTTY(); + if (log_to_file) + LogToFile(); + if (log_to_clipboard) + LogToClipboard(); +} + + +//----------------------------------------------------------------------------- +// [SECTION] SETTINGS +//----------------------------------------------------------------------------- +// - UpdateSettings() [Internal] +// - MarkIniSettingsDirty() [Internal] +// - CreateNewWindowSettings() [Internal] +// - FindWindowSettings() [Internal] +// - FindOrCreateWindowSettings() [Internal] +// - FindSettingsHandler() [Internal] +// - ClearIniSettings() [Internal] +// - LoadIniSettingsFromDisk() +// - LoadIniSettingsFromMemory() +// - SaveIniSettingsToDisk() +// - SaveIniSettingsToMemory() +// - WindowSettingsHandler_***() [Internal] +//----------------------------------------------------------------------------- + +// Called by NewFrame() +void ImGui::UpdateSettings() +{ + // Load settings on first frame (if not explicitly loaded manually before) + ImGuiContext& g = *GImGui; + if (!g.SettingsLoaded) + { + IM_ASSERT(g.SettingsWindows.empty()); + if (g.IO.IniFilename) + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; + } + + // Save settings (with a delay after the last modification, so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) + { + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) + { + if (g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + else + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. + g.SettingsDirtyTimer = 0.0f; + } + } +} + +void ImGui::MarkIniSettingsDirty() +{ + ImGuiContext& g = *GImGui; + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) +{ + ImGuiContext& g = *GImGui; + +#if !IMGUI_DEBUG_INI_SETTINGS + // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier. + if (const char* p = strstr(name, "###")) + name = p; +#endif + const size_t name_len = strlen(name); + + // Allocate chunk + const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; + ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); + IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); + settings->ID = ImHashStr(name, name_len); + memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator + + return settings; +} + +ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->ID == id) + return settings; + return NULL; +} + +ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name) +{ + if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name))) + return settings; + return CreateNewWindowSettings(name); +} + +void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL); + g.SettingsHandlers.push_back(*handler); +} + +void ImGui::RemoveSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name)) + g.SettingsHandlers.erase(handler); +} + +ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + const ImGuiID type_hash = ImHashStr(type_name); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].TypeHash == type_hash) + return &g.SettingsHandlers[handler_n]; + return NULL; +} + +void ImGui::ClearIniSettings() +{ + ImGuiContext& g = *GImGui; + g.SettingsIniData.clear(); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].ClearAllFn) + g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]); +} + +void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) +{ + size_t file_data_size = 0; + char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); + if (!file_data) + return; + if (file_data_size > 0) + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + IM_FREE(file_data); +} + +// Zero-tolerance, no error reporting, cheap .ini parsing +void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()"); + //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + + // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). + // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. + if (ini_size == 0) + ini_size = strlen(ini_data); + g.SettingsIniData.Buf.resize((int)ini_size + 1); + char* const buf = g.SettingsIniData.Buf.Data; + char* const buf_end = buf + ini_size; + memcpy(buf, ini_data, ini_size); + buf_end[0] = 0; + + // Call pre-read handlers + // Some types will clear their data (e.g. dock information) some types will allow merge/override (window) + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].ReadInitFn) + g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]); + + void* entry_data = NULL; + ImGuiSettingsHandler* entry_handler = NULL; + + char* line_end = NULL; + for (char* line = buf; line < buf_end; line = line_end + 1) + { + // Skip new lines markers, then find end of the line + while (*line == '\n' || *line == '\r') + line++; + line_end = line; + while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') + line_end++; + line_end[0] = 0; + if (line[0] == ';') + continue; + if (line[0] == '[' && line_end > line && line_end[-1] == ']') + { + // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. + line_end[-1] = 0; + const char* name_end = line_end - 1; + const char* type_start = line + 1; + char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); + const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; + if (!type_end || !name_start) + continue; + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' + entry_handler = FindSettingsHandler(type_start); + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; + } + else if (entry_handler != NULL && entry_data != NULL) + { + // Let type handler parse the line + entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); + } + } + g.SettingsLoaded = true; + + // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary) + memcpy(buf, ini_data, ini_size); + + // Call post-read handlers + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].ApplyAllFn) + g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]); +} + +void ImGui::SaveIniSettingsToDisk(const char* ini_filename) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + if (!ini_filename) + return; + + size_t ini_data_size = 0; + const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); + ImFileHandle f = ImFileOpen(ini_filename, "wt"); + if (!f) + return; + ImFileWrite(ini_data, sizeof(char), ini_data_size, f); + ImFileClose(f); +} + +// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer +const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + g.SettingsIniData.Buf.resize(0); + g.SettingsIniData.Buf.push_back(0); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + { + ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n]; + handler->WriteAllFn(&g, handler, &g.SettingsIniData); + } + if (out_size) + *out_size = (size_t)g.SettingsIniData.size(); + return g.SettingsIniData.c_str(); +} + +static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Windows.Size; i++) + g.Windows[i]->SettingsOffset = -1; + g.SettingsWindows.clear(); +} + +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiWindowSettings* settings = ImGui::FindOrCreateWindowSettings(name); + ImGuiID id = settings->ID; + *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry + settings->ID = id; + settings->WantApply = true; + return (void*)settings; +} + +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; + int x, y; + int i; + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } +} + +// Apply to existing windows (if any) +static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->WantApply) + { + if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID)) + ApplyWindowSettings(window, settings); + settings->WantApply = false; + } +} + +static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + // Gather data from windows that were active during this session + // (if a window wasn't opened in this session we preserve its settings) + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_NoSavedSettings) + continue; + + ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID); + if (!settings) + { + settings = ImGui::CreateNewWindowSettings(window->Name); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + } + IM_ASSERT(settings->ID == window->ID); + settings->Pos = ImVec2ih(window->Pos); + settings->Size = ImVec2ih(window->SizeFull); + + settings->Collapsed = window->Collapsed; + } + + // Write to text buffer + buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + const char* settings_name = settings->GetName(); + buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + buf->append("\n"); + } +} + + +//----------------------------------------------------------------------------- +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +//----------------------------------------------------------------------------- +// - GetMainViewport() +// - SetWindowViewport() [Internal] +// - UpdateViewportsNewFrame() [Internal] +// (this section is more complete in the 'docking' branch) +//----------------------------------------------------------------------------- + +ImGuiViewport* ImGui::GetMainViewport() +{ + ImGuiContext& g = *GImGui; + return g.Viewports[0]; +} + +void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + window->Viewport = viewport; +} + +// Update viewports and monitor infos +static void ImGui::UpdateViewportsNewFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Viewports.Size == 1); + + // Update main viewport with current platform position. + // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. + ImGuiViewportP* main_viewport = g.Viewports[0]; + main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp; + main_viewport->Pos = ImVec2(0.0f, 0.0f); + main_viewport->Size = g.IO.DisplaySize; + + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + + // Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again. + viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin; + viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax; + viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f); + viewport->UpdateWorkRect(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DOCKING +//----------------------------------------------------------------------------- + +// (this section is filled in the 'docking' branch) + + +//----------------------------------------------------------------------------- +// [SECTION] PLATFORM DEPENDENT HELPERS +//----------------------------------------------------------------------------- + +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) + +#ifdef _MSC_VER +#pragma comment(lib, "user32") +#pragma comment(lib, "kernel32") +#endif + +// Win32 clipboard implementation +// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + ImGuiContext& g = *GImGui; + g.ClipboardHandlerData.clear(); + if (!::OpenClipboard(NULL)) + return NULL; + HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return NULL; + } + if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle)) + { + int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL); + g.ClipboardHandlerData.resize(buf_len); + ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL); + } + ::GlobalUnlock(wbuf_handle); + ::CloseClipboard(); + return g.ClipboardHandlerData.Data; +} + +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + if (!::OpenClipboard(NULL)) + return; + const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return; + } + WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle); + ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length); + ::GlobalUnlock(wbuf_handle); + ::EmptyClipboard(); + if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) + ::GlobalFree(wbuf_handle); + ::CloseClipboard(); +} + +#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) + +#include // Use old API to avoid need for separate .mm file +static PasteboardRef main_clipboard = 0; + +// OSX clipboard implementation +// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + for (ItemCount i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + ImGuiContext& g = *GImGui; + g.ClipboardHandlerData.clear(); + int length = (int)CFDataGetLength(cf_data); + g.ClipboardHandlerData.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data); + g.ClipboardHandlerData[length] = 0; + CFRelease(cf_data); + return g.ClipboardHandlerData.Data; + } + } + } + return NULL; +} + +#else + +// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + ImGuiContext& g = *GImGui; + return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); +} + +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + ImGuiContext& g = *GImGui; + g.ClipboardHandlerData.clear(); + const char* text_end = text + strlen(text); + g.ClipboardHandlerData.resize((int)(text_end - text) + 1); + memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text)); + g.ClipboardHandlerData[(int)(text_end - text)] = 0; +} + +#endif + +// Win32 API IME support (for Asian languages, etc.) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) + +#include +#ifdef _MSC_VER +#pragma comment(lib, "imm32") +#endif + +static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data) +{ + // Notify OS Input Method Editor of text input position + HWND hwnd = (HWND)viewport->PlatformHandleRaw; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (hwnd == 0) + hwnd = (HWND)ImGui::GetIO().ImeWindowHandle; +#endif + if (hwnd == 0) + return; + + //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0); + if (HIMC himc = ::ImmGetContext(hwnd)) + { + COMPOSITIONFORM composition_form = {}; + composition_form.ptCurrentPos.x = (LONG)data->InputPos.x; + composition_form.ptCurrentPos.y = (LONG)data->InputPos.y; + composition_form.dwStyle = CFS_FORCE_POSITION; + ::ImmSetCompositionWindow(himc, &composition_form); + CANDIDATEFORM candidate_form = {}; + candidate_form.dwStyle = CFS_CANDIDATEPOS; + candidate_form.ptCurrentPos.x = (LONG)data->InputPos.x; + candidate_form.ptCurrentPos.y = (LONG)data->InputPos.y; + ::ImmSetCandidateWindow(himc, &candidate_form); + ::ImmReleaseContext(hwnd, himc); + } +} + +#else + +static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {} + +#endif + +//----------------------------------------------------------------------------- +// [SECTION] METRICS/DEBUGGER WINDOW +//----------------------------------------------------------------------------- +// - RenderViewportThumbnail() [Internal] +// - RenderViewportsThumbnails() [Internal] +// - DebugTextEncoding() +// - MetricsHelpMarker() [Internal] +// - ShowFontAtlas() [Internal] +// - ShowMetricsWindow() +// - DebugNodeColumns() [Internal] +// - DebugNodeDrawList() [Internal] +// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] +// - DebugNodeFont() [Internal] +// - DebugNodeFontGlyph() [Internal] +// - DebugNodeStorage() [Internal] +// - DebugNodeTabBar() [Internal] +// - DebugNodeViewport() [Internal] +// - DebugNodeWindow() [Internal] +// - DebugNodeWindowSettings() [Internal] +// - DebugNodeWindowsList() [Internal] +// - DebugNodeWindowsListByBeginStackParent() [Internal] +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImVec2 scale = bb.GetSize() / viewport->Size; + ImVec2 off = bb.Min - viewport->Pos * scale; + float alpha_mul = 1.0f; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* thumb_window = g.Windows[i]; + if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) + continue; + + ImRect thumb_r = thumb_window->Rect(); + ImRect title_r = thumb_window->TitleBarRect(); + thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale)); + title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height + thumb_r.ClipWithFull(bb); + title_r.ClipWithFull(bb); + const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); + window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); + } + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); +} + +static void RenderViewportsThumbnails() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports. + float SCALE = 1.0f / 8.0f; + ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (int n = 0; n < g.Viewports.Size; n++) + bb_full.Add(g.Viewports[n]->GetMainRect()); + ImVec2 p = window->DC.CursorPos; + ImVec2 off = p - bb_full.Min * SCALE; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); + ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); + } + ImGui::Dummy(bb_full.GetSize() * SCALE); +} + +// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct. +void ImGui::DebugTextEncoding(const char* str) +{ + Text("Text: \"%s\"", str); + if (!BeginTable("list", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit)) + return; + TableSetupColumn("Offset"); + TableSetupColumn("UTF-8"); + TableSetupColumn("Glyph"); + TableSetupColumn("Codepoint"); + TableHeadersRow(); + for (const char* p = str; *p != 0; ) + { + unsigned int c; + const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL); + TableNextColumn(); + Text("%d", (int)(p - str)); + TableNextColumn(); + for (int byte_index = 0; byte_index < c_utf8_len; byte_index++) + { + if (byte_index > 0) + SameLine(); + Text("0x%02X", (int)(unsigned char)p[byte_index]); + } + TableNextColumn(); + if (GetFont()->FindGlyphNoFallback((ImWchar)c)) + TextUnformatted(p, p + c_utf8_len); + else + TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]"); + TableNextColumn(); + Text("U+%04X", (int)c); + p += c_utf8_len; + } + EndTable(); +} + +// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. +static void MetricsHelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort)) + { + ImGui::BeginTooltip(); + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +// [DEBUG] List fonts in a font atlas and display its texture +void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +{ + for (int i = 0; i < atlas->Fonts.Size; i++) + { + ImFont* font = atlas->Fonts[i]; + PushID(font); + DebugNodeFont(font); + PopID(); + } + if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); + Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); + TreePop(); + } +} + +void ImGui::ShowMetricsWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + if (cfg->ShowDebugLog) + ShowDebugLogWindow(&cfg->ShowDebugLog); + if (cfg->ShowStackTool) + ShowStackToolWindow(&cfg->ShowStackTool); + + if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // Basic info + Text("Dear ImGui %s", GetVersion()); + Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); + Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations); + //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } + + Separator(); + + // Debugging enums + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" }; + enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type + const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" }; + if (cfg->ShowWindowsRectsType < 0) + cfg->ShowWindowsRectsType = WRT_WorkRect; + if (cfg->ShowTablesRectsType < 0) + cfg->ShowTablesRectsType = TRT_WorkRect; + + struct Funcs + { + static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance + if (rect_type == TRT_OuterRect) { return table->OuterRect; } + else if (rect_type == TRT_InnerRect) { return table->InnerRect; } + else if (rect_type == TRT_WorkRect) { return table->WorkRect; } + else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } + else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } + else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } + else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); } + else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } + else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } + else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } // Note: y1/y2 not always accurate + else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } + else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } + else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } + IM_ASSERT(0); + return ImRect(); + } + + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); } + else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + }; + + // Tools + if (TreeNode("Tools")) + { + bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer"); + SameLine(); + MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct."); + if (show_encoding_viewer) + { + static char buf[100] = ""; + SetNextItemWidth(-FLT_MIN); + InputText("##Text", buf, IM_ARRAYSIZE(buf)); + if (buf[0] != 0) + DebugTextEncoding(buf); + TreePop(); + } + + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) + DebugStartItemPicker(); + SameLine(); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + + // Stack Tool is your best friend! + Checkbox("Show Debug Log", &cfg->ShowDebugLog); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code."); + + // Stack Tool is your best friend! + Checkbox("Show Stack Tool", &cfg->ShowStackTool); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code."); + + Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); + Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count); + if (cfg->ShowWindowsRects && g.NavWindow != NULL) + { + BulletText("'%s':", g.NavWindow->Name); + Indent(); + for (int rect_n = 0; rect_n < WRT_Count; rect_n++) + { + ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); + Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); + } + Unindent(); + } + + Checkbox("Show tables rectangles", &cfg->ShowTablesRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); + if (cfg->ShowTablesRects && g.NavWindow != NULL) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) + continue; + + BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + Indent(); + char buf[128]; + for (int rect_n = 0; rect_n < TRT_Count; rect_n++) + { + if (rect_n >= TRT_ColumnsRect) + { + if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect) + continue; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, rect_n, column_n); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, rect_n, -1); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + Unindent(); + } + } + + TreePop(); + } + + // Windows + if (TreeNode("Windows", "Windows (%d)", g.Windows.Size)) + { + //SetNextItemOpen(true, ImGuiCond_Once); + DebugNodeWindowsList(&g.Windows, "By display order"); + DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)"); + if (TreeNode("By submission order (begin stack)")) + { + // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship! + ImVector& temp_buffer = g.WindowsTempSortBuffer; + temp_buffer.resize(0); + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount) + temp_buffer.push_back(g.Windows[i]); + struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } }; + ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder); + DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL); + TreePop(); + } + + TreePop(); + } + + // DrawLists + int drawlist_count = 0; + for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) + drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount(); + if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) + { + Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); + Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); + for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) + { + ImGuiViewportP* viewport = g.Viewports[viewport_i]; + for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) + for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) + DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); + } + TreePop(); + } + + // Viewports + if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) + { + Indent(GetTreeNodeToLabelSpacing()); + RenderViewportsThumbnails(); + Unindent(GetTreeNodeToLabelSpacing()); + for (int i = 0; i < g.Viewports.Size; i++) + DebugNodeViewport(g.Viewports[i]); + TreePop(); + } + + // Details for Popups + if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) + { + for (int i = 0; i < g.OpenPopupStack.Size; i++) + { + // As it's difficult to interact with tree nodes while popups are open, we display everything inline. + const ImGuiPopupData* popup_data = &g.OpenPopupStack[i]; + ImGuiWindow* window = popup_data->Window; + BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'", + popup_data->PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "", + popup_data->BackupNavWindow ? popup_data->BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL"); + } + TreePop(); + } + + // Details for TabBars + if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount())) + { + for (int n = 0; n < g.TabBars.GetMapSize(); n++) + if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n)) + { + PushID(tab_bar); + DebugNodeTabBar(tab_bar, "TabBar"); + PopID(); + } + TreePop(); + } + + // Details for Tables + if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount())) + { + for (int n = 0; n < g.Tables.GetMapSize(); n++) + if (ImGuiTable* table = g.Tables.TryGetMapData(n)) + DebugNodeTable(table); + TreePop(); + } + + // Details for Fonts + ImFontAtlas* atlas = g.IO.Fonts; + if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) + { + ShowFontAtlas(atlas); + TreePop(); + } + + // Details for InputText + if (TreeNode("InputText")) + { + DebugNodeInputTextState(&g.InputTextState); + TreePop(); + } + + // Details for Docking +#ifdef IMGUI_HAS_DOCK + if (TreeNode("Docking")) + { + TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + // Settings + if (TreeNode("Settings")) + { + if (SmallButton("Clear")) + ClearIniSettings(); + SameLine(); + if (SmallButton("Save to memory")) + SaveIniSettingsToMemory(); + SameLine(); + if (SmallButton("Save to disk")) + SaveIniSettingsToDisk(g.IO.IniFilename); + SameLine(); + if (g.IO.IniFilename) + Text("\"%s\"", g.IO.IniFilename); + else + TextUnformatted(""); + Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); + if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) + { + for (int n = 0; n < g.SettingsHandlers.Size; n++) + BulletText("%s", g.SettingsHandlers[n].TypeName); + TreePop(); + } + if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + DebugNodeWindowSettings(settings); + TreePop(); + } + + if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) + { + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + DebugNodeTableSettings(settings); + TreePop(); + } + +#ifdef IMGUI_HAS_DOCK +#endif // #ifdef IMGUI_HAS_DOCK + + if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) + { + InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly); + TreePop(); + } + TreePop(); + } + + if (TreeNode("Key Owners & Shortcut Routing")) + { + TextUnformatted("Key Owners:"); + if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8))) + { + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_None) + continue; + Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr, + owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : ""); + DebugLocateItemOnHover(owner_data->OwnerCurr); + } + EndListBox(); + } + TextUnformatted("Shortcut Routing:"); + if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8))) + { + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; ) + { + char key_chord_name[64]; + ImGuiKeyRoutingData* routing_data = &rt->Entries[idx]; + GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name)); + Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr); + DebugLocateItemOnHover(routing_data->RoutingCurr); + idx = routing_data->NextEntryIndex; + } + } + EndListBox(); + } + Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + TreePop(); + } + + if (TreeNode("Internal state")) + { + Text("WINDOWING"); + Indent(); + Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); + Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL"); + Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + Unindent(); + + Text("ITEMS"); + Indent(); + Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource)); + DebugLocateItemOnHover(g.ActiveId); + Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame + Text("HoverDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverDelayId, g.HoverDelayTimer, g.HoverDelayClearTimer); + Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + DebugLocateItemOnHover(g.DragDropPayload.SourceId); + Unindent(); + + Text("NAV,FOCUS"); + Indent(); + Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); + Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); + DebugLocateItemOnHover(g.NavId); + Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); + Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); + Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId); + Text("NavActivateFlags: %04X", g.NavActivateFlags); + Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); + Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); + Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); + Unindent(); + + TreePop(); + } + + // Overlay: Display windows Rectangles and Begin Order + if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder) + { + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + if (!window->WasActive) + continue; + ImDrawList* draw_list = GetForegroundDrawList(window); + if (cfg->ShowWindowsRects) + { + ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + char buf[32]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); + float font_size = GetFontSize(); + draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); + draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); + } + } + } + + // Overlay: Display Tables Rectangles + if (cfg->ShowTablesRects) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1) + continue; + ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); + if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n); + ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255); + float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f; + draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + } + } + +#ifdef IMGUI_HAS_DOCK + // Overlay: Display Docking info + if (show_docking_nodes && g.IO.KeyCtrl) + { + } +#endif // #ifdef IMGUI_HAS_DOCK + + End(); +} + +// [DEBUG] Display contents of Columns +void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) +{ + if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) + return; + BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); + for (int column_n = 0; column_n < columns->Columns.Size; column_n++) + BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm)); + TreePop(); +} + +// [DEBUG] Display contents of ImDrawList +void ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + int cmd_count = draw_list->CmdBuffer.Size; + if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) + cmd_count--; + bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count); + if (draw_list == GetWindowDrawList()) + { + SameLine(); + TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + if (node_open) + TreePop(); + return; + } + + ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list + if (window && IsItemHovered() && fg_draw_list) + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!node_open) + return; + + if (window && !window->WasActive) + TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); + + for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++) + { + if (pcmd->UserCallback) + { + BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); + continue; + } + + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId, + pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); + if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes); + if (!pcmd_node_open) + continue; + + // Calculate approximate coverage area (touched pixel count) + // This will be in pixels squared as long there's no post-scaling happening to the renderer output. + const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset; + float total_area = 0.0f; + for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; ) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos; + total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); + } + + // Display vertex information summary. Hover to get all triangles drawn in wire-frame + ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); + Selectable(buf); + if (IsItemHovered() && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false); + + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGuiListClipper clipper; + clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + while (clipper.Step()) + for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) + { + char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf); + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_i++) + { + const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; + triangle[n] = v.pos; + buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", + (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + } + + Selectable(buf, false); + if (fg_draw_list && IsItemHovered()) + { + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); + fg_draw_list->Flags = backup_flags; + } + } + TreePop(); + } + TreePop(); +} + +// [DEBUG] Display mesh/aabb of a ImDrawCmd +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb) +{ + IM_ASSERT(show_mesh || show_aabb); + + // Draw wire-frame version of all triangles + ImRect clip_rect = draw_cmd->ClipRect; + ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + ImDrawListFlags backup_flags = out_draw_list->Flags; + out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; ) + { + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list + ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; + + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); + if (show_mesh) + out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles + } + // Draw bounding boxes + if (show_aabb) + { + out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + } + out_draw_list->Flags = backup_flags; +} + +// [DEBUG] Display details for a single font, called by ShowStyleEditor(). +void ImGui::DebugNodeFont(ImFont* font) +{ + bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", + font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); + SameLine(); + if (SmallButton("Set as default")) + GetIO().FontDefault = font; + if (!opened) + return; + + // Display preview text + PushFont(font); + Text("The quick brown fox jumps over the lazy dog"); + PopFont(); + + // Display details + SetNextItemWidth(GetFontSize() * 8); + DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); + SameLine(); MetricsHelpMarker( + "Note than the default embedded font is NOT meant to be scaled.\n\n" + "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " + "You may oversample them to get some flexibility with scaling. " + "You can also render at multiple sizes and select which one to use at runtime.\n\n" + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); + Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + char c_str[5]; + Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); + Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); + const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); + Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) + if (font->ConfigData) + if (const ImFontConfig* cfg = &font->ConfigData[config_i]) + BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); + + // Display all glyphs of the fonts in separate pages of 256 characters + if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + { + ImDrawList* draw_list = GetWindowDrawList(); + const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); + const float cell_size = font->FontSize * 1; + const float cell_spacing = GetStyle().ItemSpacing.y; + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) + { + base += 4096 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (font->FindGlyphNoFallback((ImWchar)(base + n))) + count++; + if (count <= 0) + continue; + if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + + // Draw a 16x16 grid of glyphs + ImVec2 base_pos = GetCursorScreenPos(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (!glyph) + continue; + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (IsMouseHoveringRect(cell_p1, cell_p2)) + { + BeginTooltip(); + DebugNodeFontGlyph(font, glyph); + EndTooltip(); + } + } + Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + TreePop(); + } + TreePop(); + } + TreePop(); +} + +void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph) +{ + Text("Codepoint: U+%04X", glyph->Codepoint); + Separator(); + Text("Visible: %d", glyph->Visible); + Text("AdvanceX: %.1f", glyph->AdvanceX); + Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); +} + +// [DEBUG] Display contents of ImGuiStorage +void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) +{ + if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) + return; + for (int n = 0; n < storage->Data.Size; n++) + { + const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n]; + BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. + } + TreePop(); +} + +// [DEBUG] Display contents of ImGuiTabBar +void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) +{ + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); + p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); + p += ImFormatString(p, buf_end - p, " { "); + for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + p += ImFormatString(p, buf_end - p, "%s'%s'", + tab_n > 0 ? ", " : "", (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???"); + } + p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(label, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (is_active && IsItemHovered()) + { + ImDrawList* draw_list = GetForegroundDrawList(); + draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + } + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + PushID(tab); + if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); + if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); + Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f", + tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???", tab->Offset, tab->Width, tab->ContentWidth); + PopID(); + } + TreePop(); + } +} + +void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) +{ + SetNextItemOpen(true, ImGuiCond_Once); + if (TreeNode("viewport0", "Viewport #%d", 0)) + { + ImGuiWindowFlags flags = viewport->Flags; + BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f", + viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, + viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y); + BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags, + (flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", + (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", + (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : ""); + for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) + for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) + DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); + TreePop(); + } +} + +void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) +{ + if (window == NULL) + { + BulletText("%s: NULL", label); + return; + } + + ImGuiContext& g = *GImGui; + const bool is_active = window->WasActive; + ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered() && is_active) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!open) + return; + + if (window->MemoryCompacted) + TextDisabled("Note: some memory buffers have been compacted/freed."); + + ImGuiWindowFlags flags = window->Flags; + DebugNodeDrawList(window, window->DrawList, "DrawList"); + BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); + BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); + BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); + BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + { + ImRect r = window->NavRectRel[layer]; + if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y) + BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); + else + BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); + DebugLocateItemOnHover(window->NavLastIds[layer]); + } + BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } + if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } + if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) + { + for (int n = 0; n < window->ColumnsStorage.Size; n++) + DebugNodeColumns(&window->ColumnsStorage[n]); + TreePop(); + } + DebugNodeStorage(&window->StateStorage, "Storage"); + TreePop(); +} + +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", + settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); +} + +void ImGui::DebugNodeWindowsList(ImVector* windows, const char* label) +{ + if (!TreeNode(label, "%s (%d)", label, windows->Size)) + return; + for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back + { + PushID((*windows)[i]); + DebugNodeWindow((*windows)[i], "Window"); + PopID(); + } + TreePop(); +} + +// FIXME-OPT: This is technically suboptimal, but it is simpler this way. +void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack) +{ + for (int i = 0; i < windows_size; i++) + { + ImGuiWindow* window = windows[i]; + if (window->ParentWindowInBeginStack != parent_in_begin_stack) + continue; + char buf[20]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext); + //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name); + DebugNodeWindow(window, buf); + Indent(); + DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); + Unindent(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DEBUG LOG WINDOW +//----------------------------------------------------------------------------- + +void ImGui::DebugLog(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + DebugLogV(fmt, args); + va_end(args); +} + +void ImGui::DebugLogV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const int old_size = g.DebugLogBuf.size(); + g.DebugLogBuf.appendf("[%05d] ", g.FrameCount); + g.DebugLogBuf.appendfv(fmt, args); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY) + IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size); + g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size()); +} + +void ImGui::ShowDebugLogWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + AlignTextToFramePadding(); + Text("Log events:"); + SameLine(); CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_); + SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId); + SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus); + SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup); + SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav); + SameLine(); CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper); + SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO); + + if (SmallButton("Clear")) + { + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + } + SameLine(); + if (SmallButton("Copy")) + SetClipboardText(g.DebugLogBuf.c_str()); + BeginChild("##log", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + + ImGuiListClipper clipper; + clipper.Begin(g.DebugLogIndex.size()); + while (clipper.Step()) + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no); + const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no); + TextUnformatted(line_begin, line_end); + ImRect text_rect = g.LastItemData.Rect; + if (IsItemHovered()) + for (const char* p = line_begin; p < line_end - 10; p++) + { + ImGuiID id = 0; + if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1) + continue; + ImVec2 p0 = CalcTextSize(line_begin, p); + ImVec2 p1 = CalcTextSize(p, p + 10); + g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y)); + if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true)) + DebugLocateItemOnHover(id); + p += 10; + } + } + if (GetScrollY() >= GetScrollMaxY()) + SetScrollHereY(1.0f); + EndChild(); + + End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) +//----------------------------------------------------------------------------- + +static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255); // Green + +void ImGui::DebugLocateItem(ImGuiID target_id) +{ + ImGuiContext& g = *GImGui; + g.DebugLocateId = target_id; + g.DebugLocateFrames = 2; +} + +void ImGui::DebugLocateItemOnHover(ImGuiID target_id) +{ + if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return; + ImGuiContext& g = *GImGui; + DebugLocateItem(target_id); + GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR); +} + +void ImGui::DebugLocateItemResolveWithLastItem() +{ + ImGuiContext& g = *GImGui; + ImGuiLastItemData item_data = g.LastItemData; + g.DebugLocateId = 0; + ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow); + ImRect r = item_data.Rect; + r.Expand(3.0f); + ImVec2 p1 = g.IO.MousePos; + ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y); + draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR); + draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR); +} + +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakId = 0; + if (!g.DebugItemPickerActive) + return; + + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + SetMouseCursor(ImGuiMouseCursor_Hand); + if (IsKeyPressed(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift); + if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id) + { + g.DebugItemPickerBreakId = hovered_id; + g.DebugItemPickerActive = false; + } + for (int mouse_button = 0; mouse_button < 3; mouse_button++) + if (change_mapping && IsMouseClicked(mouse_button)) + g.DebugItemPickerMouseButton = (ImU8)mouse_button; + SetNextWindowBgAlpha(0.70f); + BeginTooltip(); + Text("HoveredId: 0x%08X", hovered_id); + Text("Press ESC to abort picking."); + const char* mouse_button_names[] = { "Left", "Right", "Middle" }; + if (change_mapping) + Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button."); + else + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]); + EndTooltip(); +} + +// [DEBUG] Stack Tool: update queries. Called by NewFrame() +void ImGui::UpdateDebugToolStackQueries() +{ + ImGuiContext& g = *GImGui; + ImGuiStackTool* tool = &g.DebugStackTool; + + // Clear hook when stack tool is not visible + g.DebugHookIdInfo = 0; + if (g.FrameCount != tool->LastActiveFrame + 1) + return; + + // Update queries. The steps are: -1: query Stack, >= 0: query each stack item + // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time + const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; + if (tool->QueryId != query_id) + { + tool->QueryId = query_id; + tool->StackLevel = -1; + tool->Results.resize(0); + } + if (query_id == 0) + return; + + // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) + int stack_level = tool->StackLevel; + if (stack_level >= 0 && stack_level < tool->Results.Size) + if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) + tool->StackLevel++; + + // Update hook + stack_level = tool->StackLevel; + if (stack_level == -1) + g.DebugHookIdInfo = query_id; + if (stack_level >= 0 && stack_level < tool->Results.Size) + { + g.DebugHookIdInfo = tool->Results[stack_level].ID; + tool->Results[stack_level].QueryFrameCount++; + } +} + +// [DEBUG] Stack tool: hooks called by GetID() family functions +void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStackTool* tool = &g.DebugStackTool; + + // Step 0: stack query + // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget. + if (tool->StackLevel == -1) + { + tool->StackLevel++; + tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); + for (int n = 0; n < window->IDStack.Size + 1; n++) + tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; + return; + } + + // Step 1+: query for individual level + IM_ASSERT(tool->StackLevel >= 0); + if (tool->StackLevel != window->IDStack.Size) + return; + ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; + IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); + + switch (data_type) + { + case ImGuiDataType_S32: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); + break; + case ImGuiDataType_String: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id); + break; + case ImGuiDataType_Pointer: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); + break; + case ImGuiDataType_ID: + if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. + return; + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); + break; + default: + IM_ASSERT(0); + } + info->QuerySuccess = true; + info->DataType = data_type; +} + +static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size) +{ + ImGuiStackLevelInfo* info = &tool->Results[n]; + ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name); + if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc); + if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + return (*buf = 0); +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label); +#endif + return ImFormatString(buf, buf_size, "???"); +} + +// Stack Tool: Display UI +void ImGui::ShowStackToolWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // Display hovered/active status + ImGuiStackTool* tool = &g.DebugStackTool; + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + const ImGuiID active_id = g.ActiveId; +#ifdef IMGUI_ENABLE_TEST_ENGINE + Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : ""); +#else + Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id); +#endif + SameLine(); + MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); + + // CTRL+C to copy path + const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime; + Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC); + SameLine(); + TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*"); + if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C)) + { + tool->CopyToClipboardLastTime = (float)g.Time; + char* p = g.TempBuffer.Data; + char* p_end = p + g.TempBuffer.Size; + for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++) + { + *p++ = '/'; + char level_desc[256]; + StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); + for (int n = 0; level_desc[n] && p + 2 < p_end; n++) + { + if (level_desc[n] == '/') + *p++ = '\\'; + *p++ = level_desc[n]; + } + } + *p = '\0'; + SetClipboardText(g.TempBuffer.Data); + } + + // Display decorated stack + tool->LastActiveFrame = g.FrameCount; + if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) + { + const float id_width = CalcTextSize("0xDDDDDDDD").x; + TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); + TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); + TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); + TableHeadersRow(); + for (int n = 0; n < tool->Results.Size; n++) + { + ImGuiStackLevelInfo* info = &tool->Results[n]; + TableNextColumn(); + Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); + TableNextColumn(); + StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size); + TextUnformatted(g.TempBuffer.Data); + TableNextColumn(); + Text("0x%08X", info->ID); + if (n == tool->Results.Size - 1) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); + } + EndTable(); + } + End(); +} + +#else + +void ImGui::ShowMetricsWindow(bool*) {} +void ImGui::ShowFontAtlas(ImFontAtlas*) {} +void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} +void ImGui::DebugNodeDrawList(ImGuiWindow*, const ImDrawList*, const char*) {} +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} +void ImGui::DebugNodeFont(ImFont*) {} +void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} +void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} +void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} +void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} +void ImGui::DebugNodeViewport(ImGuiViewportP*) {} + +void ImGui::DebugLog(const char*, ...) {} +void ImGui::DebugLogV(const char*, va_list) {} +void ImGui::ShowDebugLogWindow(bool*) {} +void ImGui::ShowStackToolWindow(bool*) {} +void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} +void ImGui::UpdateDebugToolItemPicker() {} +void ImGui::UpdateDebugToolStackQueries() {} + +#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +//----------------------------------------------------------------------------- + +// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. +// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github. +#ifdef IMGUI_INCLUDE_IMGUI_USER_INL +#include "imgui_user.inl" +#endif + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/Dependencies/imgui/imgui.h b/Dependencies/imgui/imgui.h new file mode 100644 index 000000000..3cf1d20c6 --- /dev/null +++ b/Dependencies/imgui/imgui.h @@ -0,0 +1,3078 @@ +// dear imgui, v1.89 +// (headers) + +// Help: +// - Read FAQ at http://dearimgui.org/faq +// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// Read imgui.cpp for details, links and comments. + +// Resources: +// - FAQ http://dearimgui.org/faq +// - Homepage & latest https://github.com/ocornut/imgui +// - Releases & changelog https://github.com/ocornut/imgui/releases +// - Gallery https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!) +// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Issues & support https://github.com/ocornut/imgui/issues + +// Getting Started? +// - For first-time users having issues compiling/linking/running or issues loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. + +// Library Version +// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345') +#define IMGUI_VERSION "1.89" +#define IMGUI_VERSION_NUM 18900 +#define IMGUI_HAS_TABLE + +/* + +Index of this file: +// [SECTION] Header mess +// [SECTION] Forward declarations and basic types +// [SECTION] Dear ImGui end-user API functions +// [SECTION] Flags & Enumerations +// [SECTION] Helpers: Memory allocations macros, ImVector<> +// [SECTION] ImGuiStyle +// [SECTION] ImGuiIO +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) +// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) +// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) +// [SECTION] Platform Dependent Interfaces (ImGuiPlatformImeData) +// [SECTION] Obsolete functions and types + +*/ + +#pragma once + +// Configuration file with compile-time options +// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system') +#ifdef IMGUI_USER_CONFIG +#include IMGUI_USER_CONFIG +#endif +#include "imconfig.h" + +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +// Includes +#include // FLT_MIN, FLT_MAX +#include // va_list, va_start, va_end +#include // ptrdiff_t, NULL +#include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp + +// Define attributes of all API symbols declarations (e.g. for DLL under Windows) +// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h) +// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API) +#ifndef IMGUI_API +#define IMGUI_API +#endif +#ifndef IMGUI_IMPL_API +#define IMGUI_IMPL_API IMGUI_API +#endif + +// Helper Macros +#ifndef IM_ASSERT +#include +#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h +#endif +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! +#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. +#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) + +// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. +#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) +#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) +#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) +#else +#define IM_FMTARGS(FMT) +#define IM_FMTLIST(FMT) +#endif + +// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) +#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID) +#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) +#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) +#else +#define IM_MSVC_RUNTIME_CHECKS_OFF +#define IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#endif +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#endif +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations and basic types +//----------------------------------------------------------------------------- + +// Forward declarations +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) +struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. +struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) +struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImFont; // Runtime data for a single font within a parent ImFontAtlas +struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). +struct ImFontConfig; // Configuration data when adding a font or merging fonts +struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) +struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) +struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) +struct ImGuiIO; // Main configuration and I/O between your application and ImGui +struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. +struct ImGuiListClipper; // Helper to manually clip large list of items +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame +struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function. +struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) +struct ImGuiStorage; // Helper for key->value storage +struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table +struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") +struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor + +// Enumerations +// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) +typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions +typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type +typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction +typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape +typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending) +typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling +typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() + +// Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build +typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. +typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags +typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() +typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() +typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for storage only for now: an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. +typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() +typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() +typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() +typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn() +typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() + +// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] +// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. +// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. +#ifndef ImTextureID +typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) +#endif + +// ImDrawIdx: vertex index. [Compile-time configurable type] +// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). +// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) +#endif + +// Scalar data types +typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string) +typedef signed char ImS8; // 8-bit signed integer +typedef unsigned char ImU8; // 8-bit unsigned integer +typedef signed short ImS16; // 16-bit signed integer +typedef unsigned short ImU16; // 16-bit unsigned integer +typedef signed int ImS32; // 32-bit signed integer == int +typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) +typedef signed long long ImS64; // 64-bit signed integer +typedef unsigned long long ImU64; // 64-bit unsigned integer + +// Character types +// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) +typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. +typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. +#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif + +// Callback and functions types +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() + +// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] +// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec2 +{ + float x, y; + constexpr ImVec2() : x(0.0f), y(0.0f) { } + constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { } + float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. + float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. +#ifdef IM_VEC2_CLASS_EXTRA + IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. +#endif +}; + +// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] +struct ImVec4 +{ + float x, y, z, w; + constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { } + constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { } +#ifdef IM_VEC4_CLASS_EXTRA + IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. +#endif +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] Dear ImGui end-user API functions +// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Context creation and access + // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. + IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); + IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context + IMGUI_API ImGuiContext* GetCurrentContext(); + IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + + // Main + IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame! + IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. + + // Demo, Debug, Information + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. + IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events. + IMGUI_API void ShowStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) + IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. + IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. + IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls). + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) + + // Styles + IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) + IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style + + // Windows + // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. + // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, + // which clicking will set the boolean to false when clicked. + // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. + // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). + // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! + // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, + // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function + // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + // - Note that the bottom of window stack always contains a window called "Debug". + IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); + IMGUI_API void End(); + + // Child Windows + // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. + // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). + // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. + // Always call a matching EndChild() for each BeginChild() call, regardless of its return value. + // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, + // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function + // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); + IMGUI_API void EndChild(); + + // Windows Utilities + // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. + IMGUI_API bool IsWindowAppearing(); + IMGUI_API bool IsWindowCollapsed(); + IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. + IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! + IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) + IMGUI_API ImVec2 GetWindowSize(); // get current window size + IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) + IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) + + // Window manipulation + // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. + IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() + IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis). + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). + IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. + IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. + IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. + + // Content region + // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful. + // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion) + IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() + IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates + IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates + IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be overridden with SetNextWindowContentSize(), in window coordinates + + // Windows Scrolling + // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). + // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). + IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + + // Parameters stacks (shared) + IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font + IMGUI_API void PopFont(); + IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); + IMGUI_API void PopStyleColor(int count = 1); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame(). + IMGUI_API void PopStyleVar(int count = 1); + IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets + IMGUI_API void PopAllowKeyboardFocus(); + IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. + IMGUI_API void PopButtonRepeat(); + + // Parameters stacks (current window) + IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). + IMGUI_API void PopItemWidth(); + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side) + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API void PopTextWrapPos(); + + // Style read access + // - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are) + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. + + // Cursor / Layout + // - By "cursor" we mean the current output position. + // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. + // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: + // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() + // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. + IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. + IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context. + IMGUI_API void Spacing(); // add vertical spacing. + IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. + IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void BeginGroup(); // lock horizontal starting position + IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) + IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) + IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc. + IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList:: + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system. + IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) + IMGUI_API void SetCursorPosY(float local_y); // + IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode. + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates + IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) + IMGUI_API float GetTextLineHeight(); // ~ FontSize + IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) + IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 + IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) + + // ID stack/scopes + // Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui. + // - Those questions are answered and impacted by understanding of the ID stack system: + // - "Q: Why is my widget not reacting when I click on it?" + // - "Q: How can I have widgets with an empty label?" + // - "Q: How can I have multiple widgets with the same label?" + // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely + // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not normally displayed. + IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). + IMGUI_API void PopID(); // pop from the ID stack. + IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself + IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); + IMGUI_API ImGuiID GetID(const void* ptr_id); + + // Widgets: Text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text + IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). + IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets + IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() + IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Widgets: Main + // - Most widgets return true when the value has been changed or when pressed/selected + // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. + IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button + IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape + IMGUI_API bool Checkbox(const char* label, bool* v); + IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); + IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); + IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } + IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); + IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + + // Widgets: Images + // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0)); + IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + + // Widgets: Combo Box (Dropdown) + // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); + IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! + IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" + IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1); + + // Widgets: Drag Sliders + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', + // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. + // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. + // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. + // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Regular Sliders + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. + IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Input with Keyboard + // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. + // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. + IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + + // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) + // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. + // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x + IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. + IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. + + // Widgets: Trees + // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. + IMGUI_API bool TreeNode(const char* label); + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " + IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); + IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. + IMGUI_API void TreePush(const void* ptr_id); // " + IMGUI_API void TreePop(); // ~ Unindent()+PopId() + IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode + IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). + IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + + // Widgets: Selectables + // - A selectable highlights when hovered, and can display another color when selected. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. + IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height + IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + + // Widgets: List Boxes + // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes. + // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items. + // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. + // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth + // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items + IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region + IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! + IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); + + // Widgets: Data Plotting + // - Consider using ImPlot (https://github.com/epezent/implot) which is much better! + IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + + // Widgets: Value() Helpers. + // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) + IMGUI_API void Value(const char* prefix, bool b); + IMGUI_API void Value(const char* prefix, int v); + IMGUI_API void Value(const char* prefix, unsigned int v); + IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); + + // Widgets: Menus + // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. + // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. + // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. + // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. + IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). + IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! + IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. + IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL + + // Tooltips + // - Tooltip are windows following the mouse. They do not take focus away. + IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). + IMGUI_API void EndTooltip(); + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). + IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Popups, Modals + // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. + // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. + // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). + // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. + // This is sometimes leading to confusing mistakes. May rework this in the future. + + // Popups: begin/end functions + // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window. + // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar. + IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + + // Popups: open/close functions + // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. + // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). + // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. + // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter + IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). + IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks + IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. + + // Popups: open+begin combined functions helpers + // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. + // - They are convenient to easily create context menus, hence the name. + // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. + // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). + + // Popups: query functions + // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. + IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. + + // Tables + // - Full-featured replacement for old Columns API. + // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary. + // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. + // The typical call flow is: + // - 1. Call BeginTable(), early out if returning false. + // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. + // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. + // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. + // - 5. Populate contents: + // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. + // - If you are using tables as a sort of grid, where every column is holding the same type of contents, + // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). + // TableNextColumn() will automatically wrap-around into the next row if needed. + // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! + // - Summary of possible call flow: + // -------------------------------------------------------------------------------------------------------- + // TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK + // TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK + // TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! + // TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! + // -------------------------------------------------------------------------------------------------------- + // - 5. Call EndTable() + IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); + IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! + IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. + IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. + IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. + + // Tables: Headers & Columns declaration + // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. + // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. + // Headers are required to perform: reordering, sorting, and opening the context menu. + // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. + // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in + // some advanced use cases (e.g. adding custom widgets in header row). + // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); + IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu + IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + + // Tables: Sorting & Miscellaneous functions + // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. + // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have + // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, + // else you may wastefully sort your data every frame! + // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. + IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). + IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) + IMGUI_API int TableGetColumnIndex(); // return current column index. + IMGUI_API int TableGetRowIndex(); // return current row index. + IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. + IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. + IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) + IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. + + // Legacy Columns API (prefer using Tables!) + // - You can also use SameLine(pos_x) to mimic simplified columns. + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); + IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished + IMGUI_API int GetColumnIndex(); // get current column index + IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column + IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column + IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f + IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column + IMGUI_API int GetColumnsCount(); + + // Tab Bars, Tabs + IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar + IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. + IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. + IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + + // Logging/Capture + // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard + IMGUI_API void LogFinish(); // stop logging (close file, etc.) + IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard + IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Drag and Drop + // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). + // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) + // - An item can be both drag source and drop target. + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted. + IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! + IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() + IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. + IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! + IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type. + + // Disabling [BETA API] + // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) + // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) + // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. + IMGUI_API void BeginDisabled(bool disabled = true); + IMGUI_API void EndDisabled(); + + // Clipping + // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); + IMGUI_API void PopClipRect(); + + // Focus, Activation + // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item" + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. + IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. + + // Item/Widgets Utilities and Query Functions + // - Most of the functions are referring to the previous Item that has been submitted. + // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. + IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. + IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) + IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. + IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) + IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. + IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). + IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing. + IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectSize(); // get size of last item + IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. + + // Viewports + // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. + // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. + // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. + IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. + + // Background/Foreground Draw Lists + IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + + // Miscellaneous Utilities + IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. + IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. + IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. + IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). + IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) + IMGUI_API ImGuiStorage* GetStateStorage(); + IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame + IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) + + // Text Utilities + IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); + + // Color Utilities + IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); + IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); + IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); + IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); + + // Inputs Utilities: Keyboard + // Without IMGUI_DISABLE_OBSOLETE_KEYIO: (legacy support) + // - For 'ImGuiKey key' you can still use your legacy native/user indices according to how your backend/engine stored them in io.KeysDown[]. + // With IMGUI_DISABLE_OBSOLETE_KEYIO: (this is the way forward) + // - Any use of 'ImGuiKey' will assert when key < 512 will be passed, previously reserved as native/user keys indices + // - GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined) + IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. + IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? + IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. + IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call. + + // Inputs Utilities: Mouse + // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. + // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. + // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') + IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available + IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) + IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) + IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) + IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape + IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call. + + // Clipboard Utilities + // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. + IMGUI_API const char* GetClipboardText(); + IMGUI_API void SetClipboardText(const char* text); + + // Settings/.Ini Utilities + // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). + // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. + // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). + IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). + IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). + IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. + + // Debug Utilities + IMGUI_API void DebugTextEncoding(const char* text); + IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. + + // Memory Allocators + // - Those functions are not reliant on the current context. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. + IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); + IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); + IMGUI_API void* MemAlloc(size_t size); + IMGUI_API void MemFree(void* ptr); + +} // namespace ImGui + +//----------------------------------------------------------------------------- +// [SECTION] Flags & Enumerations +//----------------------------------------------------------------------------- + +// Flags for ImGui::Begin() +// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly) +enum ImGuiWindowFlags_ +{ + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar + ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip + ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window + ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. + ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node). + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame + ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). + ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file + ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. + ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) + ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + + // [Internal] + ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows. + ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() + ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() + ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() + ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() + ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() +}; + +// Flags for ImGui::InputText() +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) +enum ImGuiInputTextFlags_ +{ + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef + ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z + ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs + ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function. + ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter). + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode + ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode + ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) + ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) + ImGuiInputTextFlags_EscapeClearsAll = 1 << 20, // Escape key clears content if not empty, and deactivate otherwise (constrast to default behavior of Escape to revert) + + // Obsolete names (will be removed soon) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior +#endif +}; + +// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() +enum ImGuiTreeNodeFlags_ +{ + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected + ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) + ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. + ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). + ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow + ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, +}; + +// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. +// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat +// small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. +// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. +// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. +// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter +// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly. +// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). +enum ImGuiPopupFlags_ +{ + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left) + ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right) + ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack + ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space + ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. + ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, +}; + +// Flags for ImGui::Selectable() +enum ImGuiSelectableFlags_ +{ + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this doesn't close parent popup window + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowItemOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one +}; + +// Flags for ImGui::BeginCombo() +enum ImGuiComboFlags_ +{ + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default + ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() + ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) + ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible + ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible + ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button + ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, +}; + +// Flags for ImGui::BeginTabBar() +enum ImGuiTabBarFlags_ +{ + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) + ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, +}; + +// Flags for ImGui::BeginTabItem() +enum ImGuiTabItemFlags_ +{ + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() + ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab + ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab + ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) + ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons) +}; + +// Flags for ImGui::BeginTable() +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +enum ImGuiTableFlags_ +{ + // Features + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. + ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) + ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. + ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. + ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. + ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). + // Decorations + ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) + ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. + ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. + ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. + ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. + ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style + // Sizing Policy (read above for defaults) + ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. + ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. + ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. + ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). + // Sizing Extra Options + ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. + ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. + ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. + // Clipping + ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). + // Padding + ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers. + ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding. + ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). + // Scrolling + ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX. + ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. + // Sorting + ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). + ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). + + // [Internal] Combinations and masks + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, +}; + +// Flags for ImGui::TableSetupColumn() +enum ImGuiTableColumnFlags_ +{ + // Input configuration flags + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) + ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. + ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. + ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). + ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). + ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. + ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. + ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. + ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). + ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu. + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. + ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). + ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. + + // Output status flags, read-only via TableGetColumnFlags() + ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. + ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. + ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs + ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse + + // [Internal] Combinations and masks + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) +}; + +// Flags for ImGui::TableNextRow() +enum ImGuiTableRowFlags_ +{ + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width) +}; + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +enum ImGuiTableBgTarget_ +{ + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) + ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) + ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color) +}; + +// Flags for ImGui::IsWindowFocused() +enum ImGuiFocusedFlags_ +{ + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + //ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, +}; + +// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +enum ImGuiHoveredFlags_ +{ + ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. + ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered + ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) + ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + //ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 8, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, // IsItemHovered() only: Return true even if the item is disabled + ImGuiHoveredFlags_NoNavOverride = 1 << 10, // Disable using gamepad/keyboard navigation state when active, always query mouse. + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, + + // Hovering delays (for tooltips) + ImGuiHoveredFlags_DelayNormal = 1 << 11, // Return true after io.HoverDelayNormal elapsed (~0.30 sec) + ImGuiHoveredFlags_DelayShort = 1 << 12, // Return true after io.HoverDelayShort elapsed (~0.10 sec) + ImGuiHoveredFlags_NoSharedDelay = 1 << 13, // Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays) +}; + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +enum ImGuiDragDropFlags_ +{ + ImGuiDragDropFlags_None = 0, + // BeginDragDropSource() flags + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior. + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item. + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) + // AcceptDragDropPayload() flags + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery. +}; + +// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. +#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. + +// A primary data type +enum ImGuiDataType_ +{ + ImGuiDataType_S8, // signed char / char (with sensible compilers) + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short + ImGuiDataType_S32, // int + ImGuiDataType_U32, // unsigned int + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 + ImGuiDataType_Float, // float + ImGuiDataType_Double, // double + ImGuiDataType_COUNT +}; + +// A cardinal direction +enum ImGuiDir_ +{ + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT +}; + +// A sorting direction +enum ImGuiSortDirection_ +{ + ImGuiSortDirection_None = 0, + ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. + ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. +}; + +// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) +// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87) +// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey. +enum ImGuiKey : int +{ + // Keyboard + ImGuiKey_None = 0, + ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + ImGuiKey_Space, + ImGuiKey_Enter, + ImGuiKey_Escape, + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, + ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, + ImGuiKey_Menu, + ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, + ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, + ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, + ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, + ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, + ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, + ImGuiKey_Apostrophe, // ' + ImGuiKey_Comma, // , + ImGuiKey_Minus, // - + ImGuiKey_Period, // . + ImGuiKey_Slash, // / + ImGuiKey_Semicolon, // ; + ImGuiKey_Equal, // = + ImGuiKey_LeftBracket, // [ + ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash) + ImGuiKey_RightBracket, // ] + ImGuiKey_GraveAccent, // ` + ImGuiKey_CapsLock, + ImGuiKey_ScrollLock, + ImGuiKey_NumLock, + ImGuiKey_PrintScreen, + ImGuiKey_Pause, + ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, + ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, + ImGuiKey_KeypadDecimal, + ImGuiKey_KeypadDivide, + ImGuiKey_KeypadMultiply, + ImGuiKey_KeypadSubtract, + ImGuiKey_KeypadAdd, + ImGuiKey_KeypadEnter, + ImGuiKey_KeypadEqual, + + // Gamepad (some of those are analog values, 0.0f to 1.0f) // GAME NAVIGATION ACTION + // (download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets) + ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) + ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) + ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows) + ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit + ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard + ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak + ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode) + ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode) + ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog] + ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog] + ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS) + ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS) + ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadRStickLeft, // [Analog] + ImGuiKey_GamepadRStickRight, // [Analog] + ImGuiKey_GamepadRStickUp, // [Analog] + ImGuiKey_GamepadRStickDown, // [Analog] + + // Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls) + // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API. + ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY, + + // [Internal] Reserved for mod storage + ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper, + ImGuiKey_COUNT, + + // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) + // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing + // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. + // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those + // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl). + // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. + // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and + // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... + ImGuiMod_None = 0, + ImGuiMod_Ctrl = 1 << 12, + ImGuiMod_Shift = 1 << 13, + ImGuiMod_Alt = 1 << 14, // Option/Menu + ImGuiMod_Super = 1 << 15, // Cmd/Super/Windows + ImGuiMod_Mask_ = 0xF000, +#if defined(__APPLE__) + ImGuiMod_Shortcut = ImGuiMod_Super, +#else + ImGuiMod_Shortcut = ImGuiMod_Ctrl, +#endif + + // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array. + // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE) + ImGuiKey_NamedKey_BEGIN = 512, + ImGuiKey_NamedKey_END = ImGuiKey_COUNT, + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys + ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET). +#else + ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys + ImGuiKey_KeysData_OFFSET = 0, // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET). +#endif + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 + ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 +#endif +}; + +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO +// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[]. +// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set. +// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. +enum ImGuiNavInput +{ + ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown, + ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast, + ImGuiNavInput_COUNT, +}; +#endif + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +enum ImGuiConfigFlags_ +{ + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth. + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend. + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + + // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui) + ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. + ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse. +}; + +// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. +enum ImGuiBackendFlags_ +{ + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. +}; + +// Enumeration for PushStyleColor() / PopStyleColor() +enum ImGuiCol_ +{ + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, // Background of normal windows + ImGuiCol_ChildBg, // Background of child windows + ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, + ImGuiCol_TitleBgActive, + ImGuiCol_TitleBgCollapsed, + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows. + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_Tab, // TabItem in a TabBar + ImGuiCol_TabHovered, + ImGuiCol_TabActive, + ImGuiCol_TabUnfocused, + ImGuiCol_TabUnfocusedActive, + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, // Table header background + ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here) + ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) + ImGuiCol_TableRowBg, // Table row background (even rows) + ImGuiCol_TableRowBgAlt, // Table row background (odd rows) + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target + ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item + ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB + ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active + ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active + ImGuiCol_COUNT +}; + +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. +// During initialization or between frames, feel free to just poke into ImGuiStyle directly. +// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. +// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +enum ImGuiStyleVar_ +{ + // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + ImGuiStyleVar_Alpha, // float Alpha + ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha + ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding + ImGuiStyleVar_WindowRounding, // float WindowRounding + ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize + ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize + ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign + ImGuiStyleVar_ChildRounding, // float ChildRounding + ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize + ImGuiStyleVar_PopupRounding, // float PopupRounding + ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize + ImGuiStyleVar_FramePadding, // ImVec2 FramePadding + ImGuiStyleVar_FrameRounding, // float FrameRounding + ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize + ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing + ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing + ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_CellPadding, // ImVec2 CellPadding + ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize + ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding + ImGuiStyleVar_GrabMinSize, // float GrabMinSize + ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_TabRounding, // float TabRounding + ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign + ImGuiStyleVar_COUNT +}; + +// Flags for InvisibleButton() [extended in imgui_internal.h] +enum ImGuiButtonFlags_ +{ + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) + ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button + + // [Internal] + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, + ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft, +}; + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +enum ImGuiColorEditFlags_ +{ + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). + ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square. + ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) + ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). + ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. + ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). + ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. + ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) + + // User Options (right-click on widget to change some of them). + ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. + ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. + ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " + ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. + ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to + // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + + // [Internal] Masks + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, + + // Obsolete names (will be removed) + // ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] +}; + +// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText) +enum ImGuiSliderFlags_ +{ + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. + ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits) + ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79] +#endif +}; + +// Identify a mouse button. +// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. +enum ImGuiMouseButton_ +{ + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}; + +// Enumeration for GetMouseCursor() +// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +enum ImGuiMouseCursor_ +{ + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) + ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border + ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column + ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window + ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. + ImGuiMouseCursor_COUNT +}; + +// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +enum ImGuiCond_ +{ + ImGuiCond_None = 0, // No condition (always set the variable), same as _Always + ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None + ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) + ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) + ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: Memory allocations macros, ImVector<> +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- + +struct ImNewWrapper {}; +inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) +#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } + +//----------------------------------------------------------------------------- +// ImVector<> +// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). +//----------------------------------------------------------------------------- +// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. +// - We use std-like naming convention here, which is a little unusual for this codebase. +// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF +template +struct ImVector +{ + int Size; + int Capacity; + T* Data; + + // Provide standard typedefs but we don't use them ourselves. + typedef T value_type; + typedef value_type* iterator; + typedef const value_type* const_iterator; + + // Constructors, destructor + inline ImVector() { Size = Capacity = 0; Data = NULL; } + inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything + inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit. + inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit. + + inline bool empty() const { return Size == 0; } + inline int size() const { return Size; } + inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); } + inline int capacity() const { return Capacity; } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return Data + Size; } + inline const T* end() const { return Data + Size; } + inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } + inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } + inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } + + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } + inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; } + + // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. + inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStyle +//----------------------------------------------------------------------------- +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +//----------------------------------------------------------------------------- + +struct ImGuiStyle +{ + float Alpha; // Global alpha applies to everything in Dear ImGui. + float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + ImVec2 WindowPadding; // Padding within a window. + float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). + ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. + float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). + float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. + ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + ImVec2 CellPadding; // Padding within a table cell + ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + float ScrollbarRounding; // Radius of grab corners for scrollbar. + float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. + float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + float TabBorderSize; // Thickness of border around tabs. + float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! + float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + ImVec4 Colors[ImGuiCol_COUNT]; + + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiIO +//----------------------------------------------------------------------------- +// Communicate most settings and inputs/outputs to Dear ImGui using this structure. +// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. +//----------------------------------------------------------------------------- + +// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. +struct ImGuiKeyData +{ + bool Down; // True for if key is down + float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + float DownDurationPrev; // Last frame duration the key has been down + float AnalogValue; // 0.0f..1.0f for gamepad values +}; + +struct ImGuiIO +{ + //------------------------------------------------------------------ + // Configuration // Default value + //------------------------------------------------------------------ + + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. + ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. + float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. + const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + float HoverDelayNormal; // = 0.30 sec // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayNormal) returns true. + float HoverDelayShort; // = 0.10 sec // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayShort) returns true. + void* UserData; // = NULL // Store your own data for retrieval by callbacks. + + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + float FontGlobalScale; // = 1.0f // Global scale all fonts + bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. + ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. + + // Miscellaneous options + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. + bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only). + bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. + + //------------------------------------------------------------------ + // Platform Functions + // (the imgui_impl_xxxx backend files are setting those up for you) + //------------------------------------------------------------------ + + // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. + const char* BackendPlatformName; // = NULL + const char* BackendRendererName; // = NULL + void* BackendPlatformUserData; // = NULL // User data for platform backend + void* BackendRendererUserData; // = NULL // User data for renderer backend + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend + + // Optional: Access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + void* ImeWindowHandle; // = NULL // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. +#else + void* _UnusedPadding; // Unused field to keep data structure the same size. +#endif + + //------------------------------------------------------------------ + // Input - Call before calling NewFrame() + //------------------------------------------------------------------ + + // Input Functions + IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) + IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend. + IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered) + IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change + IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update + IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) + IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string + + IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. + IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. + IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually + IMGUI_API void ClearInputKeys(); // [Internal] Release all keys + + //------------------------------------------------------------------ + // Output - Updated by NewFrame() or EndFrame()/Render() + // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is + // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) + //------------------------------------------------------------------ + + bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. + // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). + // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. + bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. + float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. +#endif + + //------------------------------------------------------------------ + // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! + //------------------------------------------------------------------ + + // Main Input State + // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) + // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. + float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. + bool KeyCtrl; // Keyboard modifier down: Control + bool KeyShift; // Keyboard modifier down: Shift + bool KeyAlt; // Keyboard modifier down: Alt + bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows + + // Other state maintained from data above + IO function calls + ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags). Read-only, updated by NewFrame() + ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this. + bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + bool MouseReleased[5]; // Mouse button went from Down to !Down + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) + float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + bool AppFocusLost; // Only modify via AddFocusEvent() + bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents() + ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[] + bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + + IMGUI_API ImGuiIO(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Misc data structures +//----------------------------------------------------------------------------- + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +struct ImGuiInputTextCallbackData +{ + ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only + ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only + void* UserData; // What user passed to InputText() // Read-only + + // Arguments for the different callback events + // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. + // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. + ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + int CursorPos; // // Read-write // [Completion,History,Always] + int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) + int SelectionEnd; // // Read-write // [Completion,History,Always] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + IMGUI_API ImGuiInputTextCallbackData(); + IMGUI_API void DeleteChars(int pos, int bytes_count); + IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); + void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; } + void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } + bool HasSelection() const { return SelectionStart != SelectionEnd; } +}; + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +struct ImGuiSizeCallbackData +{ + void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>). + ImVec2 Pos; // Read-only. Window position, for reference. + ImVec2 CurrentSize; // Read-only. Current window size. + ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +}; + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +struct ImGuiPayload +{ + // Members + void* Data; // Data (copied and owned by dear imgui) + int DataSize; // Data size + + // [Internal] + ImGuiID SourceId; // Source item id + ImGuiID SourceParentId; // Source parent id (if available) + int DataFrameCount; // Data timestamp + char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max) + bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. + + ImGuiPayload() { Clear(); } + void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } + bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } + bool IsPreview() const { return Preview; } + bool IsDelivery() const { return Delivery; } +}; + +// Sorting specification for one column of a table (sizeof == 12 bytes) +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) + ImS16 ColumnIndex; // Index of the column + ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function) + + ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. + int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. + + ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) +//----------------------------------------------------------------------------- + +// Helper: Unicode defines +#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. +#endif + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +struct ImGuiOnceUponAFrame +{ + ImGuiOnceUponAFrame() { RefFrame = -1; } + mutable int RefFrame; + operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } +}; + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +struct ImGuiTextFilter +{ + IMGUI_API ImGuiTextFilter(const char* default_filter = ""); + IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build + IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; + IMGUI_API void Build(); + void Clear() { InputBuf[0] = 0; Build(); } + bool IsActive() const { return !Filters.empty(); } + + // [Internal] + struct ImGuiTextRange + { + const char* b; + const char* e; + + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; + }; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; +}; + +// Helper: Growable text buffer for logging/accumulating text +// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') +struct ImGuiTextBuffer +{ + ImVector Buf; + IMGUI_API static char EmptyString[1]; + + ImGuiTextBuffer() { } + inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + int size() const { return Buf.Size ? Buf.Size - 1 : 0; } + bool empty() const { return Buf.Size <= 1; } + void clear() { Buf.clear(); } + void reserve(int capacity) { Buf.reserve(capacity); } + const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } + IMGUI_API void append(const char* str, const char* str_end = NULL); + IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); + IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); +}; + +// Helper: Key->Value storage +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +struct ImGuiStorage +{ + // [Internal] + struct ImGuiStoragePair + { + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; + ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } + ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } + ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } + }; + + ImVector Data; + + // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) + // - Set***() functions find pair, insertion on demand if missing. + // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. + void Clear() { Data.clear(); } + IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; + IMGUI_API void SetInt(ImGuiID key, int val); + IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; + IMGUI_API void SetBool(ImGuiID key, bool val); + IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; + IMGUI_API void SetFloat(ImGuiID key, float val); + IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL + IMGUI_API void SetVoidPtr(ImGuiID key, void* val); + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); + IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); + IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); + IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); + + // Use on your own storage if you know only integer are being stored (open/close all tree nodes) + IMGUI_API void SetAllInt(int val); + + // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + IMGUI_API void BuildSortByKey(); +}; + +// Helper: Manually clip large list of items. +// If you have lots evenly spaced items and you have random access to the list, you can perform coarse +// clipping based on visibility to only submit items that are in view. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) +// Usage: +// ImGuiListClipper clipper; +// clipper.Begin(1000); // We have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// Generally what happens is: +// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. +// - User code submit that one element. +// - Clipper can measure the height of the first element +// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. +// - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. +struct ImGuiListClipper +{ + int DisplayStart; // First item to display, updated by each call to Step() + int DisplayEnd; // End of items to display (exclusive) + int ItemsCount; // [Internal] Number of items + float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it + float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + void* TempData; // [Internal] Internal data + + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step) + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + IMGUI_API ImGuiListClipper(); + IMGUI_API ~ImGuiListClipper(); + IMGUI_API void Begin(int items_count, float items_height = -1.0f); + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + + // Call ForceDisplayRangeByIndices() before first call to Step() if you need a range of items to be displayed regardless of visibility. + IMGUI_API void ForceDisplayRangeByIndices(int item_min, int item_max); // item_max is exclusive e.g. use (42, 42+1) to make item 42 always visible BUT due to alignment/padding of certain items it is likely that an extra item may be included on either end of the display range. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] +#endif +}; + +// Helpers macros to generate 32-bit encoded colors +// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +#ifndef IM_COL32_R_SHIFT +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IM_COL32_R_SHIFT 16 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 0 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#else +#define IM_COL32_R_SHIFT 0 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 16 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#endif +#endif +#define IM_COL32(R,G,B,A) (((ImU32)(A)<> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; } + inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } + inline operator ImVec4() const { return Value; } + + // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. + inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. +//----------------------------------------------------------------------------- + +// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking. +#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX +#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63) +#endif + +// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] +// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, +// you can poke into the draw list for that! Draw callback may be useful for example to: +// A) Change your GPU render state, +// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. +// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly. +#ifndef ImDrawCallback +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +#endif + +// Special Draw callback value to request renderer backend to reset the graphics/render state. +// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address. +// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. +// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) + +// Typically, 1 command = 1 GPU draw call (unless command is a callback) +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. +// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +struct ImDrawCmd +{ + ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. + unsigned int IdxOffset; // 4 // Start offset in index buffer. + unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + void* UserCallbackData; // 4-8 // The draw callback code can access this. + + ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed + + // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) + inline ImTextureID GetTexID() const { return TextureId; } +}; + +// Vertex layout +#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +#else +// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h +// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up. +// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. +IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; +#endif + +// [Internal] For use by ImDrawList +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; + +// [Internal] For use by ImDrawListSplitter +struct ImDrawChannel +{ + ImVector _CmdBuffer; + ImVector _IdxBuffer; +}; + + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. +struct ImDrawListSplitter +{ + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + + inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); +}; + +// Flags for ImDrawList functions +// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused) +enum ImDrawFlags_ +{ + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason) + ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01. + ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02. + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04. + ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08. + ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, +}; + +// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// It is however possible to temporarily alter flags between calls to ImDrawList:: functions. +enum ImDrawListFlags_ +{ + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). + ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). + ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. +}; + +// Draw command list +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. +// You can interleave normal ImGui:: calls and adding primitives to the current draw list. +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. +struct ImDrawList +{ + // This is what you have to render + ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those + ImVector VtxBuffer; // Vertex buffer. + ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + // [Internal, used while building lists] + unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + const char* _OwnerName; // Pointer to owner window's name for debugging + ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImVector _ClipRectStack; // [Internal] + ImVector _TextureIdStack; // [Internal] + ImVector _Path; // [Internal] current path building + ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). + ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) + ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } + + ~ImDrawList() { _ClearFreeMemory(); } + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRectFullScreen(); + IMGUI_API void PopClipRect(); + IMGUI_API void PushTextureID(ImTextureID texture_id); + IMGUI_API void PopTextureID(); + inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } + inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } + + // Primitives + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides. + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); + IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); + IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); + IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); + IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); + IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) + + // Image primitives + // - Read FAQ to understand what ImTextureID is. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); + + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + inline void PathClear() { _Path.Size = 0; } + inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } + inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); + + // Advanced + IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. + IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) + // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place! + // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. + // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. + IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); + IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) + IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); + IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); + inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } + inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } + inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) +#endif + + // [Internal helpers] + IMGUI_API void _ResetForNewFrame(); + IMGUI_API void _ClearFreeMemory(); + IMGUI_API void _PopUnusedDrawCmd(); + IMGUI_API void _TryMergeDrawCmds(); + IMGUI_API void _OnChangedClipRect(); + IMGUI_API void _OnChangedTextureID(); + IMGUI_API void _OnChangedVtxOffset(); + IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; + IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); + IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); +}; + +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +struct ImDrawData +{ + bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. + int CmdListsCount; // Number of ImDrawList* to render + int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size + int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size + ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. + ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + + // Functions + ImDrawData() { Clear(); } + void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext! + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. +}; + +//----------------------------------------------------------------------------- +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) +//----------------------------------------------------------------------------- + +struct ImFontConfig +{ + void* FontData; // // TTF/OTF data + int FontDataSize; // // TTF/OTF data size + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). + int FontNo; // 0 // Index of font within TTF/OTF file + float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). + int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. + bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. + ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. + const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. + float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font + float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. + ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + + // [Internal] + char Name[40]; // Name (strictly to ease debugging) + ImFont* DstFont; + + IMGUI_API ImFontConfig(); +}; + +// Hold rendering data for one glyph. +// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) +struct ImFontGlyph +{ + unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + unsigned int Codepoint : 30; // 0x0000..0x10FFFF + float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) + float X0, Y0, X1, Y1; // Glyph corners + float U0, V0, U1, V1; // Texture coordinates +}; + +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +struct ImFontGlyphRangesBuilder +{ + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges +}; + +// See ImFontAtlas::AddCustomRectXXX functions. +struct ImFontAtlasCustomRect +{ + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned short X, Y; // Output // Packed position in Atlas + unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000) + float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset + ImFont* Font; // Input // For custom font glyphs only: target font + ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +}; + +// Flags for ImFontAtlas build +enum ImFontAtlasFlags_ +{ + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two + ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) + ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). +}; + +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: +// - One or more fonts. +// - Custom graphics data needed to render the shapes needed by Dear ImGui. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. +// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. +// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. +// Common pitfalls: +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. +// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future! +struct ImFontAtlas +{ + IMGUI_API ImFontAtlas(); + IMGUI_API ~ImFontAtlas(); + IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); + IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); + IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. + IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). + IMGUI_API void Clear(); // Clear all input and output. + + // Build atlas, retrieve pixel data. + // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // The pitch is always = Width * BytesPerPixels (1 or 4) + // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. + IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. + IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel + IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent... + void SetTexID(ImTextureID id) { TexID = id; } + + //------------------------------------------- + // Glyph Ranges + //------------------------------------------- + + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. + IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin + IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic + IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters + IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese + IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters + IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters + + //------------------------------------------- + // [BETA] Custom Rectangles/Glyphs API + //------------------------------------------- + + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. + // - After calling Build(), you can query the rectangle position and render your pixels. + // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format. + // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. + IMGUI_API int AddCustomRectRegular(int width, int height); + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); + ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } + + // [Internal] + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; + IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + + //------------------------------------------- + // Members + //------------------------------------------- + + ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) + ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. + int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). + bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. + + // [Internal] + // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + bool TexReady; // Set when texture was built matching current font input + bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. + unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight + unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + int TexWidth; // Texture width calculated during Build(). + int TexHeight; // Texture height calculated during Build(). + ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel + ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector ConfigData; // Configuration data + ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines + + // [Internal] Font builder + const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). + unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. + + // [Internal] Packing data + int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors + int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines + + // [Obsolete] + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +}; + +// Font runtime data and rendering +// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). +struct ImFont +{ + // Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX + float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) + + // Members: Hot ~28/40 bytes (for CalcTextSize + render loop) + ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // // All glyphs. + const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + + // Members: Cold ~32/40 bytes + ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into + const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData + short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. + ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found. + ImWchar EllipsisChar; // 2 // out // = '...' // Character used for ellipsis rendering. + ImWchar DotChar; // 2 // out // = '.' // Character used for ellipsis rendering (if a single '...' character isn't found) + bool DirtyLookupTables; // 1 // out // + float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] + int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + + // Methods + IMGUI_API ImFont(); + IMGUI_API ~ImFont(); + IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; + IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; + float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } + bool IsLoaded() const { return ContainerAtlas != NULL; } + const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } + + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 + IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const; + IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; + + // [Internal] Don't use! + IMGUI_API void BuildLookupTable(); + IMGUI_API void ClearOutputData(); + IMGUI_API void GrowIndex(int new_size); + IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); + IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. + IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); + IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Viewports +//----------------------------------------------------------------------------- + +// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. +enum ImGuiViewportFlags_ +{ + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: is created/managed by the application (rather than a dear imgui backend) +}; + +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +struct ImGuiViewport +{ + ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ + ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + ImVec2 Size; // Main Area: Size of the viewport. + ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + + // Platform/Backend Dependent Data + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms) + + ImGuiViewport() { memset(this, 0, sizeof(*this)); } + + // Helpers + ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } + ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Platform Dependent Interfaces +//----------------------------------------------------------------------------- + +// (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function. +struct ImGuiPlatformImeData +{ + bool WantVisible; // A widget wants the IME to be visible + ImVec2 InputPos; // Position of the input cursor + float InputLineHeight; // Line height + + ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Obsolete functions and types +// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +//----------------------------------------------------------------------------- + +namespace ImGui +{ +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key] +#else + static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; } +#endif +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui +{ + // OBSOLETED in 1.89 (from August 2022) + IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding) + // OBSOLETED in 1.88 (from May 2022) + static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. + static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. + // OBSOLETED in 1.86 (from November 2021) + IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper. + // OBSOLETED in 1.85 (from August 2021) + static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } + // OBSOLETED in 1.81 (from February 2021) + IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items + static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } + static inline void ListBoxFooter() { EndListBox(); } + + // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) + //-- OBSOLETED in 1.79 (from August 2020) + //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details. + //IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //-- OBSOLETED in 1.77 and before + //static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020) + //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019) + //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019) + //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019) + //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019) + //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) + //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) + //-- OBSOLETED in 1.60 and before + //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018) + //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha(). + //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead. + //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //-- OBSOLETED in 1.50 and before + //static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49 + //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48 + //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48 + //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42 +} + +// OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() +typedef ImDrawFlags ImDrawCornerFlags; +enum ImDrawCornerFlags_ +{ + ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit + ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). + ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. + ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. + ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. + ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 + ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, + ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, + ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, + ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, +}; + +// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022) +// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place. +typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", but you may store only mods in there. +enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super }; +//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int +//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super }; + +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022) +#if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS) +#define IMGUI_DISABLE_DEBUG_TOOLS +#endif +#if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) +#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name. +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) +#ifdef IMGUI_INCLUDE_IMGUI_USER_H +#include "imgui_user.h" +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/Dependencies/imgui/imgui_demo.cpp b/Dependencies/imgui/imgui_demo.cpp new file mode 100644 index 000000000..9bd188fa7 --- /dev/null +++ b/Dependencies/imgui/imgui_demo.cpp @@ -0,0 +1,8064 @@ +// dear imgui, v1.89 +// (demo code) + +// Help: +// - Read FAQ at http://dearimgui.org/faq +// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// Read imgui.cpp for more details, documentation and comments. +// Get the latest version at https://github.com/ocornut/imgui + +// ------------------------------------------------- +// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT! +// ------------------------------------------------- +// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: +// Think again! It is the most useful reference code that you and other coders will want to refer to and call. +// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app! +// Also include Metrics! ItemPicker! DebugLog! and other debug features. +// Removing this file from your project is hindering access to documentation for everyone in your team, +// likely leading you to poorer usage of the library. +// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). +// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be +// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. +// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference. +// Thank you, +// -Your beloved friend, imgui_demo.cpp (which you won't delete) + +// Message to beginner C/C++ programmers about the meaning of the 'static' keyword: +// In this demo code, we frequently use 'static' variables inside functions. A static variable persists across calls, +// so it is essentially like a global variable but declared inside the scope of the function. We do this as a way to +// gather code and data in the same place, to make the demo source code faster to read, faster to write, and smaller +// in size. It also happens to be a convenient way of storing simple UI related information as long as your function +// doesn't need to be reentrant or used in multiple threads. This might be a pattern you will want to use in your code, +// but most of the real data you would be editing is likely going to be stored outside your functions. + +// The Demo code in this file is designed to be easy to copy-and-paste into your application! +// Because of this: +// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace. +// - We try to declare static variables in the local scope, as close as possible to the code using them. +// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API. +// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided +// by imgui_internal.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional +// and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. +// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. + +// Navigating this file: +// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Helpers +// [SECTION] Demo Window / ShowDemoWindow() +// - ShowDemoWindow() +// - sub section: ShowDemoWindowWidgets() +// - sub section: ShowDemoWindowLayout() +// - sub section: ShowDemoWindowPopups() +// - sub section: ShowDemoWindowTables() +// - sub section: ShowDemoWindowInputs() +// [SECTION] About Window / ShowAboutWindow() +// [SECTION] Style Editor / ShowStyleEditor() +// [SECTION] User Guide / ShowUserGuide() +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +// System includes +#include // toupper +#include // INT_MIN, INT_MAX +#include // sqrtf, powf, cosf, sinf, floorf, ceilf +#include // vsnprintf, sscanf, printf +#include // NULL, malloc, free, atoi +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code) +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type +#pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure) +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. +#endif + +// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" +#else +#define IM_NEWLINE "\n" +#endif + +// Helpers +#if defined(_MSC_VER) && !defined(snprintf) +#define snprintf _snprintf +#endif +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +// Format specifiers, printing 64-bit hasn't been decently standardized... +// In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define them yourself. +#ifdef _MSC_VER +#define IM_PRId64 "I64d" +#define IM_PRIu64 "I64u" +#else +#define IM_PRId64 "lld" +#define IM_PRIu64 "llu" +#endif + +// Helpers macros +// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste, +// but making an exception here as those are largely simplifying code... +// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo. +#define IM_MIN(A, B) (((A) < (B)) ? (A) : (B)) +#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) +#define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V)) + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifndef IMGUI_CDECL +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward Declarations, Helpers +//----------------------------------------------------------------------------- + +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) + +// Forward Declarations +static void ShowExampleAppDocuments(bool* p_open); +static void ShowExampleAppMainMenuBar(); +static void ShowExampleAppConsole(bool* p_open); +static void ShowExampleAppLog(bool* p_open); +static void ShowExampleAppLayout(bool* p_open); +static void ShowExampleAppPropertyEditor(bool* p_open); +static void ShowExampleAppLongText(bool* p_open); +static void ShowExampleAppAutoResize(bool* p_open); +static void ShowExampleAppConstrainedResize(bool* p_open); +static void ShowExampleAppSimpleOverlay(bool* p_open); +static void ShowExampleAppFullscreen(bool* p_open); +static void ShowExampleAppWindowTitles(bool* p_open); +static void ShowExampleAppCustomRendering(bool* p_open); +static void ShowExampleMenuFile(); + +// We split the contents of the big ShowDemoWindow() function into smaller functions +// (because the link time of very large functions grow non-linearly) +static void ShowDemoWindowWidgets(); +static void ShowDemoWindowLayout(); +static void ShowDemoWindowPopups(); +static void ShowDemoWindowTables(); +static void ShowDemoWindowColumns(); +static void ShowDemoWindowInputs(); + +//----------------------------------------------------------------------------- +// [SECTION] Helpers +//----------------------------------------------------------------------------- + +// Helper to display a little (?) mark which shows a tooltip when hovered. +// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md) +static void HelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort)) + { + ImGui::BeginTooltip(); + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +// Helper to wire demo markers located in code to an interactive browser +typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data); +extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; +extern void* GImGuiDemoMarkerCallbackUserData; +ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL; +void* GImGuiDemoMarkerCallbackUserData = NULL; +#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) + +//----------------------------------------------------------------------------- +// [SECTION] Demo Window / ShowDemoWindow() +//----------------------------------------------------------------------------- +// - ShowDemoWindow() +// - ShowDemoWindowWidgets() +// - ShowDemoWindowLayout() +// - ShowDemoWindowPopups() +// - ShowDemoWindowTables() +// - ShowDemoWindowColumns() +// - ShowDemoWindowInputs() +//----------------------------------------------------------------------------- + +// Demonstrate most Dear ImGui features (this is big function!) +// You may execute this function to experiment with the UI and understand what it does. +// You may then search for keywords in the code when you are interested by a specific feature. +void ImGui::ShowDemoWindow(bool* p_open) +{ + // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup + // Most functions would normally just crash if the context is missing. + IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!"); + + // Examples Apps (accessible from the "Examples" menu) + static bool show_app_main_menu_bar = false; + static bool show_app_documents = false; + static bool show_app_console = false; + static bool show_app_log = false; + static bool show_app_layout = false; + static bool show_app_property_editor = false; + static bool show_app_long_text = false; + static bool show_app_auto_resize = false; + static bool show_app_constrained_resize = false; + static bool show_app_simple_overlay = false; + static bool show_app_fullscreen = false; + static bool show_app_window_titles = false; + static bool show_app_custom_rendering = false; + + if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); + if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); + if (show_app_console) ShowExampleAppConsole(&show_app_console); + if (show_app_log) ShowExampleAppLog(&show_app_log); + if (show_app_layout) ShowExampleAppLayout(&show_app_layout); + if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor); + if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text); + if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize); + if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize); + if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay); + if (show_app_fullscreen) ShowExampleAppFullscreen(&show_app_fullscreen); + if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); + if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); + + // Dear ImGui Tools/Apps (accessible from the "Tools" menu) + static bool show_app_metrics = false; + static bool show_app_debug_log = false; + static bool show_app_stack_tool = false; + static bool show_app_about = false; + static bool show_app_style_editor = false; + + if (show_app_metrics) + ImGui::ShowMetricsWindow(&show_app_metrics); + if (show_app_debug_log) + ImGui::ShowDebugLogWindow(&show_app_debug_log); + if (show_app_stack_tool) + ImGui::ShowStackToolWindow(&show_app_stack_tool); + if (show_app_about) + ImGui::ShowAboutWindow(&show_app_about); + if (show_app_style_editor) + { + ImGui::Begin("Dear ImGui Style Editor", &show_app_style_editor); + ImGui::ShowStyleEditor(); + ImGui::End(); + } + + // Demonstrate the various window flags. Typically you would just use the default! + static bool no_titlebar = false; + static bool no_scrollbar = false; + static bool no_menu = false; + static bool no_move = false; + static bool no_resize = false; + static bool no_collapse = false; + static bool no_close = false; + static bool no_nav = false; + static bool no_background = false; + static bool no_bring_to_front = false; + static bool unsaved_document = false; + + ImGuiWindowFlags window_flags = 0; + if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; + if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; + if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; + if (no_move) window_flags |= ImGuiWindowFlags_NoMove; + if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; + if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; + if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; + if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; + if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; + if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument; + if (no_close) p_open = NULL; // Don't pass our bool* to Begin + + // We specify a default position/size in case there's no data in the .ini file. + // We only do it to make the demo applications a little more welcoming, but typically this isn't required. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); + + // Main body of the Demo window starts here. + if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) + { + // Early out if the window is collapsed, as an optimization. + ImGui::End(); + return; + } + + // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. + // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) + //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); + // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); + + // Menu Bar + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + IMGUI_DEMO_MARKER("Menu/File"); + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Examples")) + { + IMGUI_DEMO_MARKER("Menu/Examples"); + ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar); + ImGui::MenuItem("Console", NULL, &show_app_console); + ImGui::MenuItem("Log", NULL, &show_app_log); + ImGui::MenuItem("Simple layout", NULL, &show_app_layout); + ImGui::MenuItem("Property editor", NULL, &show_app_property_editor); + ImGui::MenuItem("Long text display", NULL, &show_app_long_text); + ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize); + ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize); + ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay); + ImGui::MenuItem("Fullscreen window", NULL, &show_app_fullscreen); + ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles); + ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering); + ImGui::MenuItem("Documents", NULL, &show_app_documents); + ImGui::EndMenu(); + } + //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! + if (ImGui::BeginMenu("Tools")) + { + IMGUI_DEMO_MARKER("Menu/Tools"); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool has_debug_tools = true; +#else + const bool has_debug_tools = false; +#endif + ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics, has_debug_tools); + ImGui::MenuItem("Debug Log", NULL, &show_app_debug_log, has_debug_tools); + ImGui::MenuItem("Stack Tool", NULL, &show_app_stack_tool, has_debug_tools); + ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor); + ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Spacing(); + + IMGUI_DEMO_MARKER("Help"); + if (ImGui::CollapsingHeader("Help")) + { + ImGui::Text("ABOUT THIS DEMO:"); + ImGui::BulletText("Sections below are demonstrating many aspects of the library."); + ImGui::BulletText("The \"Examples\" menu above leads to more demo contents."); + ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" + "and Metrics/Debugger (general purpose Dear ImGui debugging tool)."); + ImGui::Separator(); + + ImGui::Text("PROGRAMMER GUIDE:"); + ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); + ImGui::BulletText("See comments in imgui.cpp."); + ImGui::BulletText("See example applications in the examples/ folder."); + ImGui::BulletText("Read the FAQ at http://www.dearimgui.org/faq/"); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); + ImGui::Separator(); + + ImGui::Text("USER GUIDE:"); + ImGui::ShowUserGuide(); + } + + IMGUI_DEMO_MARKER("Configuration"); + if (ImGui::CollapsingHeader("Configuration")) + { + ImGuiIO& io = ImGui::GetIO(); + + if (ImGui::TreeNode("Configuration##2")) + { + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); + ImGui::SameLine(); HelpMarker("Enable keyboard controls."); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); + ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", &io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos); + ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos."); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + { + // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: + if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) + { + ImGui::SameLine(); + ImGui::Text("<>"); + } + if (ImGui::IsKeyPressed(ImGuiKey_Space)) + io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; + } + ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); + ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility."); + ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue); + ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates."); + ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); + ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); + ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive); + ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only)."); + ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText); + ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); + ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); + ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback."); + ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); + ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); + ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + ImGui::Text("Also see Style->Rendering for rendering options."); + ImGui::TreePop(); + ImGui::Separator(); + } + + IMGUI_DEMO_MARKER("Configuration/Backend Flags"); + if (ImGui::TreeNode("Backend Flags")) + { + HelpMarker( + "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" + "Here we expose them as read-only fields to avoid breaking interactions with your backend."); + + // Make a local copy to avoid modifying actual backend flags. + // FIXME: We don't use BeginDisabled() to keep label bright, maybe we need a BeginReadonly() equivalent.. + ImGuiBackendFlags backend_flags = io.BackendFlags; + ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &backend_flags, ImGuiBackendFlags_HasGamepad); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &backend_flags, ImGuiBackendFlags_HasMouseCursors); + ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &backend_flags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &backend_flags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::TreePop(); + ImGui::Separator(); + } + + IMGUI_DEMO_MARKER("Configuration/Style"); + if (ImGui::TreeNode("Style")) + { + HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); + ImGui::ShowStyleEditor(); + ImGui::TreePop(); + ImGui::Separator(); + } + + IMGUI_DEMO_MARKER("Configuration/Capture, Logging"); + if (ImGui::TreeNode("Capture/Logging")) + { + HelpMarker( + "The logging API redirects all text output so you can easily capture the content of " + "a window or a block. Tree nodes can be automatically expanded.\n" + "Try opening any of the contents below in this window and then click one of the \"Log To\" button."); + ImGui::LogButtons(); + + HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output."); + if (ImGui::Button("Copy \"Hello, world!\" to clipboard")) + { + ImGui::LogToClipboard(); + ImGui::LogText("Hello, world!"); + ImGui::LogFinish(); + } + ImGui::TreePop(); + } + } + + IMGUI_DEMO_MARKER("Window options"); + if (ImGui::CollapsingHeader("Window options")) + { + if (ImGui::BeginTable("split", 3)) + { + ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar); + ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar); + ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu); + ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move); + ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize); + ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse); + ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close); + ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav); + ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background); + ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front); + ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document); + ImGui::EndTable(); + } + } + + // All demo contents + ShowDemoWindowWidgets(); + ShowDemoWindowLayout(); + ShowDemoWindowPopups(); + ShowDemoWindowTables(); + ShowDemoWindowInputs(); + + // End of ShowDemoWindow() + ImGui::PopItemWidth(); + ImGui::End(); +} + +static void ShowDemoWindowWidgets() +{ + IMGUI_DEMO_MARKER("Widgets"); + if (!ImGui::CollapsingHeader("Widgets")) + return; + + static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom + if (disable_all) + ImGui::BeginDisabled(); + + IMGUI_DEMO_MARKER("Widgets/Basic"); + if (ImGui::TreeNode("Basic")) + { + IMGUI_DEMO_MARKER("Widgets/Basic/Button"); + static int clicked = 0; + if (ImGui::Button("Button")) + clicked++; + if (clicked & 1) + { + ImGui::SameLine(); + ImGui::Text("Thanks for clicking me!"); + } + + IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox"); + static bool check = true; + ImGui::Checkbox("checkbox", &check); + + IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton"); + static int e = 0; + ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); + ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); + ImGui::RadioButton("radio c", &e, 2); + + // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)"); + for (int i = 0; i < 7; i++) + { + if (i > 0) + ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f)); + ImGui::Button("Click"); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + + // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements + // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) + // See 'Demo->Layout->Text Baseline Alignment' for details. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Hold to repeat:"); + ImGui::SameLine(); + + // Arrow buttons with Repeater + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)"); + static int counter = 0; + float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::PushButtonRepeat(true); + if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } + ImGui::SameLine(0.0f, spacing); + if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } + ImGui::PopButtonRepeat(); + ImGui::SameLine(); + ImGui::Text("%d", counter); + + ImGui::Separator(); + ImGui::LabelText("label", "Value"); + + { + // Using the _simplified_ one-liner Combo() api here + // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. + IMGUI_DEMO_MARKER("Widgets/Basic/Combo"); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; + static int item_current = 0; + ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner Combo API here.\nRefer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API."); + } + + { + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Basic/InputText"); + static char str0[128] = "Hello, world!"; + ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); + ImGui::SameLine(); HelpMarker( + "USER:\n" + "Hold SHIFT or use mouse to select text.\n" + "CTRL+Left/Right to word jump.\n" + "CTRL+A or Double-Click to select all.\n" + "CTRL+X,CTRL+C,CTRL+V clipboard.\n" + "CTRL+Z,CTRL+Y undo/redo.\n" + "ESCAPE to revert.\n\n" + "PROGRAMMER:\n" + "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " + "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " + "in imgui_demo.cpp)."); + + static char str1[128] = ""; + ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); + + IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat"); + static int i0 = 123; + ImGui::InputInt("input int", &i0); + + static float f0 = 0.001f; + ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); + + static double d0 = 999999.00000001; + ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f"); + + static float f1 = 1.e10f; + ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); + ImGui::SameLine(); HelpMarker( + "You can input value using the scientific notation,\n" + " e.g. \"1e+8\" becomes \"100000000\"."); + + static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + ImGui::InputFloat3("input float3", vec4a); + } + + { + IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat"); + static int i1 = 50, i2 = 42; + ImGui::DragInt("drag int", &i1, 1); + ImGui::SameLine(); HelpMarker( + "Click and drag to edit value.\n" + "Hold SHIFT/ALT for faster/slower edit.\n" + "Double-click or CTRL+click to input value."); + + ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); + + static float f1 = 1.00f, f2 = 0.0067f; + ImGui::DragFloat("drag float", &f1, 0.005f); + ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); + } + + { + IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat"); + static int i1 = 0; + ImGui::SliderInt("slider int", &i1, -1, 3); + ImGui::SameLine(); HelpMarker("CTRL+click to input value."); + + static float f1 = 0.123f, f2 = 0.0f; + ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); + ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle"); + static float angle = 0.0f; + ImGui::SliderAngle("slider angle", &angle); + + // Using the format string to display a name instead of an integer. + // Here we completely omit '%d' from the format string, so it'll only display a name. + // This technique can also be used with DragInt(). + IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)"); + enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; + static int elem = Element_Fire; + const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; + const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; + ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); + ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); + } + + { + IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4"); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "Click and hold to use drag and drop.\n" + "Right-click on the color square to show options.\n" + "CTRL+click on individual component to input value.\n"); + + ImGui::ColorEdit4("color 2", col2); + } + + { + // Using the _simplified_ one-liner ListBox() api here + // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. + IMGUI_DEMO_MARKER("Widgets/Basic/ListBox"); + const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; + static int item_current = 1; + ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner ListBox API here.\nRefer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); + } + + { + // Tooltips + IMGUI_DEMO_MARKER("Widgets/Basic/Tooltips"); + ImGui::AlignTextToFramePadding(); + ImGui::Text("Tooltips:"); + + ImGui::SameLine(); + ImGui::Button("Button"); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("I am a tooltip"); + + ImGui::SameLine(); + ImGui::Button("Fancy"); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + ImGui::Text("I am a fancy tooltip"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); + ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime())); + ImGui::EndTooltip(); + } + + ImGui::SameLine(); + ImGui::Button("Delayed"); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal)) // Delay best used on items that highlight on hover, so this not a great example! + ImGui::SetTooltip("I am a tooltip with a delay."); + + ImGui::SameLine(); + HelpMarker( + "Tooltip are created by using the IsItemHovered() function over any kind of item."); + + } + + ImGui::TreePop(); + } + + // Testing ImGuiOnceUponAFrame helper. + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) + // if (once) + // ImGui::Text("This will be displayed only once."); + + IMGUI_DEMO_MARKER("Widgets/Trees"); + if (ImGui::TreeNode("Trees")) + { + IMGUI_DEMO_MARKER("Widgets/Trees/Basic trees"); + if (ImGui::TreeNode("Basic trees")) + { + for (int i = 0; i < 5; i++) + { + // Use SetNextItemOpen() so set the default state of a node to be open. We could + // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + + if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i)) + { + ImGui::Text("blah blah"); + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + ImGui::TreePop(); + } + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Trees/Advanced, with Selectable nodes"); + if (ImGui::TreeNode("Advanced, with Selectable nodes")) + { + HelpMarker( + "This is a more typical looking tree with selectable nodes.\n" + "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; + static bool align_label_with_current_x_position = false; + static bool test_drag_and_drop = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); + ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); + ImGui::Text("Hello!"); + if (align_label_with_current_x_position) + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + + // 'selection_mask' is dumb representation of what may be user-side selection state. + // You may retain selection state inside or outside your objects in whatever format you see fit. + // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end + /// of the loop. May be a pointer to your own node type, etc. + static int selection_mask = (1 << 2); + int node_clicked = -1; + for (int i = 0; i < 6; i++) + { + // Disable the default "open on single-click behavior" + set Selected flag according to our selection. + // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)) != 0; + if (is_selected) + node_flags |= ImGuiTreeNodeFlags_Selected; + if (i < 3) + { + // Items 0..2 are Tree Node + bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + if (node_open) + { + ImGui::BulletText("Blah blah\nBlah Blah"); + ImGui::TreePop(); + } + } + else + { + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can + // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). + node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet + ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + } + } + if (node_clicked != -1) + { + // Update selection state + // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) + if (ImGui::GetIO().KeyCtrl) + selection_mask ^= (1 << node_clicked); // CTRL+click to toggle + else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection + selection_mask = (1 << node_clicked); // Click to single-select + } + if (align_label_with_current_x_position) + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); + if (ImGui::TreeNode("Collapsing Headers")) + { + static bool closable_group = true; + ImGui::Checkbox("Show 2nd header", &closable_group); + if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("Some content %d", i); + } + if (ImGui::CollapsingHeader("Header with a close button", &closable_group)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("More content %d", i); + } + /* + if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + */ + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Bullets"); + if (ImGui::TreeNode("Bullets")) + { + ImGui::BulletText("Bullet point 1"); + ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) + { + ImGui::BulletText("Another bullet point"); + ImGui::TreePop(); + } + ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); + ImGui::Bullet(); ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text"); + if (ImGui::TreeNode("Text")) + { + IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); + if (ImGui::TreeNode("Colorful Text")) + { + // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. + ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); + ImGui::TextDisabled("Disabled"); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); + if (ImGui::TreeNode("Word Wrapping")) + { + // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. + ImGui::TextWrapped( + "This text should automatically wrap on the edge of the window. The current implementation " + "for text wrapping follows simple rules suitable for English and possibly other languages."); + ImGui::Spacing(); + + static float wrap_width = 200.0f; + ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); + + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (int n = 0; n < 2; n++) + { + ImGui::Text("Test paragraph %d:", n); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); + ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + if (n == 0) + ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); + else + ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + + // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) + draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); + ImGui::PopTextWrapPos(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); + if (ImGui::TreeNode("UTF-8 Text")) + { + // UTF-8 test with Japanese characters + // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) + // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 + // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you + // can save your source files as 'UTF-8 without signature'). + // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 + // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. + // Don't do this in your application! Please use u8"text in any language" in your application! + // Note that characters values are preserved even by InputText() if the font cannot be displayed, + // so you can safely copy & paste garbled characters into another application. + ImGui::TextWrapped( + "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " + "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " + "Read docs/FONTS.md for details."); + ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. + ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); + static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; + //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis + ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Images"); + if (ImGui::TreeNode("Images")) + { + ImGuiIO& io = ImGui::GetIO(); + ImGui::TextWrapped( + "Below we are displaying the font texture (which is the only texture we have access to in this demo). " + "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " + "Hover the texture for a zoomed view!"); + + // Below we are displaying the font texture because it is the only texture we have access to inside the demo! + // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that + // will be passed to the rendering backend via the ImDrawCmd structure. + // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top + // of their respective source file to specify what they expect to be stored in ImTextureID, for example: + // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer + // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. + // More: + // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers + // to ImGui::Image(), and gather width/height through your own functions, etc. + // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, + // it will help you debug issues if you are confused about it. + // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). + // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md + // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImTextureID my_tex_id = io.Fonts->TexID; + float my_tex_w = (float)io.Fonts->TexWidth; + float my_tex_h = (float)io.Fonts->TexHeight; + { + ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left + ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); // 50% opaque white + ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + float region_sz = 32.0f; + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; + float zoom = 4.0f; + if (region_x < 0.0f) { region_x = 0.0f; } + else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } + if (region_y < 0.0f) { region_y = 0.0f; } + else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } + ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); + ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); + ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); + ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); + ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col); + ImGui::EndTooltip(); + } + } + + IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); + ImGui::TextWrapped("And now some textured buttons.."); + static int pressed_count = 0; + for (int i = 0; i < 8; i++) + { + // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. + // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. + // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImGui::PushID(i); + if (i > 0) + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f)); + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col)) + pressed_count += 1; + if (i > 0) + ImGui::PopStyleVar(); + ImGui::PopID(); + ImGui::SameLine(); + } + ImGui::NewLine(); + ImGui::Text("Pressed %d times.", pressed_count); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Combo"); + if (ImGui::TreeNode("Combo")) + { + // Combo Boxes are also called "Dropdown" in other systems + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) + flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both + + // Using the generic BeginCombo() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_current_idx = 0; // Here we store our selection data as an index. + const char* combo_preview_value = items[item_current_idx]; // Pass in the preview value visible before opening the combo (it could be anything) + if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_current_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_current_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + + // Simplified one-liner Combo() API, using values packed in a single constant string + // This is a convenience for when the selection set is small and known at compile-time. + static int item_current_2 = 0; + ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); + + // Simplified one-liner Combo() using an accessor function + struct Funcs { static bool ItemGetter(void* data, int n, const char** out_str) { *out_str = ((const char**)data)[n]; return true; } }; + static int item_current_4 = 0; + ImGui::Combo("combo 4 (function)", &item_current_4, &Funcs::ItemGetter, items, IM_ARRAYSIZE(items)); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/List Boxes"); + if (ImGui::TreeNode("List boxes")) + { + // Using the generic BeginListBox() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_current_idx = 0; // Here we store our selection data as an index. + if (ImGui::BeginListBox("listbox 1")) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_current_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_current_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + // Custom size: use all width, 5 items tall + ImGui::Text("Full-width:"); + if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_current_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_current_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables"); + if (ImGui::TreeNode("Selectables")) + { + // Selectable() has 2 overloads: + // - The one taking "bool selected" as a read-only selection information. + // When Selectable() has been clicked it returns true and you can alter selection state accordingly. + // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) + // The earlier is more flexible, as in real application your selection may be stored in many different ways + // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). + IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); + if (ImGui::TreeNode("Basic")) + { + static bool selection[5] = { false, true, false, false, false }; + ImGui::Selectable("1. I am selectable", &selection[0]); + ImGui::Selectable("2. I am selectable", &selection[1]); + ImGui::Text("(I am not selectable)"); + ImGui::Selectable("4. I am selectable", &selection[3]); + if (ImGui::Selectable("5. I am double clickable", selection[4], ImGuiSelectableFlags_AllowDoubleClick)) + if (ImGui::IsMouseDoubleClicked(0)) + selection[4] = !selection[4]; + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Single Selection"); + if (ImGui::TreeNode("Selection State: Single Selection")) + { + static int selected = -1; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selected == n)) + selected = n; + } + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Multiple Selection"); + if (ImGui::TreeNode("Selection State: Multiple Selection")) + { + HelpMarker("Hold CTRL and click to select multiple items."); + static bool selection[5] = { false, false, false, false, false }; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selection[n])) + { + if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held + memset(selection, 0, sizeof(selection)); + selection[n] ^= 1; + } + } + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more text into the same line"); + if (ImGui::TreeNode("Rendering more text into the same line")) + { + // Using the Selectable() override that takes "bool* p_selected" parameter, + // this function toggle your bool value automatically. + static bool selected[3] = { false, false, false }; + ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); + ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes"); + ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/In columns"); + if (ImGui::TreeNode("In columns")) + { + static bool selected[10] = {}; + + if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap + } + ImGui::EndTable(); + } + ImGui::Spacing(); + if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns); + ImGui::TableNextColumn(); + ImGui::Text("Some other contents"); + ImGui::TableNextColumn(); + ImGui::Text("123456"); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); + if (ImGui::TreeNode("Grid")) + { + static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; + + // Add in a bit of silly fun... + const float time = (float)ImGui::GetTime(); + const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected... + if (winning_state) + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); + + for (int y = 0; y < 4; y++) + for (int x = 0; x < 4; x++) + { + if (x > 0) + ImGui::SameLine(); + ImGui::PushID(y * 4 + x); + if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) + { + // Toggle clicked cell + toggle neighbors + selected[y][x] ^= 1; + if (x > 0) { selected[y][x - 1] ^= 1; } + if (x < 3) { selected[y][x + 1] ^= 1; } + if (y > 0) { selected[y - 1][x] ^= 1; } + if (y < 3) { selected[y + 1][x] ^= 1; } + } + ImGui::PopID(); + } + + if (winning_state) + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); + if (ImGui::TreeNode("Alignment")) + { + HelpMarker( + "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " + "basis using PushStyleVar(). You'll probably want to always keep your default situation to " + "left-align otherwise it becomes difficult to layout multiple items on a same line"); + static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; + for (int y = 0; y < 3; y++) + { + for (int x = 0; x < 3; x++) + { + ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); + char name[32]; + sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); + if (x > 0) ImGui::SameLine(); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); + ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); + ImGui::PopStyleVar(); + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Text Input"); + if (ImGui::TreeNode("Text Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); + if (ImGui::TreeNode("Multi-line Text Input")) + { + // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize + // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. + static char text[1024 * 16] = + "/*\n" + " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" + " the hexadecimal encoding of one offending instruction,\n" + " more formally, the invalid operand with locked CMPXCHG8B\n" + " instruction bug, is a design flaw in the majority of\n" + " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" + " processors (all in the P5 microarchitecture).\n" + "*/\n\n" + "label:\n" + "\tlock cmpxchg8b eax\n"; + + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); + if (ImGui::TreeNode("Filtered Text Input")) + { + struct TextFilters + { + // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i' + static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) + { + if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) + return 0; + return 1; + } + }; + + static char buf1[64] = ""; ImGui::InputText("default", buf1, 64); + static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal); + static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase); + static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank); + static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Password input"); + if (ImGui::TreeNode("Password Input")) + { + static char password[64] = "password123"; + ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Completion, History, Edit Callbacks")) + { + struct Funcs + { + static int MyCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) + { + data->InsertChars(data->CursorPos, ".."); + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) + { + if (data->EventKey == ImGuiKey_UpArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Up!"); + data->SelectAll(); + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Down!"); + data->SelectAll(); + } + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) + { + // Toggle casing of first character + char c = data->Buf[0]; + if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32; + data->BufDirty = true; + + // Increment a counter + int* p_int = (int*)data->UserData; + *p_int = *p_int + 1; + } + return 0; + } + }; + static char buf1[64]; + ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker("Here we append \"..\" each time Tab is pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf2[64]; + ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker("Here we replace and select text each time Up/Down are pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf3[64]; + static int edit_count = 0; + ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); + ImGui::SameLine(); HelpMarker("Here we toggle the casing of the first character on every edit + count edits."); + ImGui::SameLine(); ImGui::Text("(%d)", edit_count); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); + if (ImGui::TreeNode("Resize Callback")) + { + // To wire InputText() with std::string or any other custom string type, + // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper + // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. + HelpMarker( + "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" + "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); + struct Funcs + { + static int MyResizeCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + ImVector* my_str = (ImVector*)data->UserData; + IM_ASSERT(my_str->begin() == data->Buf); + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + data->Buf = my_str->begin(); + } + return 0; + } + + // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. + // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) + { + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + } + }; + + // For this demo we are using ImVector as a string container. + // Note that because we need to store a terminating zero character, our size/capacity are 1 more + // than usually reported by a typical string class. + static ImVector my_str; + if (my_str.empty()) + my_str.push_back(0); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + // Tabs + IMGUI_DEMO_MARKER("Widgets/Tabs"); + if (ImGui::TreeNode("Tabs")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + if (ImGui::BeginTabItem("Avocado")) + { + ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Broccoli")) + { + ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Cucumber")) + { + ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); + if (ImGui::TreeNode("Advanced & Close Button")) + { + // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; + ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); + if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + // Tab Bar + const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; + static bool opened[4] = { true, true, true, true }; // Persistent user state + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + { + if (n > 0) { ImGui::SameLine(); } + ImGui::Checkbox(names[n], &opened[n]); + } + + // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): + // the underlying bool will be set to false when the tab is closed. + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", names[n]); + if (n & 1) + ImGui::Text("I am an odd tab."); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); + if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) + { + static ImVector active_tabs; + static int next_tab_id = 0; + if (next_tab_id == 0) // Initialize with some default tabs + for (int i = 0; i < 3; i++) + active_tabs.push_back(next_tab_id++); + + // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. + // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... + // but they tend to make more sense together) + static bool show_leading_button = true; + static bool show_trailing_button = true; + ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); + ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); + + // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown; + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + // Demo a Leading TabItemButton(): click the "?" button to open a menu + if (show_leading_button) + if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) + ImGui::OpenPopup("MyHelpMenu"); + if (ImGui::BeginPopup("MyHelpMenu")) + { + ImGui::Selectable("Hello!"); + ImGui::EndPopup(); + } + + // Demo Trailing Tabs: click the "+" button to add a new tab (in your app you may want to use a font icon instead of the "+") + // Note that we submit it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing flag it will always appear at the end. + if (show_trailing_button) + if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) + active_tabs.push_back(next_tab_id++); // Add new tab + + // Submit our regular tabs + for (int n = 0; n < active_tabs.Size; ) + { + bool open = true; + char name[16]; + snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); + if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", name); + ImGui::EndTabItem(); + } + + if (!open) + active_tabs.erase(active_tabs.Data + n); + else + n++; + } + + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Plot/Graph widgets are not very good. + // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot + // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) + IMGUI_DEMO_MARKER("Widgets/Plotting"); + if (ImGui::TreeNode("Plotting")) + { + static bool animate = true; + ImGui::Checkbox("Animate", &animate); + + // Plot as lines and plot as histogram + IMGUI_DEMO_MARKER("Widgets/Plotting/PlotLines, PlotHistogram"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); + + // Fill an array of contiguous float values to plot + // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float + // and the sizeof() of your structure in the "stride" parameter. + static float values[90] = {}; + static int values_offset = 0; + static double refresh_time = 0.0; + if (!animate || refresh_time == 0.0) + refresh_time = ImGui::GetTime(); + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo + { + static float phase = 0.0f; + values[values_offset] = cosf(phase); + values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); + phase += 0.10f * values_offset; + refresh_time += 1.0f / 60.0f; + } + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + average /= (float)IM_ARRAYSIZE(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); + } + + // Use functions to generate output + // FIXME: This is rather awkward because current plot API only pass in indices. + // We probably want an API passing floats and user provide sample rate/count. + struct Funcs + { + static float Sin(void*, int i) { return sinf(i * 0.1f); } + static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + }; + static int func_type = 0, display_count = 70; + ImGui::Separator(); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + ImGui::SameLine(); + ImGui::SliderInt("Sample count", &display_count, 1, 400); + float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; + ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::Separator(); + + // Animate a simple progress bar + IMGUI_DEMO_MARKER("Widgets/Plotting/ProgressBar"); + static float progress = 0.0f, progress_dir = 1.0f; + if (animate) + { + progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; + if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } + if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } + } + + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Progress Bar"); + + float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); + char buf[32]; + sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Color"); + if (ImGui::TreeNode("Color/Picker Widgets")) + { + static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); + + static bool alpha_preview = true; + static bool alpha_half_preview = false; + static bool drag_and_drop = true; + static bool options_menu = true; + static bool hdr = false; + ImGui::Checkbox("With Alpha Preview", &alpha_preview); + ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); + ImGui::Checkbox("With Drag and Drop", &drag_and_drop); + ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); + ImGui::Text("Color widget:"); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "CTRL+click on individual component to input value.\n"); + ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); + ImGui::Text("Color widget HSV with Alpha:"); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); + ImGui::Text("Color widget with Float Display:"); + ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)"); + ImGui::Text("Color button with Picker:"); + ImGui::SameLine(); HelpMarker( + "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" + "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " + "be used for the tooltip and picker popup."); + ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)"); + ImGui::Text("Color button with Custom Picker Popup:"); + + // Generate a default palette. The palette will persist and can be edited. + static bool saved_palette_init = true; + static ImVec4 saved_palette[32] = {}; + if (saved_palette_init) + { + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, + saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); + saved_palette[n].w = 1.0f; // Alpha + } + saved_palette_init = false; + } + + static ImVec4 backup_color; + bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); + open_popup |= ImGui::Button("Palette"); + if (open_popup) + { + ImGui::OpenPopup("mypicker"); + backup_color = color; + } + if (ImGui::BeginPopup("mypicker")) + { + ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); + ImGui::Separator(); + ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + ImGui::Text("Current"); + ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); + ImGui::Text("Previous"); + if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) + color = backup_color; + ImGui::Separator(); + ImGui::Text("Palette"); + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::PushID(n); + if ((n % 8) != 0) + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); + + ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; + if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) + color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! + + // Allow user to drop colors into each palette entry. Note that ColorButton() is already a + // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); + ImGui::EndDragDropTarget(); + } + + ImGui::PopID(); + } + ImGui::EndGroup(); + ImGui::EndPopup(); + } + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)"); + ImGui::Text("Color button only:"); + static bool no_border = false; + ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); + ImGui::Text("Color picker:"); + static bool alpha = true; + static bool alpha_bar = true; + static bool side_preview = true; + static bool ref_color = false; + static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); + static int display_mode = 0; + static int picker_mode = 0; + ImGui::Checkbox("With Alpha", &alpha); + ImGui::Checkbox("With Alpha Bar", &alpha_bar); + ImGui::Checkbox("With Side Preview", &side_preview); + if (side_preview) + { + ImGui::SameLine(); + ImGui::Checkbox("With Ref Color", &ref_color); + if (ref_color) + { + ImGui::SameLine(); + ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); + } + } + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); + ImGui::SameLine(); HelpMarker( + "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " + "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex " + "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); + ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode."); + ImGuiColorEditFlags flags = misc_flags; + if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() + if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; + if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; + if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; + if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays + if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode + if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; + if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; + ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); + + ImGui::Text("Set defaults in code:"); + ImGui::SameLine(); HelpMarker( + "SetColorEditOptions() is designed to allow you to set boot-time default.\n" + "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," + "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" + "encouraging you to persistently save values that aren't forward-compatible."); + if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); + if (ImGui::Button("Default: Float + HDR + Hue Wheel")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); + + // Always both a small version of both types of pickers (to make it more visible in the demo to people who are skimming quickly through it) + ImGui::Text("Both types:"); + float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f; + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + ImGui::SameLine(); + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) + static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! + ImGui::Spacing(); + ImGui::Text("HSV encoded colors"); + ImGui::SameLine(); HelpMarker( + "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" + "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" + "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); + ImGui::Text("Color widget with InputHSV:"); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); + if (ImGui::TreeNode("Drag/Slider Flags")) + { + // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! + static ImGuiSliderFlags flags = ImGuiSliderFlags_None; + ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); + ImGui::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click."); + ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); + ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); + ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); + + // Drags + static float drag_f = 0.5f; + static int drag_i = 50; + ImGui::Text("Underlying float value: %f", drag_f); + ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); + ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + + // Sliders + static float slider_f = 0.5f; + static int slider_i = 50; + ImGui::Text("Underlying float value: %f", slider_f); + ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags); + ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Range Widgets"); + if (ImGui::TreeNode("Range Widgets")) + { + static float begin = 10, end = 90; + static int begin_i = 100, end_i = 1000; + ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); + ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Data Types"); + if (ImGui::TreeNode("Data Types")) + { + // DragScalar/InputScalar/SliderScalar functions allow various data types + // - signed/unsigned + // - 8/16/32/64-bits + // - integer/float/double + // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum + // to pass the type, and passing all arguments by pointer. + // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type. + // In practice, if you frequently use a given type that is not covered by the normal API entry points, + // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, + // and then pass their address to the generic function. For example: + // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") + // { + // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); + // } + + // Setup limits (as helper variables so we can take their address, as explained above) + // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. + #ifndef LLONG_MIN + ImS64 LLONG_MIN = -9223372036854775807LL - 1; + ImS64 LLONG_MAX = 9223372036854775807LL; + ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); + #endif + const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; + const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; + const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; + const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; + const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; + const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; + const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; + const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; + const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; + const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; + + // State + static char s8_v = 127; + static ImU8 u8_v = 255; + static short s16_v = 32767; + static ImU16 u16_v = 65535; + static ImS32 s32_v = -1; + static ImU32 u32_v = (ImU32)-1; + static ImS64 s64_v = -1; + static ImU64 u64_v = (ImU64)-1; + static float f32_v = 0.123f; + static double f64_v = 90000.01234567890123456789; + + const float drag_speed = 0.2f; + static bool drag_clamp = false; + IMGUI_DEMO_MARKER("Widgets/Data Types/Drags"); + ImGui::Text("Drags:"); + ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); + ImGui::SameLine(); HelpMarker( + "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n" + "You can override the clamping limits by using CTRL+Click to input a value."); + ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); + ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X"); + ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); + ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); + ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); + ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic); + ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams"); + ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders"); + ImGui::Text("Sliders"); + ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); + ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); + ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); + ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); + ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); + ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); + ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); + ImGui::SliderScalar("slider s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X"); + ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); + ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); + ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" IM_PRId64); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" IM_PRId64); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" IM_PRId64); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" IM_PRIu64 " ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" IM_PRIu64 " ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" IM_PRIu64 " ms"); + ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); + ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); + ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); + ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); + + ImGui::Text("Sliders (reverse)"); + ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); + ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); + ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); + ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); + ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" IM_PRId64); + ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" IM_PRIu64 " ms"); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs"); + static bool inputs_step = true; + ImGui::Text("Inputs"); + ImGui::Checkbox("Show step buttons", &inputs_step); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d"); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u"); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d"); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u"); + ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d"); + ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X"); + ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u"); + ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X"); + ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL); + ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL); + ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL); + ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); + if (ImGui::TreeNode("Multi-component Widgets")) + { + static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + static int vec4i[4] = { 1, 5, 100, 255 }; + + ImGui::InputFloat2("input float2", vec4f); + ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); + ImGui::InputInt2("input int2", vec4i); + ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); + ImGui::SliderInt2("slider int2", vec4i, 0, 255); + ImGui::Spacing(); + + ImGui::InputFloat3("input float3", vec4f); + ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); + ImGui::InputInt3("input int3", vec4i); + ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); + ImGui::SliderInt3("slider int3", vec4i, 0, 255); + ImGui::Spacing(); + + ImGui::InputFloat4("input float4", vec4f); + ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); + ImGui::InputInt4("input int4", vec4i); + ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); + ImGui::SliderInt4("slider int4", vec4i, 0, 255); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); + if (ImGui::TreeNode("Vertical Sliders")) + { + const float spacing = 4; + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); + + static int int_value = 0; + ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5); + ImGui::SameLine(); + + static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; + ImGui::PushID("set1"); + for (int i = 0; i < 7; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); + ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values[i]); + ImGui::PopStyleColor(4); + ImGui::PopID(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set2"); + static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; + const int rows = 3; + const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); + for (int nx = 0; nx < 4; nx++) + { + if (nx > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + for (int ny = 0; ny < rows; ny++) + { + ImGui::PushID(nx * rows + ny); + ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values2[nx]); + ImGui::PopID(); + } + ImGui::EndGroup(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set3"); + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); + ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); + ImGui::PopStyleVar(); + ImGui::PopID(); + } + ImGui::PopID(); + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop"); + if (ImGui::TreeNode("Drag and Drop")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets"); + if (ImGui::TreeNode("Drag and drop in standard widgets")) + { + // ColorEdit widgets automatically act as drag source and drag target. + // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F + // to allow your own widgets to use colors in their drag and drop interaction. + // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. + HelpMarker("You can drag from the color squares."); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::ColorEdit4("color 2", col2); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items"); + if (ImGui::TreeNode("Drag and drop to copy/swap items")) + { + enum Mode + { + Mode_Copy, + Mode_Move, + Mode_Swap + }; + static int mode = 0; + if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); + if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); + if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } + static const char* names[9] = + { + "Bobby", "Beatrice", "Betty", + "Brianna", "Barry", "Bernard", + "Bibi", "Blaine", "Bryn" + }; + for (int n = 0; n < IM_ARRAYSIZE(names); n++) + { + ImGui::PushID(n); + if ((n % 3) != 0) + ImGui::SameLine(); + ImGui::Button(names[n], ImVec2(60, 60)); + + // Our buttons are both drag sources and drag targets here! + if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) + { + // Set payload to carry the index of our item (could be anything) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); + + // Display preview (could be anything, e.g. when dragging an image we could decide to display + // the filename and a small preview of the image, etc.) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } + if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } + if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } + ImGui::EndDragDropSource(); + } + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) + { + IM_ASSERT(payload->DataSize == sizeof(int)); + int payload_n = *(const int*)payload->Data; + if (mode == Mode_Copy) + { + names[n] = names[payload_n]; + } + if (mode == Mode_Move) + { + names[n] = names[payload_n]; + names[payload_n] = ""; + } + if (mode == Mode_Swap) + { + const char* tmp = names[n]; + names[n] = names[payload_n]; + names[payload_n] = tmp; + } + } + ImGui::EndDragDropTarget(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); + if (ImGui::TreeNode("Drag to reorder items (simple)")) + { + // Simple reordering + HelpMarker( + "We don't use the drag and drop api at all here! " + "Instead we query when the item is held but not hovered, and order items accordingly."); + static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; + for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) + { + const char* item = item_names[n]; + ImGui::Selectable(item); + + if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) + { + int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); + if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) + { + item_names[n] = item_names[n_next]; + item_names[n_next] = item; + ImGui::ResetMouseDragDelta(); + } + } + } + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); + if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) + { + // Select an item type + const char* item_names[] = + { + "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", + "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" + }; + static int item_type = 4; + static bool item_disabled = false; + ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); + ImGui::SameLine(); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); + ImGui::Checkbox("Item Disabled", &item_disabled); + + // Submit selected items so we can query their status in the code following it. + bool ret = false; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; + if (item_disabled) + ImGui::BeginDisabled(true); + if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction + if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button + if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window) + if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item + if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } + if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + + bool hovered_delay_none = ImGui::IsItemHovered(); + bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort); + bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal); + + // Display the values of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code. + ImGui::BulletText( + "Return value = %d\n" + "IsItemFocused() = %d\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsItemHovered(_AllowWhenOverlapped) = %d\n" + "IsItemHovered(_AllowWhenDisabled) = %d\n" + "IsItemHovered(_RectOnly) = %d\n" + "IsItemActive() = %d\n" + "IsItemEdited() = %d\n" + "IsItemActivated() = %d\n" + "IsItemDeactivated() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" + "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" + "GetItemRectMin() = (%.1f, %.1f)\n" + "GetItemRectMax() = (%.1f, %.1f)\n" + "GetItemRectSize() = (%.1f, %.1f)", + ret, + ImGui::IsItemFocused(), + ImGui::IsItemHovered(), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), + ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), + ImGui::IsItemActive(), + ImGui::IsItemEdited(), + ImGui::IsItemActivated(), + ImGui::IsItemDeactivated(), + ImGui::IsItemDeactivatedAfterEdit(), + ImGui::IsItemVisible(), + ImGui::IsItemClicked(), + ImGui::IsItemToggledOpen(), + ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, + ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, + ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y + ); + ImGui::BulletText( + "w/ Hovering Delay: None = %d, Fast %d, Normal = %d", hovered_delay_none, hovered_delay_short, hovered_delay_normal); + + if (item_disabled) + ImGui::EndDisabled(); + + char buf[1] = ""; + ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly); + ImGui::SameLine(); + HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); + if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) + { + static bool embed_all_inside_a_child_window = false; + ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); + if (embed_all_inside_a_child_window) + ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), true); + + // Testing IsWindowFocused() function with its various flags. + ImGui::BulletText( + "IsWindowFocused() = %d\n" + "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_AnyWindow) = %d\n", + ImGui::IsWindowFocused(), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); + + // Testing IsWindowHovered() function with its various flags. + ImGui::BulletText( + "IsWindowHovered() = %d\n" + "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AnyWindow) = %d\n", + ImGui::IsWindowHovered(), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)); + + ImGui::BeginChild("child", ImVec2(0, 50), true); + ImGui::Text("This is another child window for testing the _ChildWindows flag."); + ImGui::EndChild(); + if (embed_all_inside_a_child_window) + ImGui::EndChild(); + + // Calling IsItemHovered() after begin returns the hovered status of the title bar. + // This is useful in particular if you want to create a context menu associated to the title bar of a window. + static bool test_window = false; + ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); + if (test_window) + { + ImGui::Begin("Title bar Hovered/Active tests", &test_window); + if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() + { + if (ImGui::MenuItem("Close")) { test_window = false; } + ImGui::EndPopup(); + } + ImGui::Text( + "IsItemHovered() after begin = %d (== is title bar hovered)\n" + "IsItemActive() after begin = %d (== is window being clicked/moved)\n", + ImGui::IsItemHovered(), ImGui::IsItemActive()); + ImGui::End(); + } + + ImGui::TreePop(); + } + + // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd: + // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space) + if (disable_all) + ImGui::EndDisabled(); + + IMGUI_DEMO_MARKER("Widgets/Disable Block"); + if (ImGui::TreeNode("Disable block")) + { + ImGui::Checkbox("Disable entire section above", &disable_all); + ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Filter"); + if (ImGui::TreeNode("Text Filter")) + { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. + HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings."); + static ImGuiTextFilter filter; + ImGui::Text("Filter usage:\n" + " \"\" display all lines\n" + " \"xxx\" display lines containing \"xxx\"\n" + " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" + " \"-xxx\" hide lines containing \"xxx\""); + filter.Draw(); + const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; + for (int i = 0; i < IM_ARRAYSIZE(lines); i++) + if (filter.PassFilter(lines[i])) + ImGui::BulletText("%s", lines[i]); + ImGui::TreePop(); + } +} + +static void ShowDemoWindowLayout() +{ + IMGUI_DEMO_MARKER("Layout"); + if (!ImGui::CollapsingHeader("Layout & Scrolling")) + return; + + IMGUI_DEMO_MARKER("Layout/Child windows"); + if (ImGui::TreeNode("Child windows")) + { + HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); + static bool disable_mouse_wheel = false; + static bool disable_menu = false; + ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); + ImGui::Checkbox("Disable Menu", &disable_menu); + + // Child 1: no border, enable horizontal scrollbar + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), false, window_flags); + for (int i = 0; i < 100; i++) + ImGui::Text("%04d: scrollable region", i); + ImGui::EndChild(); + } + + ImGui::SameLine(); + + // Child 2: rounded border + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_None; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + if (!disable_menu) + window_flags |= ImGuiWindowFlags_MenuBar; + ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); + ImGui::BeginChild("ChildR", ImVec2(0, 260), true, window_flags); + if (!disable_menu && ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) + { + for (int i = 0; i < 100; i++) + { + char buf[32]; + sprintf(buf, "%03d", i); + ImGui::TableNextColumn(); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + ImGui::EndTable(); + } + ImGui::EndChild(); + ImGui::PopStyleVar(); + } + + ImGui::Separator(); + + // Demonstrate a few extra things + // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) + // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) + // You can also call SetNextWindowPos() to position the child window. The parent window will effectively + // layout from this position. + // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from + // the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details. + { + static int offset_x = 0; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); + + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); + ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); + ImGui::BeginChild("Red", ImVec2(200, 100), true, ImGuiWindowFlags_None); + for (int n = 0; n < 50; n++) + ImGui::Text("Some test %d", n); + ImGui::EndChild(); + bool child_is_hovered = ImGui::IsItemHovered(); + ImVec2 child_rect_min = ImGui::GetItemRectMin(); + ImVec2 child_rect_max = ImGui::GetItemRectMax(); + ImGui::PopStyleColor(); + ImGui::Text("Hovered: %d", child_is_hovered); + ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Widgets Width"); + if (ImGui::TreeNode("Widgets Width")) + { + static float f = 0.0f; + static bool show_indented_items = true; + ImGui::Checkbox("Show indented items", &show_indented_items); + + // Use SetNextItemWidth() to set the width of a single upcoming item. + // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. + // In real code use you'll probably want to choose width values that are proportional to your font size + // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. + + ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); + ImGui::SameLine(); HelpMarker("Fixed width."); + ImGui::PushItemWidth(100); + ImGui::DragFloat("float##1b", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##1b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); + ImGui::PushItemWidth(-100); + ImGui::DragFloat("float##2a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##2b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); + ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##3a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##3b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus half"); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##4a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##4b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + // Demonstrate using PushItemWidth to surround three items. + // Calling SetNextItemWidth() before each of them would have the same effect. + ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); + ImGui::SameLine(); HelpMarker("Align to right edge"); + ImGui::PushItemWidth(-FLT_MIN); + ImGui::DragFloat("##float5a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##5b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout"); + if (ImGui::TreeNode("Basic Horizontal Layout")) + { + ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); + + // Text + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine"); + ImGui::Text("Two items: Hello"); ImGui::SameLine(); + ImGui::TextColored(ImVec4(1,1,0,1), "Sailor"); + + // Adjust spacing + ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); + ImGui::TextColored(ImVec4(1,1,0,1), "Sailor"); + + // Button + ImGui::AlignTextToFramePadding(); + ImGui::Text("Normal buttons"); ImGui::SameLine(); + ImGui::Button("Banana"); ImGui::SameLine(); + ImGui::Button("Apple"); ImGui::SameLine(); + ImGui::Button("Corniflower"); + + // Button + ImGui::Text("Small buttons"); ImGui::SameLine(); + ImGui::SmallButton("Like this one"); ImGui::SameLine(); + ImGui::Text("can fit within a text block."); + + // Aligned to arbitrary position. Easy/cheap column. + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::Text("x=150"); + ImGui::SameLine(300); ImGui::Text("x=300"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::SmallButton("x=150"); + ImGui::SameLine(300); ImGui::SmallButton("x=300"); + + // Checkbox + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)"); + static bool c1 = false, c2 = false, c3 = false, c4 = false; + ImGui::Checkbox("My", &c1); ImGui::SameLine(); + ImGui::Checkbox("Tailor", &c2); ImGui::SameLine(); + ImGui::Checkbox("Is", &c3); ImGui::SameLine(); + ImGui::Checkbox("Rich", &c4); + + // Various + static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f; + ImGui::PushItemWidth(80); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; + static int item = -1; + ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); + ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); + ImGui::PopItemWidth(); + + ImGui::PushItemWidth(80); + ImGui::Text("Lists:"); + static int selection[4] = { 0, 1, 2, 3 }; + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); + ImGui::PopID(); + //if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i); + } + ImGui::PopItemWidth(); + + // Dummy + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy"); + ImVec2 button_sz(40, 40); + ImGui::Button("A", button_sz); ImGui::SameLine(); + ImGui::Dummy(button_sz); ImGui::SameLine(); + ImGui::Button("B", button_sz); + + // Manually wrapping + // (we should eventually provide this as an automatic layout feature, but for now you can do it manually) + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping"); + ImGui::Text("Manual wrapping:"); + ImGuiStyle& style = ImGui::GetStyle(); + int buttons_count = 20; + float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x; + for (int n = 0; n < buttons_count; n++) + { + ImGui::PushID(n); + ImGui::Button("Box", button_sz); + float last_button_x2 = ImGui::GetItemRectMax().x; + float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line + if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) + ImGui::SameLine(); + ImGui::PopID(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Groups"); + if (ImGui::TreeNode("Groups")) + { + HelpMarker( + "BeginGroup() basically locks the horizontal position for new line. " + "EndGroup() bundles the whole group so that you can use \"item\" functions such as " + "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); + ImGui::BeginGroup(); + { + ImGui::BeginGroup(); + ImGui::Button("AAA"); + ImGui::SameLine(); + ImGui::Button("BBB"); + ImGui::SameLine(); + ImGui::BeginGroup(); + ImGui::Button("CCC"); + ImGui::Button("DDD"); + ImGui::EndGroup(); + ImGui::SameLine(); + ImGui::Button("EEE"); + ImGui::EndGroup(); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("First group hovered"); + } + // Capture the group size and create widgets using the same size + ImVec2 size = ImGui::GetItemRectSize(); + const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; + ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); + + ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::SameLine(); + ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::EndGroup(); + ImGui::SameLine(); + + ImGui::Button("LEVERAGE\nBUZZWORD", size); + ImGui::SameLine(); + + if (ImGui::BeginListBox("List", size)) + { + ImGui::Selectable("Selected", true); + ImGui::Selectable("Not Selected", false); + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment"); + if (ImGui::TreeNode("Text Baseline Alignment")) + { + { + ImGui::BulletText("Text baseline:"); + ImGui::SameLine(); HelpMarker( + "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " + "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets."); + ImGui::Indent(); + + ImGui::Text("KO Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("Baseline of button will look misaligned with text.."); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + // (because we don't know what's coming after the Text() statement, we need to move the text baseline + // down by FramePadding.y ahead of time) + ImGui::AlignTextToFramePadding(); + ImGui::Text("OK Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); + + // SmallButton() uses the same vertical padding as Text + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); + ImGui::SmallButton("TEST##2"); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Text aligned to framed item"); ImGui::SameLine(); + ImGui::Button("Item##1"); ImGui::SameLine(); + ImGui::Text("Item"); ImGui::SameLine(); + ImGui::SmallButton("Item##2"); ImGui::SameLine(); + ImGui::Button("Item##3"); + + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Multi-line text:"); + ImGui::Indent(); + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); + + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Misc items:"); + ImGui::Indent(); + + // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button. + ImGui::Button("80x80", ImVec2(80, 80)); + ImGui::SameLine(); + ImGui::Button("50x50", ImVec2(50, 50)); + ImGui::SameLine(); + ImGui::Button("Button()"); + ImGui::SameLine(); + ImGui::SmallButton("SmallButton()"); + + // Tree + const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::Button("Button##1"); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNode("Node##1")) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. + // Otherwise you can use SmallButton() (smaller fit). + ImGui::AlignTextToFramePadding(); + + // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add + // other contents below the node. + bool node_open = ImGui::TreeNode("Node##2"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + if (node_open) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Bullet + ImGui::Button("Button##3"); + ImGui::SameLine(0.0f, spacing); + ImGui::BulletText("Bullet text"); + + ImGui::AlignTextToFramePadding(); + ImGui::BulletText("Node"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::Unindent(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Scrolling"); + if (ImGui::TreeNode("Scrolling")) + { + // Vertical scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical"); + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); + + static int track_item = 50; + static bool enable_track = true; + static bool enable_extra_decorations = false; + static float scroll_to_off_px = 0.0f; + static float scroll_to_pos_px = 200.0f; + + ImGui::Checkbox("Decoration", &enable_extra_decorations); + + ImGui::Checkbox("Track", &enable_track); + ImGui::PushItemWidth(100); + ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + + bool scroll_to_off = ImGui::Button("Scroll Offset"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + + bool scroll_to_pos = ImGui::Button("Scroll To Pos"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + ImGui::PopItemWidth(); + + if (scroll_to_off || scroll_to_pos) + enable_track = false; + + ImGuiStyle& style = ImGui::GetStyle(); + float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; + if (child_w < 1.0f) + child_w = 1.0f; + ImGui::PushID("##VerticalScrolling"); + for (int i = 0; i < 5; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; + ImGui::TextUnformatted(names[i]); + + const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; + const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), true, child_flags); + if (ImGui::BeginMenuBar()) + { + ImGui::TextUnformatted("abc"); + ImGui::EndMenuBar(); + } + if (scroll_to_off) + ImGui::SetScrollY(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_y = ImGui::GetScrollY(); + float scroll_max_y = ImGui::GetScrollMaxY(); + ImGui::EndChild(); + ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); + ImGui::EndGroup(); + } + ImGui::PopID(); + + // Horizontal scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal"); + ImGui::Spacing(); + HelpMarker( + "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" + "Because the clipping rectangle of most window hides half worth of WindowPadding on the " + "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " + "equivalent SetScrollFromPosY(+1) wouldn't."); + ImGui::PushID("##HorizontalScrolling"); + for (int i = 0; i < 5; i++) + { + float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), true, child_flags); + if (scroll_to_off) + ImGui::SetScrollX(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (item > 0) + ImGui::SameLine(); + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::SameLine(); + const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; + ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); + ImGui::Spacing(); + } + ImGui::PopID(); + + // Miscellaneous Horizontal Scrolling Demo + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)"); + HelpMarker( + "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" + "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin()."); + static int lines = 7; + ImGui::SliderInt("Lines", &lines, 1, 15); + ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); + ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30); + ImGui::BeginChild("scrolling", scrolling_child_size, true, ImGuiWindowFlags_HorizontalScrollbar); + for (int line = 0; line < lines; line++) + { + // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() + // If you want to create your own time line for a real application you may be better off manipulating + // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets + // yourself. You may also want to use the lower-level ImDrawList API. + int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); + for (int n = 0; n < num_buttons; n++) + { + if (n > 0) ImGui::SameLine(); + ImGui::PushID(n + line * 1000); + char num_buf[16]; + sprintf(num_buf, "%d", n); + const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf; + float hue = n * 0.05f; + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); + ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f)); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::PopStyleVar(2); + float scroll_x_delta = 0.0f; + ImGui::SmallButton("<<"); + if (ImGui::IsItemActive()) + scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("Scroll from code"); ImGui::SameLine(); + ImGui::SmallButton(">>"); + if (ImGui::IsItemActive()) + scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x); + if (scroll_x_delta != 0.0f) + { + // Demonstrate a trick: you can use Begin to set yourself in the context of another window + // (here we are already out of your child window) + ImGui::BeginChild("scrolling"); + ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); + ImGui::EndChild(); + } + ImGui::Spacing(); + + static bool show_horizontal_contents_size_demo_window = false; + ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); + + if (show_horizontal_contents_size_demo_window) + { + static bool show_h_scrollbar = true; + static bool show_button = true; + static bool show_tree_nodes = true; + static bool show_text_wrapped = false; + static bool show_columns = true; + static bool show_tab_bar = true; + static bool show_child = false; + static bool explicit_content_size = false; + static float contents_size_x = 300.0f; + if (explicit_content_size) + ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); + ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window"); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); + HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); + ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) + ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size + ImGui::Checkbox("Columns", &show_columns); // Will use contents size + ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Child", &show_child); // Will grow and use contents size + ImGui::Checkbox("Explicit content size", &explicit_content_size); + ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); + if (explicit_content_size) + { + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("##csx", &contents_size_x); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); + ImGui::Dummy(ImVec2(0, 10)); + } + ImGui::PopStyleVar(2); + ImGui::Separator(); + if (show_button) + { + ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); + } + if (show_tree_nodes) + { + bool open = true; + if (ImGui::TreeNode("this is a tree node")) + { + if (ImGui::TreeNode("another one of those tree node...")) + { + ImGui::Text("Some tree contents"); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::CollapsingHeader("CollapsingHeader", &open); + } + if (show_text_wrapped) + { + ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); + } + if (show_columns) + { + ImGui::Text("Tables:"); + if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders)) + { + for (int n = 0; n < 4; n++) + { + ImGui::TableNextColumn(); + ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x); + } + ImGui::EndTable(); + } + ImGui::Text("Columns:"); + ImGui::Columns(4); + for (int n = 0; n < 4; n++) + { + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::NextColumn(); + } + ImGui::Columns(1); + } + if (show_tab_bar && ImGui::BeginTabBar("Hello")) + { + if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } + ImGui::EndTabBar(); + } + if (show_child) + { + ImGui::BeginChild("child", ImVec2(0, 0), true); + ImGui::EndChild(); + } + ImGui::End(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Clipping"); + if (ImGui::TreeNode("Clipping")) + { + static ImVec2 size(100.0f, 100.0f); + static ImVec2 offset(30.0f, 30.0f); + ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); + ImGui::TextWrapped("(Click and drag to scroll)"); + + HelpMarker( + "(Left) Using ImGui::PushClipRect():\n" + "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" + "(use this if you want your clipping rectangle to affect interactions)\n\n" + "(Center) Using ImDrawList::PushClipRect():\n" + "Will alter ImDrawList rendering only.\n" + "(use this as a shortcut if you are only using ImDrawList calls)\n\n" + "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n" + "Will alter only this specific ImDrawList::AddText() rendering.\n" + "This is often used internally to avoid altering the clipping rectangle and minimize draw calls."); + + for (int n = 0; n < 3; n++) + { + if (n > 0) + ImGui::SameLine(); + + ImGui::PushID(n); + ImGui::InvisibleButton("##canvas", size); + if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) + { + offset.x += ImGui::GetIO().MouseDelta.x; + offset.y += ImGui::GetIO().MouseDelta.y; + } + ImGui::PopID(); + if (!ImGui::IsItemVisible()) // Skip rendering as ImDrawList elements are not clipped. + continue; + + const ImVec2 p0 = ImGui::GetItemRectMin(); + const ImVec2 p1 = ImGui::GetItemRectMax(); + const char* text_str = "Line 1 hello\nLine 2 clip me!"; + const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + switch (n) + { + case 0: + ImGui::PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + ImGui::PopClipRect(); + break; + case 1: + draw_list->PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + draw_list->PopClipRect(); + break; + case 2: + ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert. + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); + break; + } + } + + ImGui::TreePop(); + } +} + +static void ShowDemoWindowPopups() +{ + IMGUI_DEMO_MARKER("Popups"); + if (!ImGui::CollapsingHeader("Popups & Modal windows")) + return; + + // The properties of popups windows are: + // - They block normal mouse hovering detection outside them. (*) + // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as + // we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup(). + // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even + // when normally blocked by a popup. + // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close + // popups at any time. + + // Typical use for regular windows: + // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); + // Typical use for popups: + // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } + + // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. + // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. + + IMGUI_DEMO_MARKER("Popups/Popups"); + if (ImGui::TreeNode("Popups")) + { + ImGui::TextWrapped( + "When a popup is active, it inhibits interacting with windows that are behind the popup. " + "Clicking outside the popup closes it."); + + static int selected_fish = -1; + const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" }; + static bool toggles[] = { true, false, false, false, false }; + + // Simple selection popup (if you want to show the current selection inside the Button itself, + // you may want to build a string using the "###" operator to preserve a constant ID with a variable label) + if (ImGui::Button("Select..")) + ImGui::OpenPopup("my_select_popup"); + ImGui::SameLine(); + ImGui::TextUnformatted(selected_fish == -1 ? "" : names[selected_fish]); + if (ImGui::BeginPopup("my_select_popup")) + { + ImGui::Text("Aquarium"); + ImGui::Separator(); + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + if (ImGui::Selectable(names[i])) + selected_fish = i; + ImGui::EndPopup(); + } + + // Showing a menu with toggles + if (ImGui::Button("Toggle..")) + ImGui::OpenPopup("my_toggle_popup"); + if (ImGui::BeginPopup("my_toggle_popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + ImGui::EndMenu(); + } + + ImGui::Separator(); + ImGui::Text("Tooltip here"); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("I am a tooltip over a popup"); + + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + ImGui::Text("I am the last one here."); + ImGui::EndPopup(); + } + ImGui::EndMenu(); + } + ImGui::EndPopup(); + } + ImGui::EndPopup(); + } + + // Call the more complete ShowExampleMenuFile which we use in various places of this demo + if (ImGui::Button("With a menu..")) + ImGui::OpenPopup("my_file_popup"); + if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + ImGui::MenuItem("Dummy"); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from popup!"); + ImGui::Button("This is a dummy button.."); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier."); + + // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: + // if (id == 0) + // id = GetItemID(); // Use last item id + // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + // OpenPopup(id); + // return BeginPopup(id); + // For advanced uses you may want to replicate and customize this code. + // See more details in BeginPopupContextItem(). + + // Example 1 + // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), + // and BeginPopupContextItem() will use the last item ID as the popup ID. + { + const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" }; + for (int n = 0; n < 5; n++) + { + ImGui::Selectable(names[n]); + if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id + { + ImGui::Text("This a popup for \"%s\"!", names[n]); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("Right-click to open popup"); + } + } + + // Example 2 + // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem(). + // Using an explicit identifier is also convenient if you want to activate the popups from different locations. + { + HelpMarker("Text() elements don't have stable identifiers so we need to provide one."); + static float value = 0.5f; + ImGui::Text("Value = %.3f <-- (1) right-click this text", value); + if (ImGui::BeginPopupContextItem("my popup")) + { + if (ImGui::Selectable("Set to zero")) value = 0.0f; + if (ImGui::Selectable("Set to PI")) value = 3.1415f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); + ImGui::EndPopup(); + } + + // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup. + // Here we make it that right-clicking this other text element opens the same popup as above. + // The popup itself will be submitted by the code above. + ImGui::Text("(2) Or right-click this text"); + ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight); + + // Back to square one: manually open the same popup. + if (ImGui::Button("(3) Or click this button")) + ImGui::OpenPopup("my popup"); + } + + // Example 3 + // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID), + // we need to make sure your item identifier is stable. + // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ). + { + HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator."); + static char name[32] = "Label1"; + char buf[64]; + sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label + ImGui::Button(buf); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("Edit name:"); + ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Modals"); + if (ImGui::TreeNode("Modals")) + { + ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside."); + + if (ImGui::Button("Delete..")) + ImGui::OpenPopup("Delete?"); + + // Always center this window when appearing + ImVec2 center = ImGui::GetMainViewport()->GetCenter(); + ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + + if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n"); + ImGui::Separator(); + + //static int unused_i = 0; + //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0"); + + static bool dont_ask_me_next_time = false; + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time); + ImGui::PopStyleVar(); + + if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::SetItemDefaultFocus(); + ImGui::SameLine(); + if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::EndPopup(); + } + + if (ImGui::Button("Stacked modals..")) + ImGui::OpenPopup("Stacked 1"); + if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Some menu item")) {} + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it."); + + // Testing behavior of widgets stacking their own regular popups over the modal. + static int item = 1; + static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + ImGui::ColorEdit4("color", color); + + if (ImGui::Button("Add another modal..")) + ImGui::OpenPopup("Stacked 2"); + + // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which + // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value + // of the bool actually doesn't matter here. + bool unused_open = true; + if (ImGui::BeginPopupModal("Stacked 2", &unused_open)) + { + ImGui::Text("Hello from Stacked The Second!"); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Menus inside a regular window"); + if (ImGui::TreeNode("Menus inside a regular window")) + { + ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); + ImGui::Separator(); + + ImGui::MenuItem("Menu item", "CTRL+M"); + if (ImGui::BeginMenu("Menu inside a regular window")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::Separator(); + ImGui::TreePop(); + } +} + +// Dummy data structure that we use for the Table demo. +// (pre-C++11 doesn't allow us to instantiate ImVector template if this structure is defined inside the demo function) +namespace +{ +// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. +// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID. +// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex) +// If you don't use sorting, you will generally never care about giving column an ID! +enum MyItemColumnID +{ + MyItemColumnID_ID, + MyItemColumnID_Name, + MyItemColumnID_Action, + MyItemColumnID_Quantity, + MyItemColumnID_Description +}; + +struct MyItem +{ + int ID; + const char* Name; + int Quantity; + + // We have a problem which is affecting _only this demo_ and should not affect your code: + // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(), + // however qsort doesn't allow passing user data to comparing function. + // As a workaround, we are storing the sort specs in a static/global for the comparing function to access. + // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global. + // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called + // very often by the sorting algorithm it would be a little wasteful. + static const ImGuiTableSortSpecs* s_current_sort_specs; + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const MyItem* a = (const MyItem*)lhs; + const MyItem* b = (const MyItem*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn() + // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler! + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + switch (sort_spec->ColumnUserID) + { + case MyItemColumnID_ID: delta = (a->ID - b->ID); break; + case MyItemColumnID_Name: delta = (strcmp(a->Name, b->Name)); break; + case MyItemColumnID_Quantity: delta = (a->Quantity - b->Quantity); break; + case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break; + default: IM_ASSERT(0); break; + } + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + + // qsort() is instable so always return a way to differenciate items. + // Your own compare function may want to avoid fallback on implicit sort specs e.g. a Name compare if it wasn't already part of the sort specs. + return (a->ID - b->ID); + } +}; +const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; +} + +// Make the UI compact because there are so many fields +static void PushStyleCompact() +{ + ImGuiStyle& style = ImGui::GetStyle(); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.60f))); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0.60f))); +} + +static void PopStyleCompact() +{ + ImGui::PopStyleVar(2); +} + +// Show a combo box with a choice of sizing policies +static void EditTableSizingFlags(ImGuiTableFlags* p_flags) +{ + struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; }; + static const EnumDesc policies[] = + { + { ImGuiTableFlags_None, "Default", "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." }, + { ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, + { ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." }, + { ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", "Columns default to _WidthStretch with weights proportional to their widths." }, + { ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." } + }; + int idx; + for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++) + if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_)) + break; + const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : ""; + if (ImGui::BeginCombo("Sizing Policy", preview_text)) + { + for (int n = 0; n < IM_ARRAYSIZE(policies); n++) + if (ImGui::Selectable(policies[n].Name, idx == n)) + *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value; + ImGui::EndCombo(); + } + ImGui::SameLine(); + ImGui::TextDisabled("(?)"); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f); + for (int m = 0; m < IM_ARRAYSIZE(policies); m++) + { + ImGui::Separator(); + ImGui::Text("%s:", policies[m].Name); + ImGui::Separator(); + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f); + ImGui::TextUnformatted(policies[m].Tooltip); + } + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) +{ + ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)"); + ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide); + ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort); + if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch); + if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed); + ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize); + ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder); + ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide); + ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip); + ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort); + ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending); + ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending); + ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel); + ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth); + ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending); + ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending); + ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0"); + ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0"); +} + +static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) +{ + ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled); + ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible); + ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted); + ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered); +} + +static void ShowDemoWindowTables() +{ + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + IMGUI_DEMO_MARKER("Tables"); + if (!ImGui::CollapsingHeader("Tables & Columns")) + return; + + // Using those as a base value to create width/height that are factor of the size of our font + const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x; + const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing(); + + ImGui::PushID("Tables"); + + int open_action = -1; + if (ImGui::Button("Open all")) + open_action = 1; + ImGui::SameLine(); + if (ImGui::Button("Close all")) + open_action = 0; + ImGui::SameLine(); + + // Options + static bool disable_indent = false; + ImGui::Checkbox("Disable tree indentation", &disable_indent); + ImGui::SameLine(); + HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width."); + ImGui::Separator(); + if (disable_indent) + ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); + + // About Styling of tables + // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs. + // There are however a few settings that a shared and part of the ImGuiStyle structure: + // style.CellPadding // Padding within each cell + // style.Colors[ImGuiCol_TableHeaderBg] // Table header background + // style.Colors[ImGuiCol_TableBorderStrong] // Table outer and header borders + // style.Colors[ImGuiCol_TableBorderLight] // Table inner borders + // style.Colors[ImGuiCol_TableRowBg] // Table row background when ImGuiTableFlags_RowBg is enabled (even rows) + // style.Colors[ImGuiCol_TableRowBgAlt] // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows) + + // Demos + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Basic"); + if (ImGui::TreeNode("Basic")) + { + // Here we will showcase three different ways to output a table. + // They are very simple variations of a same thing! + + // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. + // In many situations, this is the most flexible and easy to use pattern. + HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop."); + if (ImGui::BeginTable("table1", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Row %d Column %d", row, column); + } + } + ImGui::EndTable(); + } + + // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). + // This is generally more convenient when you have code manually submitting the contents of each column. + HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually."); + if (ImGui::BeginTable("table2", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("Row %d", row); + ImGui::TableNextColumn(); + ImGui::Text("Some contents"); + ImGui::TableNextColumn(); + ImGui::Text("123.456"); + } + ImGui::EndTable(); + } + + // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), + // as TableNextColumn() will automatically wrap around and create new rows as needed. + // This is generally more convenient when your cells all contains the same type of data. + HelpMarker( + "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains the same type of contents.\n" + "This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate the Columns->Tables API transition."); + if (ImGui::BeginTable("table3", 3)) + { + for (int item = 0; item < 14; item++) + { + ImGui::TableNextColumn(); + ImGui::Text("Item %d", item); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Borders, background"); + if (ImGui::TreeNode("Borders, background")) + { + // Expose a few Borders related flags interactively + enum ContentsType { CT_Text, CT_FillButton }; + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static bool display_headers = false; + static int contents_type = CT_Text; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterH"); + ImGui::Indent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner); + ImGui::Unindent(); + + ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:"); + ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text); + ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); + ImGui::Checkbox("Display headers", &display_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Display headers so we can inspect their interaction with borders. + // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them too much. See other sections for details) + if (display_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + if (contents_type == CT_Text) + ImGui::TextUnformatted(buf); + else if (contents_type == CT_FillButton) + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, stretch"); + if (ImGui::TreeNode("Resizable, stretch")) + { + // By default, if we don't enable ScrollX the sizing policy for each column is "Stretch" + // All columns maintain a sizing weight, and they will occupy all available width. + static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::SameLine(); HelpMarker("Using the _Resizable flag automatically enables the _BordersInnerV flag as well, this is why the resize borders are still showing when unchecking this."); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, fixed"); + if (ImGui::TreeNode("Resizable, fixed")) + { + // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) + // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) + // If there is not enough available width to fit all columns, they will however be resized down. + // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings + HelpMarker( + "Using _Resizable + _SizingFixedFit flags.\n" + "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" + "Double-click a column border to auto-fit the column to its contents."); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, mixed"); + if (ImGui::TreeNode("Resizable, mixed")) + { + HelpMarker( + "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" + "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch."); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + if (ImGui::BeginTable("table1", 3, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 6, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 6; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers"); + if (ImGui::TreeNode("Reorderable, hideable, with headers")) + { + HelpMarker( + "Click and drag column headers to reorder columns.\n\n" + "Right-click on a header to open a context menu."); + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column. + // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.) + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Use outer_size.x == 0.0f instead of default to make the table as tight as possible (only valid when no scrolling and no stretch column) + if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Fixed %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Padding"); + if (ImGui::TreeNode("Padding")) + { + // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. + // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding. + HelpMarker( + "We often want outer padding activated when any using features which makes the edges of a column visible:\n" + "e.g.:\n" + "- BorderOuterV\n" + "- any form of row selection\n" + "Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\n\n" + "Actual padding values are using style.CellPadding.\n\n" + "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX); + ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX); + ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX); + ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)"); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV); + static bool show_headers = false; + ImGui::Checkbox("show_headers", &show_headers); + PopStyleCompact(); + + if (ImGui::BeginTable("table_padding", 3, flags1)) + { + if (show_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + { + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + } + else + { + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) + // ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255)); + } + } + ImGui::EndTable(); + } + + // Second example: set style.CellPadding to (0.0) or a custom value. + // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one... + HelpMarker("Setting style.CellPadding to (0,0) or a custom value."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static ImVec2 cell_padding(0.0f, 0.0f); + static bool show_widget_frame_bg = true; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable); + ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg); + ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f"); + PopStyleCompact(); + + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding); + if (ImGui::BeginTable("table_padding_2", 3, flags2)) + { + static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells + static bool init = true; + if (!show_widget_frame_bg) + ImGui::PushStyleColor(ImGuiCol_FrameBg, 0); + for (int cell = 0; cell < 3 * 5; cell++) + { + ImGui::TableNextColumn(); + if (init) + strcpy(text_bufs[cell], "edit me"); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushID(cell); + ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell])); + ImGui::PopID(); + } + if (!show_widget_frame_bg) + ImGui::PopStyleColor(); + init = false; + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Explicit widths"); + if (ImGui::TreeNode("Sizing policies")) + { + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame }; + for (int table_n = 0; table_n < 4; table_n++) + { + ImGui::PushID(table_n); + ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&sizing_policy_flags[table_n]); + + // To make it easier to understand the different sizing policy, + // For each policy: we display one table where the columns have equal contents width, and one where the columns have different contents width. + if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("AAAA"); + ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB"); + ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC"); + } + ImGui::EndTable(); + } + ImGui::PopID(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Advanced"); + ImGui::SameLine(); + HelpMarker("This section allows you to interact and see the effect of various sizing policies depending on whether Scroll is enabled and the contents of your columns."); + + enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText }; + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable; + static int contents_type = CT_ShowWidth; + static int column_count = 3; + + PushStyleCompact(); + ImGui::PushID("Advanced"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&flags); + ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0"); + if (contents_type == CT_FillButton) + { + ImGui::SameLine(); + HelpMarker("Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop where contents width can feed into auto-column width can feed into contents width."); + } + ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + + if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7))) + { + for (int cell = 0; cell < 10 * column_count; cell++) + { + ImGui::TableNextColumn(); + int column = ImGui::TableGetColumnIndex(); + int row = ImGui::TableGetRowIndex(); + + ImGui::PushID(cell); + char label[32]; + static char text_buf[32] = ""; + sprintf(label, "Hello %d,%d", column, row); + switch (contents_type) + { + case CT_ShortText: ImGui::TextUnformatted(label); break; + case CT_LongText: ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break; + case CT_ShowWidth: ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break; + case CT_Button: ImGui::Button(label); break; + case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break; + case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break; + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping"); + if (ImGui::TreeNode("Vertical scrolling, with clipping")) + { + HelpMarker("Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\nWe also demonstrate using ImGuiListClipper to virtualize the submission of many items."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible + ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None); + ImGui::TableHeadersRow(); + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(1000); + while (clipper.Step()) + { + for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Horizontal scrolling"); + if (ImGui::TreeNode("Horizontal scrolling")) + { + HelpMarker( + "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " + "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" + "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX," + "because the container window won't automatically extend vertically to fix contents (this may be improved in future versions)."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + static int freeze_cols = 1; + static int freeze_rows = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze() + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableSetupColumn("Four"); + ImGui::TableSetupColumn("Five"); + ImGui::TableSetupColumn("Six"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 20; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 7; column++) + { + // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement. + // Because here we know that: + // - A) all our columns are contributing the same to row height + // - B) column 0 is always visible, + // We only always submit this one column and can skip others. + // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags(). + if (!ImGui::TableSetColumnIndex(column) && column > 0) + continue; + if (column == 0) + ImGui::Text("Line %d", row); + else + ImGui::Text("Hello world %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Stretch + ScrollX"); + ImGui::SameLine(); + HelpMarker( + "Showcase using Stretch columns + ScrollX together: " + "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" + "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns + ScrollX together doesn't make sense."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + static float inner_width = 1000.0f; + PushStyleCompact(); + ImGui::PushID("flags3"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX); + ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f"); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width)) + { + for (int cell = 0; cell < 20 * 7; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex()); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns flags"); + if (ImGui::TreeNode("Columns flags")) + { + // Create a first table just to show all the options/flags we want to make visible in our example! + const int column_count = 3; + const char* column_names[column_count] = { "One", "Two", "Three" }; + static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide }; + static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags() + + if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None)) + { + PushStyleCompact(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableNextColumn(); + ImGui::PushID(column); + ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns + ImGui::Text("'%s'", column_names[column]); + ImGui::Spacing(); + ImGui::Text("Input flags:"); + EditTableColumnsFlags(&column_flags[column]); + ImGui::Spacing(); + ImGui::Text("Output flags:"); + ImGui::BeginDisabled(); + ShowTableColumnsStatusFlags(column_flags_out[column]); + ImGui::EndDisabled(); + ImGui::PopID(); + } + PopStyleCompact(); + ImGui::EndTable(); + } + + // Create the real table we care about for the example! + // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, otherwise in + // a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + resizing the parent window down) + const ImGuiTableFlags flags + = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV + | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable; + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9); + if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size)) + { + for (int column = 0; column < column_count; column++) + ImGui::TableSetupColumn(column_names[column], column_flags[column]); + ImGui::TableHeadersRow(); + for (int column = 0; column < column_count; column++) + column_flags_out[column] = ImGui::TableGetColumnFlags(column); + float indent_step = (float)((int)TEXT_BASE_WIDTH / 2); + for (int row = 0; row < 8; row++) + { + ImGui::Indent(indent_step); // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. + ImGui::TableNextRow(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column)); + } + } + ImGui::Unindent(indent_step * 8.0f); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns widths"); + if (ImGui::TreeNode("Columns widths")) + { + HelpMarker("Using TableSetupColumn() to setup default width."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize); + PopStyleCompact(); + if (ImGui::BeginTable("table1", 3, flags1)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f + ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f + ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + HelpMarker("Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, fixed columns with set width may still be shrunk down if there's not enough space in the host."); + + static ImGuiTableFlags flags2 = ImGuiTableFlags_None; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 4, flags2)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 4; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Nested tables"); + if (ImGui::TreeNode("Nested tables")) + { + HelpMarker("This demonstrates embedding a table into another table cell."); + + if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("A0"); + ImGui::TableSetupColumn("A1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextColumn(); + ImGui::Text("A0 Row 0"); + { + float rows_height = TEXT_BASE_HEIGHT * 2; + if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("B0"); + ImGui::TableSetupColumn("B1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 0"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 0"); + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 1"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 1"); + + ImGui::EndTable(); + } + } + ImGui::TableNextColumn(); ImGui::Text("A1 Row 0"); + ImGui::TableNextColumn(); ImGui::Text("A0 Row 1"); + ImGui::TableNextColumn(); ImGui::Text("A1 Row 1"); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Row height"); + if (ImGui::TreeNode("Row height")) + { + HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row."); + if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerV)) + { + for (int row = 0; row < 10; row++) + { + float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row); + ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height); + ImGui::TableNextColumn(); + ImGui::Text("min_row_height = %.2f", min_row_height); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Outer size"); + if (ImGui::TreeNode("Outer size")) + { + // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY + // Important to that note how the two flags have slightly different behaviors! + ImGui::Text("Using NoHostExtendX and NoHostExtendY:"); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + PopStyleCompact(); + + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f); + if (ImGui::BeginTable("table1", 3, flags, outer_size)) + { + for (int row = 0; row < 10; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + ImGui::Text("Hello!"); + + ImGui::Spacing(); + + ImGui::Text("Using explicit size:"); + if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Background color"); + if (ImGui::TreeNode("Background color")) + { + static ImGuiTableFlags flags = ImGuiTableFlags_RowBg; + static int row_bg_type = 1; + static int row_bg_target = 1; + static int cell_bg_type = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style."); + ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0"); + ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them."); + ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here."); + IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2); + IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1); + IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 5, flags)) + { + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + + // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)' + // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag. + if (row_bg_type != 0) + { + ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient? + ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color); + } + + // Fill cells + for (int column = 0; column < 5; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%c%c", 'A' + row, '0' + column); + + // Change background of Cells B1->C2 + // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)' + // (the CellBg color will be blended over the RowBg and ColumnBg colors) + // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop. + if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1) + { + ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f)); + ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Tree view"); + if (ImGui::TreeNode("Tree view")) + { + static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; + + if (ImGui::BeginTable("3ways", 3, flags)) + { + // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide); + ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f); + ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f); + ImGui::TableHeadersRow(); + + // Simple storage to output a dummy file-system. + struct MyTreeNode + { + const char* Name; + const char* Type; + int Size; + int ChildIdx; + int ChildCount; + static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + const bool is_folder = (node->ChildCount > 0); + if (is_folder) + { + bool open = ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::TableNextColumn(); + ImGui::TextDisabled("--"); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + if (open) + { + for (int child_n = 0; child_n < node->ChildCount; child_n++) + DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes); + ImGui::TreePop(); + } + } + else + { + ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::TableNextColumn(); + ImGui::Text("%d", node->Size); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + } + }; + static const MyTreeNode nodes[] = + { + { "Root", "Folder", -1, 1, 3 }, // 0 + { "Music", "Folder", -1, 4, 2 }, // 1 + { "Textures", "Folder", -1, 6, 3 }, // 2 + { "desktop.ini", "System file", 1024, -1,-1 }, // 3 + { "File1_a.wav", "Audio file", 123000, -1,-1 }, // 4 + { "File1_b.wav", "Audio file", 456000, -1,-1 }, // 5 + { "Image001.png", "Image file", 203128, -1,-1 }, // 6 + { "Copy of Image001.png", "Image file", 203256, -1,-1 }, // 7 + { "Copy of Image001 (Final2).png","Image file", 203512, -1,-1 }, // 8 + }; + + MyTreeNode::DisplayNode(&nodes[0], nodes); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Item width"); + if (ImGui::TreeNode("Item width")) + { + HelpMarker( + "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" + "Note that on auto-resizing non-resizable fixed columns, querying the content width for e.g. right-alignment doesn't make sense."); + if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders)) + { + ImGui::TableSetupColumn("small"); + ImGui::TableSetupColumn("half"); + ImGui::TableSetupColumn("right-align"); + ImGui::TableHeadersRow(); + + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + if (row == 0) + { + // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) + ImGui::TableSetColumnIndex(0); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small + ImGui::TableSetColumnIndex(1); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::TableSetColumnIndex(2); + ImGui::PushItemWidth(-FLT_MIN); // Right-aligned + } + + // Draw our contents + static float dummy_f = 0.0f; + ImGui::PushID(row); + ImGui::TableSetColumnIndex(0); + ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(1); + ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(2); + ImGui::SliderFloat("##float2", &dummy_f, 0.0f, 1.0f); // No visible label since right-aligned + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using TableHeader() calls instead of TableHeadersRow() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Custom headers"); + if (ImGui::TreeNode("Custom headers")) + { + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("Apricot"); + ImGui::TableSetupColumn("Banana"); + ImGui::TableSetupColumn("Cherry"); + + // Dummy entire-column selection storage + // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. + static bool column_selected[3] = {}; + + // Instead of calling TableHeadersRow() we'll submit custom headers ourselves + ImGui::TableNextRow(ImGuiTableRowFlags_Headers); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn() + ImGui::PushID(column); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("##checkall", &column_selected[column]); + ImGui::PopStyleVar(); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::TableHeader(column_name); + ImGui::PopID(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + char buf[32]; + sprintf(buf, "Cell %d,%d", column, row); + ImGui::TableSetColumnIndex(column); + ImGui::Selectable(buf, column_selected[column]); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker("By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\nUsing ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); + static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody); + PopStyleCompact(); + + // Context Menus: first example + // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + + // Submit dummy contents + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Context Menus: second example + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [2.2] Right-click on the ".." to open a custom popup + // [2.3] Right-click in columns to open another custom popup + HelpMarker("Demonstrate mixing table context menu (over header), item context button (over button) and custom per-colum context menu (over column body)."); + ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + // Submit dummy contents + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + ImGui::SameLine(); + + // [2.2] Right-click on the ".." to open a custom popup + ImGui::PushID(row * COLUMNS_COUNT + column); + ImGui::SmallButton(".."); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + } + + // [2.3] Right-click anywhere in columns to open another custom popup + // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup + // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping) + int hovered_column = -1; + for (int column = 0; column < COLUMNS_COUNT + 1; column++) + { + ImGui::PushID(column); + if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered) + hovered_column = column; + if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1)) + ImGui::OpenPopup("MyPopup"); + if (ImGui::BeginPopup("MyPopup")) + { + if (column == COLUMNS_COUNT) + ImGui::Text("This is a custom popup for unused space after the last column."); + else + ImGui::Text("This is a custom popup for Column %d", column); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + + ImGui::EndTable(); + ImGui::Text("Hovered column: %d", hovered_column); + } + ImGui::TreePop(); + } + + // Demonstrate creating multiple tables with the same ID + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Synced instances"); + if (ImGui::TreeNode("Synced instances")) + { + HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); + for (int n = 0; n < 3; n++) + { + char buf[32]; + sprintf(buf, "Synced Table %d", n); + bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen); + if (open && ImGui::BeginTable("Table", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int cell = 0; cell < 9; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("this cell %d", cell); + } + ImGui::EndTable(); + } + } + ImGui::TreePop(); + } + + // Demonstrate using Sorting facilities + // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting. + // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified) + static const char* template_items_names[] = + { + "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", + "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" + }; + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Sorting"); + if (ImGui::TreeNode("Sorting")) + { + // Create item list + static ImVector items; + if (items.Size == 0) + { + items.resize(50, MyItem()); + for (int n = 0; n < items.Size; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (n * n - n) % 20; // Assign default quantities + } + } + + // Options + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollY; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + PopStyleCompact(); + + if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + // Demonstrate using a mixture of flags among available sort-related flags: + // - ImGuiTableColumnFlags_DefaultSort + // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending + // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending + ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible + ImGui::TableHeadersRow(); + + // Sort our data if sort specs have been changed! + if (ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs()) + if (sorts_specs->SpecsDirty) + { + MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function. + if (items.Size > 1) + qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs); + MyItem::s_current_sort_specs = NULL; + sorts_specs->SpecsDirty = false; + } + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) + { + // Display a data item + MyItem* item = &items[row_n]; + ImGui::PushID(item->ID); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("%04d", item->ID); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(item->Name); + ImGui::TableNextColumn(); + ImGui::SmallButton("None"); + ImGui::TableNextColumn(); + ImGui::Text("%d", item->Quantity); + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // In this example we'll expose most table flags and settings. + // For specific flags and settings refer to the corresponding section for more detailed explanation. + // This section is mostly useful to experiment with combining certain flags or settings with each others. + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Advanced"); + if (ImGui::TreeNode("Advanced")) + { + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable + | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_SizingFixedFit; + + enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow }; + static int contents_type = CT_SelectableSpanRow; + const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" }; + static int freeze_cols = 1; + static int freeze_rows = 1; + static int items_count = IM_ARRAYSIZE(template_items_names) * 2; + static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12); + static float row_min_height = 0.0f; // Auto + static float inner_width_with_scroll = 0.0f; // Auto-extend + static bool outer_size_enabled = true; + static bool show_headers = true; + static bool show_wrapped_text = false; + //static ImGuiTextFilter filter; + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing + if (ImGui::TreeNode("Options")) + { + // Make the UI compact because there are so many fields + PushStyleCompact(); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f); + + if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen)) + { + EditTableSizingFlags(&flags); + ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled."); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_headers", &show_headers); + ImGui::Checkbox("show_wrapped_text", &show_wrapped_text); + + ImGui::DragFloat2("##OuterSize", &outer_size_value.x); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Checkbox("outer_size", &outer_size_enabled); + ImGui::SameLine(); + HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" + "- The table is output directly in the parent window.\n" + "- OuterSize.x < 0.0f will right-align the table.\n" + "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n" + "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set)."); + + // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. + // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled. + ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX); + + ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX); + ImGui::SameLine(); HelpMarker("Specify height of the Selectable item."); + + ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999); + ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names)); + //filter.Draw("filter"); + ImGui::TreePop(); + } + + ImGui::PopItemWidth(); + PopStyleCompact(); + ImGui::Spacing(); + ImGui::TreePop(); + } + + // Update item list if we changed the number of items + static ImVector items; + static ImVector selection; + static bool items_need_sort = false; + if (items.Size != items_count) + { + items.resize(items_count, MyItem()); + for (int n = 0; n < items_count; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities + } + } + + const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList(); + const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size; + ImVec2 table_scroll_cur, table_scroll_max; // For debug display + const ImDrawList* table_draw_list = NULL; // " + + // Submit table + const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f; + if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupColumn("Description", (flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Description); + ImGui::TableSetupColumn("Hidden", ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + + // Sort our data if sort specs have been changed! + ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs(); + if (sorts_specs && sorts_specs->SpecsDirty) + items_need_sort = true; + if (sorts_specs && items_need_sort && items.Size > 1) + { + MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function. + qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs); + MyItem::s_current_sort_specs = NULL; + sorts_specs->SpecsDirty = false; + } + items_need_sort = false; + + // Take note of whether we are currently sorting based on the Quantity field, + // we will use this to trigger sorting when we know the data of this column has been modified. + const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0; + + // Show headers + if (show_headers) + ImGui::TableHeadersRow(); + + // Show data + // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? + ImGui::PushButtonRepeat(true); +#if 1 + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + { + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) +#else + // Without clipper + { + for (int row_n = 0; row_n < items.Size; row_n++) +#endif + { + MyItem* item = &items[row_n]; + //if (!filter.PassFilter(item->Name)) + // continue; + + const bool item_is_selected = selection.contains(item->ID); + ImGui::PushID(item->ID); + ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height); + + // For the demo purpose we can select among different type of items submitted in the first column + ImGui::TableSetColumnIndex(0); + char label[32]; + sprintf(label, "%04d", item->ID); + if (contents_type == CT_Text) + ImGui::TextUnformatted(label); + else if (contents_type == CT_Button) + ImGui::Button(label); + else if (contents_type == CT_SmallButton) + ImGui::SmallButton(label); + else if (contents_type == CT_FillButton) + ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); + else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow) + { + ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowItemOverlap : ImGuiSelectableFlags_None; + if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height))) + { + if (ImGui::GetIO().KeyCtrl) + { + if (item_is_selected) + selection.find_erase_unsorted(item->ID); + else + selection.push_back(item->ID); + } + else + { + selection.clear(); + selection.push_back(item->ID); + } + } + } + + if (ImGui::TableSetColumnIndex(1)) + ImGui::TextUnformatted(item->Name); + + // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, + // and we are currently sorting on the column showing the Quantity. + // To avoid triggering a sort while holding the button, we only trigger it when the button has been released. + // You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes. + if (ImGui::TableSetColumnIndex(2)) + { + if (ImGui::SmallButton("Chop")) { item->Quantity += 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + ImGui::SameLine(); + if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + } + + if (ImGui::TableSetColumnIndex(3)) + ImGui::Text("%d", item->Quantity); + + ImGui::TableSetColumnIndex(4); + if (show_wrapped_text) + ImGui::TextWrapped("Lorem ipsum dolor sit amet"); + else + ImGui::Text("Lorem ipsum dolor sit amet"); + + if (ImGui::TableSetColumnIndex(5)) + ImGui::Text("1234"); + + ImGui::PopID(); + } + } + ImGui::PopButtonRepeat(); + + // Store some info to display debug details below + table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY()); + table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY()); + table_draw_list = ImGui::GetWindowDrawList(); + ImGui::EndTable(); + } + static bool show_debug_details = false; + ImGui::Checkbox("Debug details", &show_debug_details); + if (show_debug_details && table_draw_list) + { + ImGui::SameLine(0.0f, 0.0f); + const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size; + if (table_draw_list == parent_draw_list) + ImGui::Text(": DrawCmd: +%d (in same window)", + table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count); + else + ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", + table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y); + } + ImGui::TreePop(); + } + + ImGui::PopID(); + + ShowDemoWindowColumns(); + + if (disable_indent) + ImGui::PopStyleVar(); +} + +// Demonstrate old/legacy Columns API! +// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!] +static void ShowDemoWindowColumns() +{ + IMGUI_DEMO_MARKER("Columns (legacy API)"); + bool open = ImGui::TreeNode("Legacy Columns API"); + ImGui::SameLine(); + HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!"); + if (!open) + return; + + // Basic columns + IMGUI_DEMO_MARKER("Columns (legacy API)/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::Text("Without border:"); + ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border + ImGui::Separator(); + for (int n = 0; n < 14; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + if (ImGui::Selectable(label)) {} + //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} + ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + + ImGui::Text("With border:"); + ImGui::Columns(4, "mycolumns"); // 4-ways, with border + ImGui::Separator(); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Text("Hovered"); ImGui::NextColumn(); + ImGui::Separator(); + const char* names[3] = { "One", "Two", "Three" }; + const char* paths[3] = { "/path/one", "/path/two", "/path/three" }; + static int selected = -1; + for (int i = 0; i < 3; i++) + { + char label[32]; + sprintf(label, "%04d", i); + if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns)) + selected = i; + bool hovered = ImGui::IsItemHovered(); + ImGui::NextColumn(); + ImGui::Text(names[i]); ImGui::NextColumn(); + ImGui::Text(paths[i]); ImGui::NextColumn(); + ImGui::Text("%d", hovered); ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Borders"); + if (ImGui::TreeNode("Borders")) + { + // NB: Future columns API should allow automatic horizontal borders. + static bool h_borders = true; + static bool v_borders = true; + static int columns_count = 4; + const int lines_count = 3; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); + if (columns_count < 2) + columns_count = 2; + ImGui::SameLine(); + ImGui::Checkbox("horizontal", &h_borders); + ImGui::SameLine(); + ImGui::Checkbox("vertical", &v_borders); + ImGui::Columns(columns_count, NULL, v_borders); + for (int i = 0; i < columns_count * lines_count; i++) + { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); + ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::NextColumn(); + } + ImGui::Columns(1); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + + // Create multiple items in a same cell before switching to next column + IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items"); + if (ImGui::TreeNode("Mixed items")) + { + ImGui::Columns(3, "mixed"); + ImGui::Separator(); + + ImGui::Text("Hello"); + ImGui::Button("Banana"); + ImGui::NextColumn(); + + ImGui::Text("ImGui"); + ImGui::Button("Apple"); + static float foo = 1.0f; + ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f"); + ImGui::Text("An extra line here."); + ImGui::NextColumn(); + + ImGui::Text("Sailor"); + ImGui::Button("Corniflower"); + static float bar = 1.0f; + ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f"); + ImGui::NextColumn(); + + if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + // Word wrapping + IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping"); + if (ImGui::TreeNode("Word-wrapping")) + { + ImGui::Columns(2, "word-wrapping"); + ImGui::Separator(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Left"); + ImGui::NextColumn(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Right"); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling"); + if (ImGui::TreeNode("Horizontal Scrolling")) + { + ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); + ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f); + ImGui::BeginChild("##ScrollingRegion", child_size, false, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::Columns(10); + + // Also demonstrate using clipper for large vertical lists + int ITEMS_COUNT = 2000; + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + while (clipper.Step()) + { + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + for (int j = 0; j < 10; j++) + { + ImGui::Text("Line %d Column %d...", i, j); + ImGui::NextColumn(); + } + } + ImGui::Columns(1); + ImGui::EndChild(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Tree"); + if (ImGui::TreeNode("Tree")) + { + ImGui::Columns(2, "tree", true); + for (int x = 0; x < 3; x++) + { + bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + ImGui::NextColumn(); + if (open1) + { + for (int y = 0; y < 3; y++) + { + bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + if (open2) + { + ImGui::Text("Even more contents"); + if (ImGui::TreeNode("Tree in column")) + { + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::TreePop(); + } + } + ImGui::NextColumn(); + if (open2) + ImGui::TreePop(); + } + ImGui::TreePop(); + } + } + ImGui::Columns(1); + ImGui::TreePop(); + } + + ImGui::TreePop(); +} + +namespace ImGui { extern ImGuiKeyData* GetKeyData(ImGuiKey key); } + +static void ShowDemoWindowInputs() +{ + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus"); + if (ImGui::CollapsingHeader("Inputs, Navigation & Focus")) + { + ImGuiIO& io = ImGui::GetIO(); + + // Display ImGuiIO output flags + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Output"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Output")) + { + ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse); + ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); + ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard); + ImGui::Text("io.WantTextInput: %d", io.WantTextInput); + ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos); + ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible); + ImGui::TreePop(); + } + + // Display Mouse state + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse State"); + if (ImGui::TreeNode("Mouse State")) + { + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse pos: "); + ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + + int count = IM_ARRAYSIZE(io.MouseDown); + ImGui::Text("Mouse down:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + ImGui::Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, ImGui::GetMouseClickedCount(i)); } + ImGui::Text("Mouse released:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } + ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); + ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused + ImGui::TreePop(); + } + + // Display mouse cursors + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse Cursors"); + if (ImGui::TreeNode("Mouse Cursors")) + { + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); + + ImGuiMouseCursor current = ImGui::GetMouseCursor(); + ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]); + ImGui::BeginDisabled(true); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::EndDisabled(); + + ImGui::Text("Hover to see mouse cursors:"); + ImGui::SameLine(); HelpMarker( + "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " + "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " + "otherwise your backend needs to handle it."); + for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) + { + char label[32]; + sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); + ImGui::Bullet(); ImGui::Selectable(label, false); + if (ImGui::IsItemHovered()) + ImGui::SetMouseCursor(i); + } + ImGui::TreePop(); + } + + // Display Keyboard/Mouse state + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Keyboard, Gamepad & Navigation State"); + if (ImGui::TreeNode("Keyboard, Gamepad & Navigation State")) + { + // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends. + // User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes. +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; + const ImGuiKey key_first = (ImGuiKey)ImGuiKey_NamedKey_BEGIN; +#else + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array + const ImGuiKey key_first = (ImGuiKey)0; + //ImGui::Text("Legacy raw:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } } +#endif + ImGui::Text("Keys down:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyDown(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d (%.02f)", ImGui::GetKeyName(key), key, ImGui::GetKeyData(key)->DownDuration); } } + ImGui::Text("Keys pressed:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyPressed(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } } + ImGui::Text("Keys released:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyReleased(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } } + ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + + // Draw an arbitrary US keyboard layout to visualize translated keys + { + const ImVec2 key_size = ImVec2(35.0f, 35.0f); + const float key_rounding = 3.0f; + const ImVec2 key_face_size = ImVec2(25.0f, 25.0f); + const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f); + const float key_face_rounding = 2.0f; + const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f); + const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); + const float key_row_offset = 9.0f; + + ImVec2 board_min = ImGui::GetCursorScreenPos(); + ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f); + ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y); + + struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; }; + const KeyLayoutData keys_to_display[] = + { + { 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R }, + { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F }, + { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V } + }; + + // Elements rendered manually via ImDrawList API are not clipped automatically. + // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view. + ImGui::Dummy(ImVec2(board_max.x - board_min.x, board_max.y - board_min.y)); + if (ImGui::IsItemVisible()) + { + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + draw_list->PushClipRect(board_min, board_max, true); + for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++) + { + const KeyLayoutData* key_data = &keys_to_display[n]; + ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y); + ImVec2 key_max = ImVec2(key_min.x + key_size.x, key_min.y + key_size.y); + draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding); + draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding); + ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y); + ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y); + draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f); + draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding); + ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y); + draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label); + if (ImGui::IsKeyDown(key_data->Key)) + draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding); + } + draw_list->PopClipRect(); + } + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Capture override")) + { + HelpMarker( + "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui " + "to instruct your application of how to route inputs. Typically, when a value is true, it means " + "Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n" + "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, " + "and underlying application should ignore mouse inputs (in practice there are many and more subtle " + "rules leading to how those flags are set)."); + + ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse); + ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); + ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard); + + HelpMarker( + "Hovering the colored canvas will override io.WantCaptureXXX fields.\n" + "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering and true when clicking."); + static int capture_override_mouse = -1; + static int capture_override_keyboard = -1; + const char* capture_override_desc[] = { "None", "Set to false", "Set to true" }; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureMouse()", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureKeyboard()", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp); + + ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(256.0f, 192.0f)); // Dummy item + if (ImGui::IsItemHovered() && capture_override_mouse != -1) + ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1); + if (ImGui::IsItemHovered() && capture_override_keyboard != -1) + ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Tabbing"); + if (ImGui::TreeNode("Tabbing")) + { + ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); + static char buf[32] = "hello"; + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); + ImGui::PushAllowKeyboardFocus(false); + ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopAllowKeyboardFocus(); + ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Focus from code"); + if (ImGui::TreeNode("Focus from code")) + { + bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine(); + bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine(); + bool focus_3 = ImGui::Button("Focus on 3"); + int has_focus = 0; + static char buf[128] = "click on a button to set focus"; + + if (focus_1) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 1; + + if (focus_2) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 2; + + ImGui::PushAllowKeyboardFocus(false); + if (focus_3) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 3; + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopAllowKeyboardFocus(); + + if (has_focus) + ImGui::Text("Item with focus: %d", has_focus); + else + ImGui::Text("Item with focus: "); + + // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item + static float f3[3] = { 0.0f, 0.0f, 0.0f }; + int focus_ahead = -1; + if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine(); + if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine(); + if (ImGui::Button("Focus on Z")) { focus_ahead = 2; } + if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); + ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); + + ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Dragging"); + if (ImGui::TreeNode("Dragging")) + { + ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); + for (int button = 0; button < 3; button++) + { + ImGui::Text("IsMouseDragging(%d):", button); + ImGui::Text(" w/ default threshold: %d,", ImGui::IsMouseDragging(button)); + ImGui::Text(" w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f)); + ImGui::Text(" w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f)); + } + + ImGui::Button("Drag Me"); + if (ImGui::IsItemActive()) + ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor + + // Drag operations gets "unlocked" when the mouse has moved past a certain threshold + // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher + // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta(). + ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); + ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); + ImVec2 mouse_delta = io.MouseDelta; + ImGui::Text("GetMouseDragDelta(0):"); + ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y); + ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y); + ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y); + ImGui::TreePop(); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] About Window / ShowAboutWindow() +// Access from Dear ImGui Demo -> Tools -> About +//----------------------------------------------------------------------------- + +void ImGui::ShowAboutWindow(bool* p_open) +{ + if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Tools/About Dear ImGui"); + ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); + ImGui::Separator(); + ImGui::Text("By Omar Cornut and all Dear ImGui contributors."); + ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); + + static bool show_config_info = false; + ImGui::Checkbox("Config/Build Information", &show_config_info); + if (show_config_info) + { + ImGuiIO& io = ImGui::GetIO(); + ImGuiStyle& style = ImGui::GetStyle(); + + bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); + ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18); + ImGui::BeginChildFrame(ImGui::GetID("cfg_infos"), child_size, ImGuiWindowFlags_NoMove); + if (copy_to_clipboard) + { + ImGui::LogToClipboard(); + ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub + } + + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Separator(); + ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); + ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); +#endif +#ifdef IMGUI_USE_BGRA_PACKED_COLOR + ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR"); +#endif +#ifdef _WIN32 + ImGui::Text("define: _WIN32"); +#endif +#ifdef _WIN64 + ImGui::Text("define: _WIN64"); +#endif +#ifdef __linux__ + ImGui::Text("define: __linux__"); +#endif +#ifdef __APPLE__ + ImGui::Text("define: __APPLE__"); +#endif +#ifdef _MSC_VER + ImGui::Text("define: _MSC_VER=%d", _MSC_VER); +#endif +#ifdef _MSVC_LANG + ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG); +#endif +#ifdef __MINGW32__ + ImGui::Text("define: __MINGW32__"); +#endif +#ifdef __MINGW64__ + ImGui::Text("define: __MINGW64__"); +#endif +#ifdef __GNUC__ + ImGui::Text("define: __GNUC__=%d", (int)__GNUC__); +#endif +#ifdef __clang_version__ + ImGui::Text("define: __clang_version__=%s", __clang_version__); +#endif + ImGui::Separator(); + ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); + ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); + ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) ImGui::Text(" NavEnableSetMousePos"); + if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) ImGui::Text(" NavNoCaptureKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); + if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); + if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); + if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); + if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + if (io.ConfigMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer); + ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); + if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); + if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + ImGui::Separator(); + ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); + ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); + ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + ImGui::Separator(); + ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y); + ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize); + ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y); + ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding); + ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize); + ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y); + ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); + + if (copy_to_clipboard) + { + ImGui::LogText("\n```\n"); + ImGui::LogFinish(); + } + ImGui::EndChildFrame(); + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Style Editor / ShowStyleEditor() +//----------------------------------------------------------------------------- +// - ShowFontSelector() +// - ShowStyleSelector() +// - ShowStyleEditor() +//----------------------------------------------------------------------------- + +// Forward declare ShowFontAtlas() which isn't worth putting in public API yet +namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); } + +// Demo helper function to select among loaded fonts. +// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. +void ImGui::ShowFontSelector(const char* label) +{ + ImGuiIO& io = ImGui::GetIO(); + ImFont* font_current = ImGui::GetFont(); + if (ImGui::BeginCombo(label, font_current->GetDebugName())) + { + for (int n = 0; n < io.Fonts->Fonts.Size; n++) + { + ImFont* font = io.Fonts->Fonts[n]; + ImGui::PushID((void*)font); + if (ImGui::Selectable(font->GetDebugName(), font == font_current)) + io.FontDefault = font; + ImGui::PopID(); + } + ImGui::EndCombo(); + } + ImGui::SameLine(); + HelpMarker( + "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" + "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" + "- Read FAQ and docs/FONTS.md for more details.\n" + "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); +} + +// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. +// Here we use the simplified Combo() api that packs items into a single literal string. +// Useful for quick combo boxes where the choices are known locally. +bool ImGui::ShowStyleSelector(const char* label) +{ + static int style_idx = -1; + if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0")) + { + switch (style_idx) + { + case 0: ImGui::StyleColorsDark(); break; + case 1: ImGui::StyleColorsLight(); break; + case 2: ImGui::StyleColorsClassic(); break; + } + return true; + } + return false; +} + +void ImGui::ShowStyleEditor(ImGuiStyle* ref) +{ + IMGUI_DEMO_MARKER("Tools/Style Editor"); + // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to + // (without a reference style pointer, we will use one compared locally as a reference) + ImGuiStyle& style = ImGui::GetStyle(); + static ImGuiStyle ref_saved_style; + + // Default to using internal storage as reference + static bool init = true; + if (init && ref == NULL) + ref_saved_style = style; + init = false; + if (ref == NULL) + ref = &ref_saved_style; + + ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f); + + if (ImGui::ShowStyleSelector("Colors##Selector")) + ref_saved_style = style; + ImGui::ShowFontSelector("Fonts##Selector"); + + // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) + if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) + style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding + { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } + + // Save/Revert button + if (ImGui::Button("Save Ref")) + *ref = ref_saved_style = style; + ImGui::SameLine(); + if (ImGui::Button("Revert Ref")) + style = *ref; + ImGui::SameLine(); + HelpMarker( + "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " + "Use \"Export\" below to save them somewhere."); + + ImGui::Separator(); + + if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Sizes")) + { + ImGui::Text("Main"); + ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); + ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); + ImGui::Text("Borders"); + ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::Text("Rounding"); + ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); + ImGui::Text("Alignment"); + ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + int window_menu_button_position = style.WindowMenuButtonPosition + 1; + if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + style.WindowMenuButtonPosition = window_menu_button_position - 1; + ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); + ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); + ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); + ImGui::Text("Safe Area Padding"); + ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Colors")) + { + static int output_dest = 0; + static bool output_only_modified = true; + if (ImGui::Button("Export")) + { + if (output_dest == 0) + ImGui::LogToClipboard(); + else + ImGui::LogToTTY(); + ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const ImVec4& col = style.Colors[i]; + const char* name = ImGui::GetStyleColorName(i); + if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) + ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, + name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); + } + ImGui::LogFinish(); + } + ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); + + static ImGuiTextFilter filter; + filter.Draw("Filter colors", ImGui::GetFontSize() * 16); + + static ImGuiColorEditFlags alpha_flags = 0; + if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); + if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); + if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); + HelpMarker( + "In the color list:\n" + "Left-click on color square to open color picker,\n" + "Right-click to open edit options menu."); + + ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened); + ImGui::PushItemWidth(-160); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName(i); + if (!filter.PassFilter(name)) + continue; + ImGui::PushID(i); + ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); + if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) + { + // Tips: in a real user application, you may want to merge and use an icon font into the main font, + // so instead of "Save"/"Revert" you'd use icons! + // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; } + } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); + ImGui::TextUnformatted(name); + ImGui::PopID(); + } + ImGui::PopItemWidth(); + ImGui::EndChild(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Fonts")) + { + ImGuiIO& io = ImGui::GetIO(); + ImFontAtlas* atlas = io.Fonts; + HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); + ImGui::ShowFontAtlas(atlas); + + // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. + // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). + const float MIN_SCALE = 0.3f; + const float MAX_SCALE = 2.0f; + HelpMarker( + "Those are old settings provided for convenience.\n" + "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " + "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" + "Using those settings here will give you poor quality results."); + static float window_scale = 1.0f; + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window + ImGui::SetWindowFontScale(window_scale); + ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Rendering")) + { + ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); + ImGui::SameLine(); + HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); + + ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); + ImGui::SameLine(); + HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); + + ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); + if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; + + // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. + ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); + if (ImGui::IsItemActive()) + { + ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); + ImGui::BeginTooltip(); + ImGui::TextUnformatted("(R = radius, N = number of segments)"); + ImGui::Spacing(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + const float min_widget_width = ImGui::CalcTextSize("N: MMM\nR: MMM").x; + for (int n = 0; n < 8; n++) + { + const float RAD_MIN = 5.0f; + const float RAD_MAX = 70.0f; + const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); + + ImGui::BeginGroup(); + + ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); + + const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f); + const float offset_x = floorf(canvas_width * 0.5f); + const float offset_y = floorf(RAD_MAX); + + const ImVec2 p1 = ImGui::GetCursorScreenPos(); + draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + + /* + const ImVec2 p2 = ImGui::GetCursorScreenPos(); + draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + */ + + ImGui::EndGroup(); + ImGui::SameLine(); + } + ImGui::EndTooltip(); + } + ImGui::SameLine(); + HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically."); + + ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. + ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::PopItemWidth(); +} + +//----------------------------------------------------------------------------- +// [SECTION] User Guide / ShowUserGuide() +//----------------------------------------------------------------------------- + +void ImGui::ShowUserGuide() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::BulletText("Double-click on title bar to collapse window."); + ImGui::BulletText( + "Click and drag on lower corner to resize window\n" + "(double-click to auto fit window to its contents)."); + ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); + ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); + ImGui::BulletText("CTRL+Tab to select a window."); + if (io.FontAllowUserScaling) + ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); + ImGui::BulletText("While inputing text:\n"); + ImGui::Indent(); + ImGui::BulletText("CTRL+Left/Right to word jump."); + ImGui::BulletText("CTRL+A or double-click to select all."); + ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); + ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); + ImGui::BulletText("ESCAPE to revert."); + ImGui::Unindent(); + ImGui::BulletText("With keyboard navigation enabled:"); + ImGui::Indent(); + ImGui::BulletText("Arrow keys to navigate."); + ImGui::BulletText("Space to activate a widget."); + ImGui::BulletText("Return to input text into a widget."); + ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); + ImGui::BulletText("Alt to jump to the menu layer of a window."); + ImGui::Unindent(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +//----------------------------------------------------------------------------- +// - ShowExampleAppMainMenuBar() +// - ShowExampleMenuFile() +//----------------------------------------------------------------------------- + +// Demonstrate creating a "main" fullscreen menu bar and populating it. +// Note the difference between BeginMainMenuBar() and BeginMenuBar(): +// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!) +// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. +static void ShowExampleAppMainMenuBar() +{ + if (ImGui::BeginMainMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Undo", "CTRL+Z")) {} + if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item + ImGui::Separator(); + if (ImGui::MenuItem("Cut", "CTRL+X")) {} + if (ImGui::MenuItem("Copy", "CTRL+C")) {} + if (ImGui::MenuItem("Paste", "CTRL+V")) {} + ImGui::EndMenu(); + } + ImGui::EndMainMenuBar(); + } +} + +// Note that shortcuts are currently provided for display only +// (future version will add explicit flags to BeginMenu() to request processing shortcuts) +static void ShowExampleMenuFile() +{ + IMGUI_DEMO_MARKER("Examples/Menu"); + ImGui::MenuItem("(demo menu)", NULL, false, false); + if (ImGui::MenuItem("New")) {} + if (ImGui::MenuItem("Open", "Ctrl+O")) {} + if (ImGui::BeginMenu("Open Recent")) + { + ImGui::MenuItem("fish_hat.c"); + ImGui::MenuItem("fish_hat.inl"); + ImGui::MenuItem("fish_hat.h"); + if (ImGui::BeginMenu("More..")) + { + ImGui::MenuItem("Hello"); + ImGui::MenuItem("Sailor"); + if (ImGui::BeginMenu("Recurse..")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Save", "Ctrl+S")) {} + if (ImGui::MenuItem("Save As..")) {} + + ImGui::Separator(); + IMGUI_DEMO_MARKER("Examples/Menu/Options"); + if (ImGui::BeginMenu("Options")) + { + static bool enabled = true; + ImGui::MenuItem("Enabled", "", &enabled); + ImGui::BeginChild("child", ImVec2(0, 60), true); + for (int i = 0; i < 10; i++) + ImGui::Text("Scrolling Text %d", i); + ImGui::EndChild(); + static float f = 0.5f; + static int n = 0; + ImGui::SliderFloat("Value", &f, 0.0f, 1.0f); + ImGui::InputFloat("Input", &f, 0.1f); + ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0"); + ImGui::EndMenu(); + } + + IMGUI_DEMO_MARKER("Examples/Menu/Colors"); + if (ImGui::BeginMenu("Colors")) + { + float sz = ImGui::GetTextLineHeight(); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName((ImGuiCol)i); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i)); + ImGui::Dummy(ImVec2(sz, sz)); + ImGui::SameLine(); + ImGui::MenuItem(name); + } + ImGui::EndMenu(); + } + + // Here we demonstrate appending again to the "Options" menu (which we already created above) + // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. + // In a real code-base using it would make senses to use this feature from very different code locations. + if (ImGui::BeginMenu("Options")) // <-- Append! + { + IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu"); + static bool b = true; + ImGui::Checkbox("SomeOption", &b); + ImGui::EndMenu(); + } + + if (ImGui::BeginMenu("Disabled", false)) // Disabled + { + IM_ASSERT(0); + } + if (ImGui::MenuItem("Checked", NULL, true)) {} + if (ImGui::MenuItem("Quit", "Alt+F4")) {} +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple console window, with scrolling, filtering, completion and history. +// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions. +struct ExampleAppConsole +{ + char InputBuf[256]; + ImVector Items; + ImVector Commands; + ImVector History; + int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. + ImGuiTextFilter Filter; + bool AutoScroll; + bool ScrollToBottom; + + ExampleAppConsole() + { + IMGUI_DEMO_MARKER("Examples/Console"); + ClearLog(); + memset(InputBuf, 0, sizeof(InputBuf)); + HistoryPos = -1; + + // "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches. + Commands.push_back("HELP"); + Commands.push_back("HISTORY"); + Commands.push_back("CLEAR"); + Commands.push_back("CLASSIFY"); + AutoScroll = true; + ScrollToBottom = false; + AddLog("Welcome to Dear ImGui!"); + } + ~ExampleAppConsole() + { + ClearLog(); + for (int i = 0; i < History.Size; i++) + free(History[i]); + } + + // Portable helpers + static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } + static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } + static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } + static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } + + void ClearLog() + { + for (int i = 0; i < Items.Size; i++) + free(Items[i]); + Items.clear(); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + // FIXME-OPT + char buf[1024]; + va_list args; + va_start(args, fmt); + vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args); + buf[IM_ARRAYSIZE(buf)-1] = 0; + va_end(args); + Items.push_back(Strdup(buf)); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. + // So e.g. IsItemHovered() will return true when hovering the title bar. + // Here we create a context menu only available from the title bar. + if (ImGui::BeginPopupContextItem()) + { + if (ImGui::MenuItem("Close Console")) + *p_open = false; + ImGui::EndPopup(); + } + + ImGui::TextWrapped( + "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate " + "implementation may want to store entries along with extra data such as timestamp, emitter, etc."); + ImGui::TextWrapped("Enter 'HELP' for help."); + + // TODO: display items starting from the bottom + + if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Clear")) { ClearLog(); } + ImGui::SameLine(); + bool copy_to_clipboard = ImGui::SmallButton("Copy"); + //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } + + ImGui::Separator(); + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Options, Filter + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); + ImGui::Separator(); + + // Reserve enough left-over height for 1 separator + 1 input text + const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); + if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::Selectable("Clear")) ClearLog(); + ImGui::EndPopup(); + } + + // Display every line as a separate entry so we can change their color or add custom widgets. + // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); + // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping + // to only process visible items. The clipper will automatically measure the height of your first item and then + // "seek" to display only items in the visible area. + // To use the clipper we can replace your standard loop: + // for (int i = 0; i < Items.Size; i++) + // With: + // ImGuiListClipper clipper; + // clipper.Begin(Items.Size); + // while (clipper.Step()) + // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + // - That your items are evenly spaced (same height) + // - That you have cheap random access to your elements (you can access them given their index, + // without processing all the ones before) + // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. + // We would need random-access on the post-filtered list. + // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices + // or offsets of items that passed the filtering test, recomputing this array when user changes the filter, + // and appending newly elements as they are inserted. This is left as a task to the user until we can manage + // to improve this example code! + // If your items are of variable height: + // - Split them into same height items would be simpler and facilitate random-seeking into your list. + // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing + if (copy_to_clipboard) + ImGui::LogToClipboard(); + for (int i = 0; i < Items.Size; i++) + { + const char* item = Items[i]; + if (!Filter.PassFilter(item)) + continue; + + // Normally you would store more information in your item than just a string. + // (e.g. make Items[] an array of structure, store color/type etc.) + ImVec4 color; + bool has_color = false; + if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } + else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } + if (has_color) + ImGui::PushStyleColor(ImGuiCol_Text, color); + ImGui::TextUnformatted(item); + if (has_color) + ImGui::PopStyleColor(); + } + if (copy_to_clipboard) + ImGui::LogFinish(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) + ImGui::SetScrollHereY(1.0f); + ScrollToBottom = false; + + ImGui::PopStyleVar(); + } + ImGui::EndChild(); + ImGui::Separator(); + + // Command-line + bool reclaim_focus = false; + ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; + if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) + { + char* s = InputBuf; + Strtrim(s); + if (s[0]) + ExecCommand(s); + strcpy(s, ""); + reclaim_focus = true; + } + + // Auto-focus on window apparition + ImGui::SetItemDefaultFocus(); + if (reclaim_focus) + ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget + + ImGui::End(); + } + + void ExecCommand(const char* command_line) + { + AddLog("# %s\n", command_line); + + // Insert into history. First find match and delete it so it can be pushed to the back. + // This isn't trying to be smart or optimal. + HistoryPos = -1; + for (int i = History.Size - 1; i >= 0; i--) + if (Stricmp(History[i], command_line) == 0) + { + free(History[i]); + History.erase(History.begin() + i); + break; + } + History.push_back(Strdup(command_line)); + + // Process command + if (Stricmp(command_line, "CLEAR") == 0) + { + ClearLog(); + } + else if (Stricmp(command_line, "HELP") == 0) + { + AddLog("Commands:"); + for (int i = 0; i < Commands.Size; i++) + AddLog("- %s", Commands[i]); + } + else if (Stricmp(command_line, "HISTORY") == 0) + { + int first = History.Size - 10; + for (int i = first > 0 ? first : 0; i < History.Size; i++) + AddLog("%3d: %s\n", i, History[i]); + } + else + { + AddLog("Unknown command: '%s'\n", command_line); + } + + // On command input, we scroll to bottom even if AutoScroll==false + ScrollToBottom = true; + } + + // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks + static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) + { + ExampleAppConsole* console = (ExampleAppConsole*)data->UserData; + return console->TextEditCallback(data); + } + + int TextEditCallback(ImGuiInputTextCallbackData* data) + { + //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd); + switch (data->EventFlag) + { + case ImGuiInputTextFlags_CallbackCompletion: + { + // Example of TEXT COMPLETION + + // Locate beginning of current word + const char* word_end = data->Buf + data->CursorPos; + const char* word_start = word_end; + while (word_start > data->Buf) + { + const char c = word_start[-1]; + if (c == ' ' || c == '\t' || c == ',' || c == ';') + break; + word_start--; + } + + // Build a list of candidates + ImVector candidates; + for (int i = 0; i < Commands.Size; i++) + if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0) + candidates.push_back(Commands[i]); + + if (candidates.Size == 0) + { + // No match + AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start); + } + else if (candidates.Size == 1) + { + // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0]); + data->InsertChars(data->CursorPos, " "); + } + else + { + // Multiple matches. Complete as much as we can.. + // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. + int match_len = (int)(word_end - word_start); + for (;;) + { + int c = 0; + bool all_candidates_matches = true; + for (int i = 0; i < candidates.Size && all_candidates_matches; i++) + if (i == 0) + c = toupper(candidates[i][match_len]); + else if (c == 0 || c != toupper(candidates[i][match_len])) + all_candidates_matches = false; + if (!all_candidates_matches) + break; + match_len++; + } + + if (match_len > 0) + { + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); + } + + // List matches + AddLog("Possible matches:\n"); + for (int i = 0; i < candidates.Size; i++) + AddLog("- %s\n", candidates[i]); + } + + break; + } + case ImGuiInputTextFlags_CallbackHistory: + { + // Example of HISTORY + const int prev_history_pos = HistoryPos; + if (data->EventKey == ImGuiKey_UpArrow) + { + if (HistoryPos == -1) + HistoryPos = History.Size - 1; + else if (HistoryPos > 0) + HistoryPos--; + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + if (HistoryPos != -1) + if (++HistoryPos >= History.Size) + HistoryPos = -1; + } + + // A better implementation would preserve the data on the current input line along with cursor position. + if (prev_history_pos != HistoryPos) + { + const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : ""; + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, history_str); + } + } + } + return 0; + } +}; + +static void ShowExampleAppConsole(bool* p_open) +{ + static ExampleAppConsole console; + console.Draw("Example: Console", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +//----------------------------------------------------------------------------- + +// Usage: +// static ExampleAppLog my_log; +// my_log.AddLog("Hello %d world\n", 123); +// my_log.Draw("title"); +struct ExampleAppLog +{ + ImGuiTextBuffer Buf; + ImGuiTextFilter Filter; + ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls. + bool AutoScroll; // Keep scrolling if already at the bottom. + + ExampleAppLog() + { + AutoScroll = true; + Clear(); + } + + void Clear() + { + Buf.clear(); + LineOffsets.clear(); + LineOffsets.push_back(0); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + int old_size = Buf.size(); + va_list args; + va_start(args, fmt); + Buf.appendfv(fmt, args); + va_end(args); + for (int new_size = Buf.size(); old_size < new_size; old_size++) + if (Buf[old_size] == '\n') + LineOffsets.push_back(old_size + 1); + } + + void Draw(const char* title, bool* p_open = NULL) + { + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Main window + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + bool clear = ImGui::Button("Clear"); + ImGui::SameLine(); + bool copy = ImGui::Button("Copy"); + ImGui::SameLine(); + Filter.Draw("Filter", -100.0f); + + ImGui::Separator(); + + if (ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (clear) + Clear(); + if (copy) + ImGui::LogToClipboard(); + + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + const char* buf = Buf.begin(); + const char* buf_end = Buf.end(); + if (Filter.IsActive()) + { + // In this example we don't use the clipper when Filter is enabled. + // This is because we don't have random access to the result of our filter. + // A real application processing logs with ten of thousands of entries may want to store the result of + // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). + for (int line_no = 0; line_no < LineOffsets.Size; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + if (Filter.PassFilter(line_start, line_end)) + ImGui::TextUnformatted(line_start, line_end); + } + } + else + { + // The simplest and easy way to display the entire buffer: + // ImGui::TextUnformatted(buf_begin, buf_end); + // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward + // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are + // within the visible area. + // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them + // on your side is recommended. Using ImGuiListClipper requires + // - A) random access into your data + // - B) items all being the same height, + // both of which we can handle since we have an array pointing to the beginning of each line of text. + // When using the filter (in the block of code above) we don't have random access into the data to display + // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make + // it possible (and would be recommended if you want to search through tens of thousands of entries). + ImGuiListClipper clipper; + clipper.Begin(LineOffsets.Size); + while (clipper.Step()) + { + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + ImGui::TextUnformatted(line_start, line_end); + } + } + clipper.End(); + } + ImGui::PopStyleVar(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) + ImGui::SetScrollHereY(1.0f); + } + ImGui::EndChild(); + ImGui::End(); + } +}; + +// Demonstrate creating a simple log window with basic filtering. +static void ShowExampleAppLog(bool* p_open) +{ + static ExampleAppLog log; + + // For the demo: add a debug button _BEFORE_ the normal log window contents + // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. + // Most of the contents of the window will be added by the log.Draw() call. + ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); + ImGui::Begin("Example: Log", p_open); + IMGUI_DEMO_MARKER("Examples/Log"); + if (ImGui::SmallButton("[Debug] Add 5 entries")) + { + static int counter = 0; + const char* categories[3] = { "info", "warn", "error" }; + const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; + for (int n = 0; n < 5; n++) + { + const char* category = categories[counter % IM_ARRAYSIZE(categories)]; + const char* word = words[counter % IM_ARRAYSIZE(words)]; + log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", + ImGui::GetFrameCount(), category, ImGui::GetTime(), word); + counter++; + } + } + ImGui::End(); + + // Actually call in the regular Log helper (which will Begin() into the same window as we just did) + log.Draw("Example: Log", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +//----------------------------------------------------------------------------- + +// Demonstrate create a window with multiple child windows. +static void ShowExampleAppLayout(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); + if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar)) + { + IMGUI_DEMO_MARKER("Examples/Simple layout"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Close")) *p_open = false; + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Left + static int selected = 0; + { + ImGui::BeginChild("left pane", ImVec2(150, 0), true); + for (int i = 0; i < 100; i++) + { + // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav + char label[128]; + sprintf(label, "MyObject %d", i); + if (ImGui::Selectable(label, selected == i)) + selected = i; + } + ImGui::EndChild(); + } + ImGui::SameLine(); + + // Right + { + ImGui::BeginGroup(); + ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us + ImGui::Text("MyObject: %d", selected); + ImGui::Separator(); + if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Description")) + { + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Details")) + { + ImGui::Text("ID: 0123456789"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::EndChild(); + if (ImGui::Button("Revert")) {} + ImGui::SameLine(); + if (ImGui::Button("Save")) {} + ImGui::EndGroup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +//----------------------------------------------------------------------------- + +static void ShowPlaceholderObject(const char* prefix, int uid) +{ + // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID. + ImGui::PushID(uid); + + // Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the tree lines equal high. + ImGui::TableNextRow(); + ImGui::TableSetColumnIndex(0); + ImGui::AlignTextToFramePadding(); + bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid); + ImGui::TableSetColumnIndex(1); + ImGui::Text("my sailor is rich"); + + if (node_open) + { + static float placeholder_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f }; + for (int i = 0; i < 8; i++) + { + ImGui::PushID(i); // Use field index as identifier. + if (i < 2) + { + ShowPlaceholderObject("Child", 424242); + } + else + { + // Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well) + ImGui::TableNextRow(); + ImGui::TableSetColumnIndex(0); + ImGui::AlignTextToFramePadding(); + ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet; + ImGui::TreeNodeEx("Field", flags, "Field_%d", i); + + ImGui::TableSetColumnIndex(1); + ImGui::SetNextItemWidth(-FLT_MIN); + if (i >= 5) + ImGui::InputFloat("##value", &placeholder_members[i], 1.0f); + else + ImGui::DragFloat("##value", &placeholder_members[i], 0.01f); + ImGui::NextColumn(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + ImGui::PopID(); +} + +// Demonstrate create a simple property editor. +static void ShowExampleAppPropertyEditor(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Property editor", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Property Editor"); + + HelpMarker( + "This example shows how you may implement a property editor using two columns.\n" + "All objects/fields data are dummies here.\n" + "Remember that in many simple cases, you can use ImGui::SameLine(xxx) to position\n" + "your cursor horizontally instead of using the Columns() API."); + + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2)); + if (ImGui::BeginTable("split", 2, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_Resizable)) + { + // Iterate placeholder objects (all the same data) + for (int obj_i = 0; obj_i < 4; obj_i++) + { + ShowPlaceholderObject("Object", obj_i); + //ImGui::Separator(); + } + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +//----------------------------------------------------------------------------- + +// Demonstrate/test rendering huge amount of text, and the incidence of clipping. +static void ShowExampleAppLongText(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Long text display", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Long text display"); + + static int test_type = 0; + static ImGuiTextBuffer log; + static int lines = 0; + ImGui::Text("Printing unusually long amount of text."); + ImGui::Combo("Test type", &test_type, + "Single call to TextUnformatted()\0" + "Multiple calls to Text(), clipped\0" + "Multiple calls to Text(), not clipped (slow)\0"); + ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); + if (ImGui::Button("Clear")) { log.clear(); lines = 0; } + ImGui::SameLine(); + if (ImGui::Button("Add 1000 lines")) + { + for (int i = 0; i < 1000; i++) + log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i); + lines += 1000; + } + ImGui::BeginChild("Log"); + switch (test_type) + { + case 0: + // Single call to TextUnformatted() with a big buffer + ImGui::TextUnformatted(log.begin(), log.end()); + break; + case 1: + { + // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiListClipper clipper; + clipper.Begin(lines); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + case 2: + // Multiple calls to Text(), not clipped (slow) + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int i = 0; i < lines; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + ImGui::EndChild(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window which gets auto-resized according to its content. +static void ShowExampleAppAutoResize(bool* p_open) +{ + if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Auto-resizing window"); + + static int lines = 10; + ImGui::TextUnformatted( + "Window will resize every-frame to the size of its content.\n" + "Note that you probably don't want to query the window size to\n" + "output your content because that would create a feedback loop."); + ImGui::SliderInt("Number of lines", &lines, 1, 20); + for (int i = 0; i < lines; i++) + ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window with custom resize constraints. +// Note that size constraints currently don't work on a docked window (when in 'docking' branch) +static void ShowExampleAppConstrainedResize(bool* p_open) +{ + struct CustomConstraints + { + // Helper functions to demonstrate programmatic constraints + // FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier. + static void AspectRatio(ImGuiSizeCallbackData* data) { float aspect_ratio = *(float*)data->UserData; data->DesiredSize.x = IM_MAX(data->CurrentSize.x, data->CurrentSize.y); data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio); } + static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->CurrentSize.x, data->CurrentSize.y); } + static void Step(ImGuiSizeCallbackData* data) { float step = *(float*)data->UserData; data->DesiredSize = ImVec2((int)(data->CurrentSize.x / step + 0.5f) * step, (int)(data->CurrentSize.y / step + 0.5f) * step); } + }; + + const char* test_desc[] = + { + "Between 100x100 and 500x500", + "At least 100x100", + "Resize vertical only", + "Resize horizontal only", + "Width Between 400 and 500", + "Custom: Aspect Ratio 16:9", + "Custom: Always Square", + "Custom: Fixed Steps (100)", + }; + + // Options + static bool auto_resize = false; + static bool window_padding = true; + static int type = 5; // Aspect Ratio + static int display_lines = 10; + + // Submit constraint + float aspect_ratio = 16.0f / 9.0f; + float fixed_step = 100.0f; + if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500)); // Between 100x100 and 500x500 + if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 + if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only + if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only + if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width Between and 400 and 500 + if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio); // Aspect ratio + if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square + if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step); // Fixed Step + + // Submit window + if (!window_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + const ImGuiWindowFlags window_flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; + const bool window_open = ImGui::Begin("Example: Constrained Resize", p_open, window_flags); + if (!window_padding) + ImGui::PopStyleVar(); + if (window_open) + { + IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); + if (ImGui::GetIO().KeyShift) + { + // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture. + ImVec2 avail_size = ImGui::GetContentRegionAvail(); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size); + ImGui::SetCursorScreenPos(ImVec2(pos.x + 10, pos.y + 10)); + ImGui::Text("%.2f x %.2f", avail_size.x, avail_size.y); + } + else + { + ImGui::Text("(Hold SHIFT to display a dummy viewport)"); + if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); + if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); + if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); + ImGui::Checkbox("Auto-resize", &auto_resize); + ImGui::Checkbox("Window padding", &window_padding); + for (int i = 0; i < display_lines; i++) + ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple static window with no decoration +// + a context-menu to choose which corner of the screen to use. +static void ShowExampleAppSimpleOverlay(bool* p_open) +{ + static int location = 0; + ImGuiIO& io = ImGui::GetIO(); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; + if (location >= 0) + { + const float PAD = 10.0f; + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any! + ImVec2 work_size = viewport->WorkSize; + ImVec2 window_pos, window_pos_pivot; + window_pos.x = (location & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); + window_pos.y = (location & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); + window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f; + window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f; + ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); + window_flags |= ImGuiWindowFlags_NoMove; + } + else if (location == -2) + { + // Center window + ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + window_flags |= ImGuiWindowFlags_NoMove; + } + ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background + if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) + { + IMGUI_DEMO_MARKER("Examples/Simple Overlay"); + ImGui::Text("Simple overlay\n" "(right-click to change position)"); + ImGui::Separator(); + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse Position: "); + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::MenuItem("Custom", NULL, location == -1)) location = -1; + if (ImGui::MenuItem("Center", NULL, location == -2)) location = -2; + if (ImGui::MenuItem("Top-left", NULL, location == 0)) location = 0; + if (ImGui::MenuItem("Top-right", NULL, location == 1)) location = 1; + if (ImGui::MenuItem("Bottom-left", NULL, location == 2)) location = 2; + if (ImGui::MenuItem("Bottom-right", NULL, location == 3)) location = 3; + if (p_open && ImGui::MenuItem("Close")) *p_open = false; + ImGui::EndPopup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window covering the entire screen/viewport +static void ShowExampleAppFullscreen(bool* p_open) +{ + static bool use_work_area = true; + static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings; + + // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) + // Based on your use case you may want one of the other. + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos); + ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); + + if (ImGui::Begin("Example: Fullscreen window", p_open, flags)) + { + ImGui::Checkbox("Use work area instead of main area", &use_work_area); + ImGui::SameLine(); + HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); + + ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar); + ImGui::Unindent(); + + if (p_open && ImGui::Button("Close this window")) + *p_open = false; + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() +//----------------------------------------------------------------------------- + +// Demonstrate the use of "##" and "###" in identifiers to manipulate ID generation. +// This applies to all regular items as well. +// Read FAQ section "How can I have multiple widgets with the same label?" for details. +static void ShowExampleAppWindowTitles(bool*) +{ + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + const ImVec2 base_pos = viewport->Pos; + + // By default, Windows are uniquely identified by their title. + // You can use the "##" and "###" markers to manipulate the display/ID. + + // Using "##" to display same title but have unique identifier. + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##1"); + IMGUI_DEMO_MARKER("Examples/Manipulating window titles"); + ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); + ImGui::End(); + + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##2"); + ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); + ImGui::End(); + + // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" + char buf[128]; + sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver); + ImGui::Begin(buf); + ImGui::Text("This window has a changing title."); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +//----------------------------------------------------------------------------- + +// Demonstrate using the low-level ImDrawList to draw custom shapes. +static void ShowExampleAppCustomRendering(bool* p_open) +{ + if (!ImGui::Begin("Example: Custom rendering", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Custom Rendering"); + + // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of + // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your + // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not + // exposed outside (to avoid messing with your types) In this example we are not using the maths operators! + + if (ImGui::BeginTabBar("##TabBar")) + { + if (ImGui::BeginTabItem("Primitives")) + { + ImGui::PushItemWidth(-ImGui::GetFontSize() * 15); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + // Draw gradients + // (note that those are currently exacerbating our sRGB/Linear issues) + // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. + ImGui::Text("Gradients"); + ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight()); + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient1", gradient_size); + } + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient2", gradient_size); + } + + // Draw a bunch of primitives + ImGui::Text("All primitives"); + static float sz = 36.0f; + static float thickness = 3.0f; + static int ngon_sides = 6; + static bool circle_segments_override = false; + static int circle_segments_override_v = 12; + static bool curve_segments_override = false; + static int curve_segments_override_v = 8; + static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f"); + ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); + ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12); + ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40); + ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40); + ImGui::ColorEdit4("Color", &colf.x); + + const ImVec2 p = ImGui::GetCursorScreenPos(); + const ImU32 col = ImColor(colf); + const float spacing = 10.0f; + const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight; + const float rounding = sz / 5.0f; + const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; + const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; + float x = p.x + 4.0f; + float y = p.y + 4.0f; + for (int n = 0; n < 2; n++) + { + // First line uses a thickness of 1.0f, second line uses the configurable thickness + float th = (n == 0) ? 1.0f : thickness; + draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle + //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + + // Quadratic Bezier Curve (3 control points) + ImVec2 cp3[3] = { ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), ImVec2(x + sz, y + sz) }; + draw_list->AddBezierQuadratic(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing; + + // Cubic Bezier Curve (4 control points) + ImVec2 cp4[4] = { ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz) }; + draw_list->AddBezierCubic(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments); + + x = p.x + 4; + y += sz + spacing; + } + draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides); x += sz + spacing; // N-gon + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments); x += sz + spacing; // Circle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle + //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) + draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); + + ImGui::Dummy(ImVec2((sz + spacing) * 10.2f, (sz + spacing) * 3.0f)); + ImGui::PopItemWidth(); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Canvas")) + { + static ImVector points; + static ImVec2 scrolling(0.0f, 0.0f); + static bool opt_enable_grid = true; + static bool opt_enable_context_menu = true; + static bool adding_line = false; + + ImGui::Checkbox("Enable grid", &opt_enable_grid); + ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); + ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); + + // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. + // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. + // To use a child window instead we could use, e.g: + // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding + // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_NoMove); + // ImGui::PopStyleColor(); + // ImGui::PopStyleVar(); + // [...] + // ImGui::EndChild(); + + // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() + ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available + if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f; + if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f; + ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); + + // Draw border and background color + ImGuiIO& io = ImGui::GetIO(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)); + draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)); + + // This will catch our interactions + ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight); + const bool is_hovered = ImGui::IsItemHovered(); // Hovered + const bool is_active = ImGui::IsItemActive(); // Held + const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin + const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y); + + // Add first and second point + if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) + { + points.push_back(mouse_pos_in_canvas); + points.push_back(mouse_pos_in_canvas); + adding_line = true; + } + if (adding_line) + { + points.back() = mouse_pos_in_canvas; + if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) + adding_line = false; + } + + // Pan (we use a zero mouse threshold when there's no context menu) + // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. + const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f; + if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) + { + scrolling.x += io.MouseDelta.x; + scrolling.y += io.MouseDelta.y; + } + + // Context menu (under default mouse threshold) + ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); + if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f) + ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + if (ImGui::BeginPopup("context")) + { + if (adding_line) + points.resize(points.size() - 2); + adding_line = false; + if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); } + if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); } + ImGui::EndPopup(); + } + + // Draw grid + all lines in the canvas + draw_list->PushClipRect(canvas_p0, canvas_p1, true); + if (opt_enable_grid) + { + const float GRID_STEP = 64.0f; + for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40)); + for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); + } + for (int n = 0; n < points.Size; n += 2) + draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); + draw_list->PopClipRect(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("BG/FG draw lists")) + { + static bool draw_bg = true; + static bool draw_fg = true; + ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); + ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); + ImVec2 window_pos = ImGui::GetWindowPos(); + ImVec2 window_size = ImGui::GetWindowSize(); + ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); + if (draw_bg) + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4); + if (draw_fg) + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +//----------------------------------------------------------------------------- + +// Simplified structure to mimic a Document model +struct MyDocument +{ + const char* Name; // Document title + bool Open; // Set when open (we keep an array of all available documents to simplify demo code!) + bool OpenPrev; // Copy of Open from last update. + bool Dirty; // Set when the document has been modified + bool WantClose; // Set when the document + ImVec4 Color; // An arbitrary variable associated to the document + + MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) + { + Name = name; + Open = OpenPrev = open; + Dirty = false; + WantClose = false; + Color = color; + } + void DoOpen() { Open = true; } + void DoQueueClose() { WantClose = true; } + void DoForceClose() { Open = false; Dirty = false; } + void DoSave() { Dirty = false; } + + // Display placeholder contents for the Document + static void DisplayContents(MyDocument* doc) + { + ImGui::PushID(doc); + ImGui::Text("Document \"%s\"", doc->Name); + ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); + ImGui::PopStyleColor(); + if (ImGui::Button("Modify", ImVec2(100, 0))) + doc->Dirty = true; + ImGui::SameLine(); + if (ImGui::Button("Save", ImVec2(100, 0))) + doc->DoSave(); + ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. + ImGui::PopID(); + } + + // Display context menu for the Document + static void DisplayContextMenu(MyDocument* doc) + { + if (!ImGui::BeginPopupContextItem()) + return; + + char buf[256]; + sprintf(buf, "Save %s", doc->Name); + if (ImGui::MenuItem(buf, "CTRL+S", false, doc->Open)) + doc->DoSave(); + if (ImGui::MenuItem("Close", "CTRL+W", false, doc->Open)) + doc->DoQueueClose(); + ImGui::EndPopup(); + } +}; + +struct ExampleAppDocuments +{ + ImVector Documents; + + ExampleAppDocuments() + { + Documents.push_back(MyDocument("Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); + Documents.push_back(MyDocument("Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); + Documents.push_back(MyDocument("Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); + Documents.push_back(MyDocument("Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); + Documents.push_back(MyDocument("A Rather Long Title", false)); + Documents.push_back(MyDocument("Some Document", false)); + } +}; + +// [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. +// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, +// as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for +// the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has +// disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively +// give the impression of a flicker for one frame. +// We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. +// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. +static void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app) +{ + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open && doc->OpenPrev) + ImGui::SetTabItemClosed(doc->Name); + doc->OpenPrev = doc->Open; + } +} + +void ShowExampleAppDocuments(bool* p_open) +{ + static ExampleAppDocuments app; + + // Options + static bool opt_reorderable = true; + static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; + + bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); + if (!window_contents_visible) + { + ImGui::End(); + return; + } + + // Menu + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + int open_count = 0; + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + open_count += app.Documents[doc_n].Open ? 1 : 0; + + if (ImGui::BeginMenu("Open", open_count < app.Documents.Size)) + { + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + if (ImGui::MenuItem(doc->Name)) + doc->DoOpen(); + } + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + app.Documents[doc_n].DoQueueClose(); + if (ImGui::MenuItem("Exit", "Ctrl+F4") && p_open) + *p_open = false; + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // [Debug] List documents with one checkbox for each + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (doc_n > 0) + ImGui::SameLine(); + ImGui::PushID(doc); + if (ImGui::Checkbox(doc->Name, &doc->Open)) + if (!doc->Open) + doc->DoForceClose(); + ImGui::PopID(); + } + + ImGui::Separator(); + + // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags. + // They have multiple effects: + // - Display a dot next to the title. + // - Tab is selected when clicking the X close button. + // - Closure is not assumed (will wait for user to stop submitting the tab). + // Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + // We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty + // hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. + // The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. + + // Submit Tab Bar and Tabs + { + ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); + if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) + { + if (opt_reorderable) + NotifyOfDocumentsClosedElsewhere(app); + + // [DEBUG] Stress tests + //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. + //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. + + // Submit Tabs + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + continue; + + ImGuiTabItemFlags tab_flags = (doc->Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); + bool visible = ImGui::BeginTabItem(doc->Name, &doc->Open, tab_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc->Open && doc->Dirty) + { + doc->Open = true; + doc->DoQueueClose(); + } + + MyDocument::DisplayContextMenu(doc); + if (visible) + { + MyDocument::DisplayContents(doc); + ImGui::EndTabItem(); + } + } + + ImGui::EndTabBar(); + } + } + + // Update closing queue + static ImVector close_queue; + if (close_queue.empty()) + { + // Close queue is locked once we started a popup + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (doc->WantClose) + { + doc->WantClose = false; + close_queue.push_back(doc); + } + } + } + + // Display closing confirmation UI + if (!close_queue.empty()) + { + int close_queue_unsaved_documents = 0; + for (int n = 0; n < close_queue.Size; n++) + if (close_queue[n]->Dirty) + close_queue_unsaved_documents++; + + if (close_queue_unsaved_documents == 0) + { + // Close documents when all are unsaved + for (int n = 0; n < close_queue.Size; n++) + close_queue[n]->DoForceClose(); + close_queue.clear(); + } + else + { + if (!ImGui::IsPopupOpen("Save?")) + ImGui::OpenPopup("Save?"); + if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("Save change to the following items?"); + float item_height = ImGui::GetTextLineHeightWithSpacing(); + if (ImGui::BeginChildFrame(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height))) + { + for (int n = 0; n < close_queue.Size; n++) + if (close_queue[n]->Dirty) + ImGui::Text("%s", close_queue[n]->Name); + ImGui::EndChildFrame(); + } + + ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f); + if (ImGui::Button("Yes", button_size)) + { + for (int n = 0; n < close_queue.Size; n++) + { + if (close_queue[n]->Dirty) + close_queue[n]->DoSave(); + close_queue[n]->DoForceClose(); + } + close_queue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("No", button_size)) + { + for (int n = 0; n < close_queue.Size; n++) + close_queue[n]->DoForceClose(); + close_queue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("Cancel", button_size)) + { + close_queue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::EndPopup(); + } + } + } + + ImGui::End(); +} + +// End of Demo code +#else + +void ImGui::ShowAboutWindow(bool*) {} +void ImGui::ShowDemoWindow(bool*) {} +void ImGui::ShowUserGuide() {} +void ImGui::ShowStyleEditor(ImGuiStyle*) {} + +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/Dependencies/imgui/imgui_draw.cpp b/Dependencies/imgui/imgui_draw.cpp new file mode 100644 index 000000000..4aa5e8a9c --- /dev/null +++ b/Dependencies/imgui/imgui_draw.cpp @@ -0,0 +1,4167 @@ +// dear imgui, v1.89 +// (drawing and font code) + +/* + +Index of this file: + +// [SECTION] STB libraries implementation +// [SECTION] Style functions +// [SECTION] ImDrawList +// [SECTION] ImDrawListSplitter +// [SECTION] ImDrawData +// [SECTION] Helpers ShadeVertsXXX functions +// [SECTION] ImFontConfig +// [SECTION] ImFontAtlas +// [SECTION] ImFontAtlas glyph ranges helpers +// [SECTION] ImFontGlyphRangesBuilder +// [SECTION] ImFont +// [SECTION] ImGui Internal Render Helpers +// [SECTION] Decompression code +// [SECTION] Default font data (ProggyClean.ttf) + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui_internal.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "misc/freetype/imgui_freetype.h" +#endif + +#include // vsnprintf, sscanf, printf + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//------------------------------------------------------------------------- +// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack) +//------------------------------------------------------------------------- + +// Compile time options: +//#define IMGUI_STB_NAMESPACE ImStb +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE +{ +#endif + +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. +#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. +#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. +#endif + +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-function" +#pragma clang diagnostic ignored "-Wmissing-prototypes" +#pragma clang diagnostic ignored "-Wimplicit-fallthrough" +#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier +#endif + +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBRP_STATIC +#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) +#define STBRP_SORT ImQsort +#define STB_RECT_PACK_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else +#include "imstb_rectpack.h" +#endif +#endif + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) +#define STBTT_free(x,u) ((void)(u), IM_FREE(x)) +#define STBTT_assert(x) do { IM_ASSERT(x); } while(0) +#define STBTT_fmod(x,y) ImFmod(x,y) +#define STBTT_sqrt(x) ImSqrt(x) +#define STBTT_pow(x,y) ImPow(x,y) +#define STBTT_fabs(x) ImFabs(x) +#define STBTT_ifloor(x) ((int)ImFloorSigned(x)) +#define STBTT_iceil(x) ((int)ImCeil(x)) +#define STBTT_STATIC +#define STB_TRUETYPE_IMPLEMENTATION +#else +#define STBTT_DEF extern +#endif +#ifdef IMGUI_STB_TRUETYPE_FILENAME +#include IMGUI_STB_TRUETYPE_FILENAME +#else +#include "imstb_truetype.h" +#endif +#endif +#endif // IMGUI_ENABLE_STB_TRUETYPE + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#if defined(_MSC_VER) +#pragma warning (pop) +#endif + +#ifdef IMGUI_STB_NAMESPACE +} // namespace ImStb +using namespace IMGUI_STB_NAMESPACE; +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Style functions +//----------------------------------------------------------------------------- + +void ImGui::StyleColorsDark(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); +} + +void ImGui::StyleColorsClassic(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); + colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); + colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); + colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +// Those light colors are better suited with a thicker font than the default one + FrameBorder +void ImGui::StyleColorsLight(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); + colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList +//----------------------------------------------------------------------------- + +ImDrawListSharedData::ImDrawListSharedData() +{ + memset(this, 0, sizeof(*this)); + for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) + { + const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); + ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) +{ + if (CircleSegmentMaxError == max_error) + return; + + IM_ASSERT(max_error > 0.0f); + CircleSegmentMaxError = max_error; + for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) + { + const float radius = (float)i; + CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +// Initialize before use in a new frame. We always have a command ready in the buffer. +void ImDrawList::_ResetForNewFrame() +{ + // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. + IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0); + IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4)); + IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + + CmdBuffer.resize(0); + IdxBuffer.resize(0); + VtxBuffer.resize(0); + Flags = _Data->InitialFlags; + memset(&_CmdHeader, 0, sizeof(_CmdHeader)); + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.resize(0); + _TextureIdStack.resize(0); + _Path.resize(0); + _Splitter.Clear(); + CmdBuffer.push_back(ImDrawCmd()); + _FringeScale = 1.0f; +} + +void ImDrawList::_ClearFreeMemory() +{ + CmdBuffer.clear(); + IdxBuffer.clear(); + VtxBuffer.clear(); + Flags = ImDrawListFlags_None; + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.clear(); + _TextureIdStack.clear(); + _Path.clear(); + _Splitter.ClearFreeMemory(); +} + +ImDrawList* ImDrawList::CloneOutput() const +{ + ImDrawList* dst = IM_NEW(ImDrawList(_Data)); + dst->CmdBuffer = CmdBuffer; + dst->IdxBuffer = IdxBuffer; + dst->VtxBuffer = VtxBuffer; + dst->Flags = Flags; + return dst; +} + +void ImDrawList::AddDrawCmd() +{ + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() + draw_cmd.TextureId = _CmdHeader.TextureId; + draw_cmd.VtxOffset = _CmdHeader.VtxOffset; + draw_cmd.IdxOffset = IdxBuffer.Size; + + IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); + CmdBuffer.push_back(draw_cmd); +} + +// Pop trailing draw command (used before merging or presenting to user) +// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL +void ImDrawList::_PopUnusedDrawCmd() +{ + if (CmdBuffer.Size == 0) + return; + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL) + CmdBuffer.pop_back(); +} + +void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + IM_ASSERT(curr_cmd->UserCallback == NULL); + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + } + curr_cmd->UserCallback = callback; + curr_cmd->UserCallbackData = callback_data; + + AddDrawCmd(); // Force a new command after us (see comment below) +} + +// Compare ClipRect, TextureId and VtxOffset with a single memcmp() +#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) + +// Try to merge two last draw commands +void ImDrawList::_TryMergeDrawCmds() +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) + { + prev_cmd->ElemCount += curr_cmd->ElemCount; + CmdBuffer.pop_back(); + } +} + +// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. +// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. +void ImDrawList::_OnChangedClipRect() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + + curr_cmd->ClipRect = _CmdHeader.ClipRect; +} + +void ImDrawList::_OnChangedTextureID() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + + curr_cmd->TextureId = _CmdHeader.TextureId; +} + +void ImDrawList::_OnChangedVtxOffset() +{ + // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. + _VtxCurrentIdx = 0; + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + curr_cmd->VtxOffset = _CmdHeader.VtxOffset; +} + +int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const +{ + // Automatic segment count + const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy + if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + return _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); +} + +// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) +void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect) +{ + ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); + if (intersect_with_current_clip_rect) + { + ImVec4 current = _CmdHeader.ClipRect; + if (cr.x < current.x) cr.x = current.x; + if (cr.y < current.y) cr.y = current.y; + if (cr.z > current.z) cr.z = current.z; + if (cr.w > current.w) cr.w = current.w; + } + cr.z = ImMax(cr.x, cr.z); + cr.w = ImMax(cr.y, cr.w); + + _ClipRectStack.push_back(cr); + _CmdHeader.ClipRect = cr; + _OnChangedClipRect(); +} + +void ImDrawList::PushClipRectFullScreen() +{ + PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); +} + +void ImDrawList::PopClipRect() +{ + _ClipRectStack.pop_back(); + _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; + _OnChangedClipRect(); +} + +void ImDrawList::PushTextureID(ImTextureID texture_id) +{ + _TextureIdStack.push_back(texture_id); + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); +} + +void ImDrawList::PopTextureID() +{ + _TextureIdStack.pop_back(); + _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; + _OnChangedTextureID(); +} + +// Reserve space for a number of vertices and indices. +// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or +// submit the intermediate results. PrimUnreserve() can be used to release unused allocations. +void ImDrawList::PrimReserve(int idx_count, int vtx_count) +{ + // Large mesh support (when enabled) + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) + { + // FIXME: In theory we should be testing that vtx_count <64k here. + // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us + // to not make that check until we rework the text functions to handle clipping and large horizontal lines better. + _CmdHeader.VtxOffset = VtxBuffer.Size; + _OnChangedVtxOffset(); + } + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount += idx_count; + + int vtx_buffer_old_size = VtxBuffer.Size; + VtxBuffer.resize(vtx_buffer_old_size + vtx_count); + _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size; + + int idx_buffer_old_size = IdxBuffer.Size; + IdxBuffer.resize(idx_buffer_old_size + idx_count); + _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; +} + +// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). +void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) +{ + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount -= idx_count; + VtxBuffer.shrink(VtxBuffer.Size - vtx_count); + IdxBuffer.shrink(IdxBuffer.Size - idx_count); +} + +// Fully unrolled with inline call to keep our debug builds decently fast. +void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +{ + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. +// - Those macros expects l-values and need to be used as their own statement. +// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0 +#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0 + +// TODO: Thickness anti-aliased lines cap are missing their AA fringe. +// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) +{ + if (points_count < 2) + return; + + const bool closed = (flags & ImDrawFlags_Closed) != 0; + const ImVec2 opaque_uv = _Data->TexUvWhitePixel; + const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw + const bool thick_line = (thickness > _FringeScale); + + if (Flags & ImDrawListFlags_AntiAliasedLines) + { + // Anti-aliased stroke + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + + // Thicknesses <1.0 should behave like thickness 1.0 + thickness = ImMax(thickness, 1.0f); + const int integer_thickness = (int)thickness; + const float fractional_thickness = thickness - integer_thickness; + + // Do we want to draw this line using a texture? + // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. + // - If AA_SIZE is not 1.0f we cannot use the texture path. + const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); + + // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off + IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); + + const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); + const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); + PrimReserve(idx_count, vtx_count); + + // Temporary buffer + // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point + _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5)); + ImVec2* temp_normals = _Data->TempBuffer.Data; + ImVec2* temp_points = temp_normals + points_count; + + // Calculate normals (tangents) for each line segment + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + float dx = points[i2].x - points[i1].x; + float dy = points[i2].y - points[i1].y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i1].x = dy; + temp_normals[i1].y = -dx; + } + if (!closed) + temp_normals[points_count - 1] = temp_normals[points_count - 2]; + + // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point + if (use_texture || !thick_line) + { + // [PATH 1] Texture-based lines (thick or non-thick) + // [PATH 2] Non texture-based lines (non-thick) + + // The width of the geometry we need to draw - this is essentially pixels for the line itself, plus "one pixel" for AA. + // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture + // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code. + // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to + // allow scaling geometry while preserving one-screen-pixel AA fringe). + const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + temp_points[0] = points[0] + temp_normals[0] * half_draw_size; + temp_points[1] = points[0] - temp_normals[0] * half_draw_size; + temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size; + temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size; + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment + const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area + dm_y *= half_draw_size; + + // Add temporary vertexes for the outer edges + ImVec2* out_vtx = &temp_points[i2 * 2]; + out_vtx[0].x = points[i2].x + dm_x; + out_vtx[0].y = points[i2].y + dm_y; + out_vtx[1].x = points[i2].x - dm_x; + out_vtx[1].y = points[i2].y - dm_y; + + if (use_texture) + { + // Add indices for two triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri + _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri + _IdxWritePtr += 6; + } + else + { + // Add indexes for four triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1 + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2 + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1 + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2 + _IdxWritePtr += 12; + } + + idx1 = idx2; + } + + // Add vertexes for each point on the line + if (use_texture) + { + // If we're using textures we only need to emit the left/right edge vertices + ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; + /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false! + { + const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; + tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() + tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; + tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; + tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; + }*/ + ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); + ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge + _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge + _VtxWritePtr += 2; + } + } + else + { + // If we're not using a texture, we need the center vertex as well + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line + _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge + _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge + _VtxWritePtr += 3; + } + } + } + else + { + // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point + const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + const int points_last = points_count - 1; + temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); + temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); + temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment + const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); + float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); + float dm_in_x = dm_x * half_inner_thickness; + float dm_in_y = dm_y * half_inner_thickness; + + // Add temporary vertices + ImVec2* out_vtx = &temp_points[i2 * 4]; + out_vtx[0].x = points[i2].x + dm_out_x; + out_vtx[0].y = points[i2].y + dm_out_y; + out_vtx[1].x = points[i2].x + dm_in_x; + out_vtx[1].y = points[i2].y + dm_in_y; + out_vtx[2].x = points[i2].x - dm_in_x; + out_vtx[2].y = points[i2].y - dm_in_y; + out_vtx[3].x = points[i2].x - dm_out_x; + out_vtx[3].y = points[i2].y - dm_out_y; + + // Add indexes + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3); + _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2); + _IdxWritePtr += 18; + + idx1 = idx2; + } + + // Add vertices + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans; + _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans; + _VtxWritePtr += 4; + } + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // [PATH 4] Non texture-based, Non anti-aliased lines + const int idx_count = count * 6; + const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges + PrimReserve(idx_count, vtx_count); + + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + const ImVec2& p1 = points[i1]; + const ImVec2& p2 = points[i2]; + + float dx = p2.x - p1.x; + float dy = p2.y - p1.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + dx *= (thickness * 0.5f); + dy *= (thickness * 0.5f); + + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2); + _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3); + _IdxWritePtr += 6; + _VtxCurrentIdx += 4; + } + } +} + +// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. +void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2)*3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2)*3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + // Calculate arc auto segment step size + if (a_step <= 0) + a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius); + + // Make sure we never do steps larger than one quarter of the circle + a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); + + const int sample_range = ImAbs(a_max_sample - a_min_sample); + const int a_next_step = a_step; + + int samples = sample_range + 1; + bool extra_max_sample = false; + if (a_step > 1) + { + samples = sample_range / a_step + 1; + const int overstep = sample_range % a_step; + + if (overstep > 0) + { + extra_max_sample = true; + samples++; + + // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, + // distribute first step range evenly between them by reducing first step size. + if (sample_range > 0) + a_step -= (a_step - overstep) / 2; + } + } + + _Path.resize(_Path.Size + samples); + ImVec2* out_ptr = _Path.Data + (_Path.Size - samples); + + int sample_index = a_min_sample; + if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + { + sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + } + + if (a_max_sample >= a_min_sample) + { + for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + else + { + for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + + if (extra_max_sample) + { + int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (normalized_max_sample < 0) + normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + + IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr); +} + +void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + // Note that we are adding a point at both a_min and a_max. + // If you are trying to draw a full closed circle you don't want the overlapping points! + _Path.reserve(_Path.Size + (num_segments + 1)); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); + } +} + +// 0: East, 3: South, 6: West, 9: North, 12: East +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); +} + +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + if (num_segments > 0) + { + _PathArcToN(center, radius, a_min, a_max, num_segments); + return; + } + + // Automatic segment count + if (radius <= _Data->ArcFastRadiusCutoff) + { + const bool a_is_reverse = a_max < a_min; + + // We are going to use precomputed values for mid samples. + // Determine first and last sample in lookup table that belong to the arc. + const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); + const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); + + const int a_min_sample = a_is_reverse ? (int)ImFloorSigned(a_min_sample_f) : (int)ImCeil(a_min_sample_f); + const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloorSigned(a_max_sample_f); + const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); + + const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f; + const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f; + + _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); + if (a_emit_start) + _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)); + if (a_mid_samples > 0) + _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0); + if (a_emit_end) + _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)); + } + else + { + const float arc_length = ImAbs(a_max - a_min); + const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); + const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); + _PathArcToN(center, radius, a_min, a_max, arc_segment_count); + } +} + +ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) +{ + float u = 1.0f - t; + float w1 = u * u * u; + float w2 = 3 * u * u * t; + float w3 = 3 * u * t * t; + float w4 = t * t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y); +} + +ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t) +{ + float u = 1.0f - t; + float w1 = u * u; + float w2 = 2 * u * t; + float w3 = t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y); +} + +// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp +static void PathBezierCubicCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = (x2 - x4) * dy - (y2 - y4) * dx; + float d3 = (x3 - x4) * dy - (y3 - y4) * dx; + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x4, y4)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; + float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; + PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +static void PathBezierQuadraticCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level) +{ + float dx = x3 - x1, dy = y3 - y1; + float det = (x2 - x3) * dy - (y2 - y3) * dx; + if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x3, y3)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1); + PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1); + } +} + +void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step)); + } +} + +void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); + PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step)); + } +} + +IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); +static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) +{ +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Obsoleted in 1.82 (from February 2021) + // Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) + // ~0 --> ImDrawFlags_RoundCornersAll or 0 + if (flags == ~0) + return ImDrawFlags_RoundCornersAll; + + // Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations) + // 0x01 --> ImDrawFlags_RoundCornersTopLeft (VALUE 0x01 OVERLAPS ImDrawFlags_Closed but ImDrawFlags_Closed is never valid in this path!) + // 0x02 --> ImDrawFlags_RoundCornersTopRight + // 0x03 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight + // 0x04 --> ImDrawFlags_RoundCornersBotLeft + // 0x05 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBotLeft + // ... + // 0x0F --> ImDrawFlags_RoundCornersAll or 0 + // (See all values in ImDrawCornerFlags_) + if (flags >= 0x01 && flags <= 0x0F) + return (flags << 4); + + // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' +#endif + + // If this triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. + // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc... + IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); + + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags |= ImDrawFlags_RoundCornersAll; + + return flags; +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) +{ + flags = FixRectCornerFlags(flags); + rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f); + + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PathLineTo(a); + PathLineTo(ImVec2(b.x, a.y)); + PathLineTo(b); + PathLineTo(ImVec2(a.x, b.y)); + } + else + { + const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; + const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; + const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f; + const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; + PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); + PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); + PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); + PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6); + } +} + +void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + PathLineTo(p1 + ImVec2(0.5f, 0.5f)); + PathLineTo(p2 + ImVec2(0.5f, 0.5f)); + PathStroke(col, 0, thickness); +} + +// p_min = upper-left, p_max = lower-right +// Note we don't render 1 pixels sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (Flags & ImDrawListFlags_AntiAliasedLines) + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags); + else + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PrimReserve(6, 4); + PrimRect(p_min, p_max, col); + } + else + { + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + } +} + +// p_min = upper-left, p_max = lower-right +void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +{ + if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + PrimReserve(6, 4); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); + PrimWriteVtx(p_min, uv, col_upr_left); + PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); + PrimWriteVtx(p_max, uv, col_bot_right); + PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); +} + +void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathFillConvex(col); +} + +void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathFillConvex(col); +} + +void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + } + + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + } + + PathFillConvex(col); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Cubic Bezier takes 4 controls points +void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierCubicCurveTo(p2, p3, p4, num_segments); + PathStroke(col, 0, thickness); +} + +// Quadratic Bezier takes 3 controls points +void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierQuadraticCurveTo(p2, p3, num_segments); + PathStroke(col, 0, thickness); +} + +void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (text_end == NULL) + text_end = text_begin + strlen(text_begin); + if (text_begin == text_end) + return; + + // Pull default font/size from the shared ImDrawListSharedData instance + if (font == NULL) + font = _Data->Font; + if (font_size == 0.0f) + font_size = _Data->FontSize; + + IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. + + ImVec4 clip_rect = _CmdHeader.ClipRect; + if (cpu_fine_clip_rect) + { + clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); + clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y); + clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); + clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); + } + font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); +} + +void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) +{ + AddText(NULL, 0.0f, pos, col, text_begin, text_end); +} + +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimRectUV(p_min, p_max, uv_min, uv_max, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + flags = FixRectCornerFlags(flags); + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); + return; + } + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + int vert_start_idx = VtxBuffer.Size; + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + int vert_end_idx = VtxBuffer.Size; + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); + + if (push_texture_id) + PopTextureID(); +} + + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawListSplitter +//----------------------------------------------------------------------------- +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. +//----------------------------------------------------------------------------- + +void ImDrawListSplitter::ClearFreeMemory() +{ + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); +} + +void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) +{ + IM_UNUSED(draw_list); + IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + { + _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable + _Channels.resize(channels_count); + } + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); + } + } +} + +void ImDrawListSplitter::Merge(ImDrawList* draw_list) +{ + // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + draw_list->_PopUnusedDrawCmd(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + ch._CmdBuffer.pop_back(); + + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) + { + // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. + // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. + ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; + if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += next_cmd->ElemCount; + idx_offset += next_cmd->ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. + } + } + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) + { + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + + // Ensure there's always a non-callback draw command trailing the command-buffer + if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL) + draw_list->AddDrawCmd(); + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); + + _Count = 1; +} + +void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) +{ + IM_ASSERT(idx >= 0 && idx < _Count); + if (_Current == idx) + return; + + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd == NULL) + draw_list->AddDrawCmd(); + else if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawData +//----------------------------------------------------------------------------- + +// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! +void ImDrawData::DeIndexAllBuffers() +{ + ImVector new_vtx_buffer; + TotalVtxCount = TotalIdxCount = 0; + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + if (cmd_list->IdxBuffer.empty()) + continue; + new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); + for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) + new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; + cmd_list->VtxBuffer.swap(new_vtx_buffer); + cmd_list->IdxBuffer.resize(0); + TotalVtxCount += cmd_list->VtxBuffer.Size; + } +} + +// Helper to scale the ClipRect field of each ImDrawCmd. +// Use if your final output buffer is at a different scale than draw_data->DisplaySize, +// or if there is a difference between your window resolution and framebuffer resolution. +void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) +{ + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i]; + cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers ShadeVertsXXX functions +//----------------------------------------------------------------------------- + +// Generic linear color gradient, write to RGB fields, leave A untouched. +void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) +{ + ImVec2 gradient_extent = gradient_p1 - gradient_p0; + float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF; + const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF; + const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF; + const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r; + const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g; + const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b; + for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) + { + float d = ImDot(vert->pos - gradient_p0, gradient_extent); + float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); + int r = (int)(col0_r + col_delta_r * t); + int g = (int)(col0_g + col_delta_g * t); + int b = (int)(col0_b + col_delta_b * t); + vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); + } +} + +// Distribute UV over (a, b) rectangle +void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp) +{ + const ImVec2 size = b - a; + const ImVec2 uv_size = uv_b - uv_a; + const ImVec2 scale = ImVec2( + size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, + size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); + + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + if (clamp) + { + const ImVec2 min = ImMin(uv_a, uv_b); + const ImVec2 max = ImMax(uv_a, uv_b); + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); + } + else + { + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontConfig +//----------------------------------------------------------------------------- + +ImFontConfig::ImFontConfig() +{ + memset(this, 0, sizeof(*this)); + FontDataOwnedByAtlas = true; + OversampleH = 3; // FIXME: 2 may be a better default? + OversampleV = 1; + GlyphMaxAdvanceX = FLT_MAX; + RasterizerMultiply = 1.0f; + EllipsisChar = (ImWchar)-1; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas +//----------------------------------------------------------------------------- + +// A work of art lies ahead! (. = white layer, X = black layer, others are blank) +// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. +// (This is used when io.MouseDrawCursor = true) +const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing. +const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; +static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = +{ + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX " + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" + "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " + " X..X - - X...X - X...X - X..X X..X - - X........X - " + " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " + "------------- - X - X -X.....................X- ------------------- " + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " +}; + +static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = +{ + // Pos ........ Size ......... Offset ...... + { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow + { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll + { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS + { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW + { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW + { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE + { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand + { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed +}; + +ImFontAtlas::ImFontAtlas() +{ + memset(this, 0, sizeof(*this)); + TexGlyphPadding = 1; + PackIdMouseCursors = PackIdLines = -1; +} + +ImFontAtlas::~ImFontAtlas() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Clear(); +} + +void ImFontAtlas::ClearInputData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + for (int i = 0; i < ConfigData.Size; i++) + if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas) + { + IM_FREE(ConfigData[i].FontData); + ConfigData[i].FontData = NULL; + } + + // When clearing this we lose access to the font name and other information used to build the font. + for (int i = 0; i < Fonts.Size; i++) + if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size) + { + Fonts[i]->ConfigData = NULL; + Fonts[i]->ConfigDataCount = 0; + } + ConfigData.clear(); + CustomRects.clear(); + PackIdMouseCursors = PackIdLines = -1; + // Important: we leave TexReady untouched +} + +void ImFontAtlas::ClearTexData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + if (TexPixelsAlpha8) + IM_FREE(TexPixelsAlpha8); + if (TexPixelsRGBA32) + IM_FREE(TexPixelsRGBA32); + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; + TexPixelsUseColors = false; + // Important: we leave TexReady untouched +} + +void ImFontAtlas::ClearFonts() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Fonts.clear_delete(); + TexReady = false; +} + +void ImFontAtlas::Clear() +{ + ClearInputData(); + ClearTexData(); + ClearFonts(); +} + +void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Build atlas on demand + if (TexPixelsAlpha8 == NULL) + Build(); + + *out_pixels = TexPixelsAlpha8; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; +} + +void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Convert to RGBA32 format on demand + // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp + if (!TexPixelsRGBA32) + { + unsigned char* pixels = NULL; + GetTexDataAsAlpha8(&pixels, NULL, NULL); + if (pixels) + { + TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); + const unsigned char* src = pixels; + unsigned int* dst = TexPixelsRGBA32; + for (int n = TexWidth * TexHeight; n > 0; n--) + *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); + } + } + + *out_pixels = (unsigned char*)TexPixelsRGBA32; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; +} + +ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); + IM_ASSERT(font_cfg->SizePixels > 0.0f); + + // Create new font + if (!font_cfg->MergeMode) + Fonts.push_back(IM_NEW(ImFont)); + else + IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. + + ConfigData.push_back(*font_cfg); + ImFontConfig& new_font_cfg = ConfigData.back(); + if (new_font_cfg.DstFont == NULL) + new_font_cfg.DstFont = Fonts.back(); + if (!new_font_cfg.FontDataOwnedByAtlas) + { + new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); + new_font_cfg.FontDataOwnedByAtlas = true; + memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); + } + + if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1) + new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; + + // Invalidate texture + TexReady = false; + ClearTexData(); + return new_font_cfg.DstFont; +} + +// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) +static unsigned int stb_decompress_length(const unsigned char* input); +static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); +static const char* GetDefaultCompressedFontDataTTFBase85(); +static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } +static void Decode85(const unsigned char* src, unsigned char* dst) +{ + while (*src) + { + unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4])))); + dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. + src += 5; + dst += 4; + } +} + +// Load embedded ProggyClean.ttf at size 13, disable oversampling +ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) +{ + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (!font_cfg_template) + { + font_cfg.OversampleH = font_cfg.OversampleV = 1; + font_cfg.PixelSnapH = true; + } + if (font_cfg.SizePixels <= 0.0f) + font_cfg.SizePixels = 13.0f * 1.0f; + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + font_cfg.EllipsisChar = (ImWchar)0x0085; + font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units + + const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); + const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); + ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges); + return font; +} + +ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + size_t data_size = 0; + void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); + if (!data) + { + IM_ASSERT_USER_ERROR(0, "Could not load font file!"); + return NULL; + } + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (font_cfg.Name[0] == '\0') + { + // Store a short copy of filename into into the font name for convenience + const char* p; + for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); + } + return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); +} + +// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). +ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontData = ttf_data; + font_cfg.FontDataSize = ttf_size; + font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; + if (glyph_ranges) + font_cfg.GlyphRanges = glyph_ranges; + return AddFont(&font_cfg); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); + unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size); + stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); + + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontDataOwnedByAtlas = true; + return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) +{ + int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); + Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); + ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); + IM_FREE(compressed_ttf); + return font; +} + +int ImFontAtlas::AddCustomRectRegular(int width, int height) +{ + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) +{ +#ifdef IMGUI_USE_WCHAR32 + IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); +#endif + IM_ASSERT(font != NULL); + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + r.GlyphID = id; + r.GlyphAdvanceX = advance_x; + r.GlyphOffset = offset; + r.Font = font; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const +{ + IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates + IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed + *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); + *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); +} + +bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) +{ + if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) + return false; + if (Flags & ImFontAtlasFlags_NoMouseCursors) + return false; + + IM_ASSERT(PackIdMouseCursors != -1); + ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); + ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; + *out_size = size; + *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; + out_uv_border[0] = (pos) * TexUvScale; + out_uv_border[1] = (pos + size) * TexUvScale; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + out_uv_fill[0] = (pos) * TexUvScale; + out_uv_fill[1] = (pos + size) * TexUvScale; + return true; +} + +bool ImFontAtlas::Build() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + + // Default font is none are specified + if (ConfigData.Size == 0) + AddFontDefault(); + + // Select builder + // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which + // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are + // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere + // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. + const ImFontBuilderIO* builder_io = FontBuilderIO; + if (builder_io == NULL) + { +#ifdef IMGUI_ENABLE_FREETYPE + builder_io = ImGuiFreeType::GetBuilderForFreeType(); +#elif defined(IMGUI_ENABLE_STB_TRUETYPE) + builder_io = ImFontAtlasGetBuilderForStbTruetype(); +#else + IM_ASSERT(0); // Invalid Build function +#endif + } + + // Build + return builder_io->FontBuilder_Build(this); +} + +void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) +{ + for (unsigned int i = 0; i < 256; i++) + { + unsigned int value = (unsigned int)(i * in_brighten_factor); + out_table[i] = value > 255 ? 255 : (value & 0xFF); + } +} + +void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) +{ + IM_ASSERT_PARANOID(w <= stride); + unsigned char* data = pixels + x + y * stride; + for (int j = h; j > 0; j--, data += stride - w) + for (int i = w; i > 0; i--, data++) + *data = table[*data]; +} + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) +// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) +struct ImFontBuildSrcData +{ + stbtt_fontinfo FontInfo; + stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) + stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. + stbtt_packedchar* PackedChars; // Output glyphs + const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) + int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] + int GlyphsHighest; // Highest requested codepoint + int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) + ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet) +}; + +// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) +struct ImFontBuildDstData +{ + int SrcCount; // Number of source fonts targeting this destination font. + int GlyphsHighest; + int GlyphsCount; + ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. +}; + +static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out) +{ + IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); + const ImU32* it_begin = in->Storage.begin(); + const ImU32* it_end = in->Storage.end(); + for (const ImU32* it = it_begin; it < it_end; it++) + if (ImU32 entries_32 = *it) + for (ImU32 bit_n = 0; bit_n < 32; bit_n++) + if (entries_32 & ((ImU32)1 << bit_n)) + out->push_back((int)(((it - it_begin) << 5) + bit_n)); +} + +static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) +{ + IM_ASSERT(atlas->ConfigData.Size > 0); + + ImFontAtlasBuildInit(atlas); + + // Clear atlas + atlas->TexID = (ImTextureID)NULL; + atlas->TexWidth = atlas->TexHeight = 0; + atlas->TexUvScale = ImVec2(0.0f, 0.0f); + atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); + atlas->ClearTexData(); + + // Temporary storage for building + ImVector src_tmp_array; + ImVector dst_tmp_array; + src_tmp_array.resize(atlas->ConfigData.Size); + dst_tmp_array.resize(atlas->Fonts.Size); + memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); + + // 1. Initialize font loading structure, check font data validity + for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); + + // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + src_tmp.DstIndex = -1; + for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) + if (cfg.DstFont == atlas->Fonts[output_i]) + src_tmp.DstIndex = output_i; + if (src_tmp.DstIndex == -1) + { + IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? + return false; + } + // Initialize helper structure for font loading and verify that the TTF/OTF data is correct + const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); + IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); + if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) + return false; + + // Measure highest codepoints + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); + dst_tmp.SrcCount++; + dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); + } + + // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. + int total_glyphs_count = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); + + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + { + if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) + continue; + if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? + continue; + + // Add to avail set/counters + src_tmp.GlyphsCount++; + dst_tmp.GlyphsCount++; + src_tmp.GlyphsSet.SetBit(codepoint); + dst_tmp.GlyphsSet.SetBit(codepoint); + total_glyphs_count++; + } + } + + // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); + UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); + src_tmp.GlyphsSet.Clear(); + IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); + } + for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) + dst_tmp_array[dst_i].GlyphsSet.Clear(); + dst_tmp_array.clear(); + + // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) + // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) + ImVector buf_rects; + ImVector buf_packedchars; + buf_rects.resize(total_glyphs_count); + buf_packedchars.resize(total_glyphs_count); + memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); + memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); + + // 4. Gather glyphs sizes so we can pack them in our virtual canvas. + int total_surface = 0; + int buf_rects_out_n = 0; + int buf_packedchars_out_n = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + src_tmp.Rects = &buf_rects[buf_rects_out_n]; + src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; + buf_rects_out_n += src_tmp.GlyphsCount; + buf_packedchars_out_n += src_tmp.GlyphsCount; + + // Convert our ranges in the format stb_truetype wants + ImFontConfig& cfg = atlas->ConfigData[src_i]; + src_tmp.PackRange.font_size = cfg.SizePixels; + src_tmp.PackRange.first_unicode_codepoint_in_range = 0; + src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; + src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; + src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; + src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; + src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; + + // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) + const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels); + const int padding = atlas->TexGlyphPadding; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) + { + int x0, y0, x1, y1; + const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); + IM_ASSERT(glyph_index_in_font != 0); + stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); + src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1); + src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1); + total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; + } + } + + // We need a width for the skyline algorithm, any width! + // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. + const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; + atlas->TexHeight = 0; + if (atlas->TexDesiredWidth > 0) + atlas->TexWidth = atlas->TexDesiredWidth; + else + atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; + + // 5. Start packing + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + const int TEX_HEIGHT_MAX = 1024 * 32; + stbtt_pack_context spc = {}; + stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL); + ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); + + // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); + + // Extend texture height and mark missing glyphs as non-packed so we won't render them. + // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + if (src_tmp.Rects[glyph_i].was_packed) + atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + } + + // 7. Allocate texture + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); + memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); + spc.pixels = atlas->TexPixelsAlpha8; + spc.height = atlas->TexHeight; + + // 8. Render/rasterize font characters into the texture + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); + + // Apply multiply operator + if (cfg.RasterizerMultiply != 1.0f) + { + unsigned char multiply_table[256]; + ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); + stbrp_rect* r = &src_tmp.Rects[0]; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) + if (r->was_packed) + ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); + } + src_tmp.Rects = NULL; + } + + // End packing + stbtt_PackEnd(&spc); + buf_rects.clear(); + + // 9. Setup ImFont and glyphs for runtime + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + // When merging fonts with MergeMode=true: + // - We can have multiple input fonts writing into a same destination font. + // - dst_font->ConfigData is != from cfg which is our source configuration. + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFont* dst_font = cfg.DstFont; + + const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + + const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); + const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); + ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); + const float font_off_x = cfg.GlyphOffset.x; + const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); + + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + { + // Register glyph + const int codepoint = src_tmp.GlyphsList[glyph_i]; + const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; + stbtt_aligned_quad q; + float unused_x = 0.0f, unused_y = 0.0f; + stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); + dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance); + } + } + + // Cleanup + src_tmp_array.clear_destruct(); + + ImFontAtlasBuildFinish(atlas); + return true; +} + +const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() +{ + static ImFontBuilderIO io; + io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; + return &io; +} + +#endif // IMGUI_ENABLE_STB_TRUETYPE + +void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) +{ + if (!font_config->MergeMode) + { + font->ClearOutputData(); + font->FontSize = font_config->SizePixels; + font->ConfigData = font_config; + font->ConfigDataCount = 0; + font->ContainerAtlas = atlas; + font->Ascent = ascent; + font->Descent = descent; + } + font->ConfigDataCount++; +} + +void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) +{ + stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; + IM_ASSERT(pack_context != NULL); + + ImVector& user_rects = atlas->CustomRects; + IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. + + ImVector pack_rects; + pack_rects.resize(user_rects.Size); + memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); + for (int i = 0; i < user_rects.Size; i++) + { + pack_rects[i].w = user_rects[i].Width; + pack_rects[i].h = user_rects[i].Height; + } + stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); + for (int i = 0; i < pack_rects.Size; i++) + if (pack_rects[i].was_packed) + { + user_rects[i].X = (unsigned short)pack_rects[i].x; + user_rects[i].Y = (unsigned short)pack_rects[i].y; + IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height); + atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); + } +} + +void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; +} + +void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; +} + +static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) +{ + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); + IM_ASSERT(r->IsPacked()); + + const int w = atlas->TexWidth; + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + { + // Render/copy pixels + IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); + const int x_for_white = r->X; + const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + if (atlas->TexPixelsAlpha8 != NULL) + { + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + } + else + { + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); + } + } + else + { + // Render 4 white pixels + IM_ASSERT(r->Width == 2 && r->Height == 2); + const int offset = (int)r->X + (int)r->Y * w; + if (atlas->TexPixelsAlpha8 != NULL) + { + atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + } + else + { + atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; + } + } + atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); +} + +static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) +{ + if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) + return; + + // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); + IM_ASSERT(r->IsPacked()); + for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row + { + // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle + unsigned int y = n; + unsigned int line_width = n; + unsigned int pad_left = (r->Width - line_width) / 2; + unsigned int pad_right = r->Width - (pad_left + line_width); + + // Write each slice + IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels + if (atlas->TexPixelsAlpha8 != NULL) + { + unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (unsigned int i = 0; i < pad_left; i++) + *(write_ptr + i) = 0x00; + + for (unsigned int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = 0xFF; + + for (unsigned int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = 0x00; + } + else + { + unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (unsigned int i = 0; i < pad_left; i++) + *(write_ptr + i) = IM_COL32(255, 255, 255, 0); + + for (unsigned int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = IM_COL32_WHITE; + + for (unsigned int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); + } + + // Calculate UVs for this line + ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale; + float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts + atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); + } +} + +// Note: this is called / shared by both the stb_truetype and the FreeType builder +void ImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + // Register texture region for mouse cursors or standard white pixels + if (atlas->PackIdMouseCursors < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + else + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); + } + + // Register texture region for thick lines + // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row + if (atlas->PackIdLines < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) + atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + } +} + +// This is called/shared by both the stb_truetype and the FreeType builder. +void ImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + // Render into our custom data blocks + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); + ImFontAtlasBuildRenderDefaultTexData(atlas); + ImFontAtlasBuildRenderLinesTexData(atlas); + + // Register custom rectangle glyphs + for (int i = 0; i < atlas->CustomRects.Size; i++) + { + const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; + if (r->Font == NULL || r->GlyphID == 0) + continue; + + // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH + IM_ASSERT(r->Font->ContainerAtlas == atlas); + ImVec2 uv0, uv1; + atlas->CalcCustomRectUV(r, &uv0, &uv1); + r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); + } + + // Build all fonts lookup tables + for (int i = 0; i < atlas->Fonts.Size; i++) + if (atlas->Fonts[i]->DirtyLookupTables) + atlas->Fonts[i]->BuildLookupTable(); + + atlas->TexReady = true; +} + +// Retrieve list of range (2 int per range, values are inclusive) +const ImWchar* ImFontAtlas::GetGlyphRangesDefault() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesGreek() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0370, 0x03FF, // Greek and Coptic + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesKorean() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3131, 0x3163, // Korean alphabets + 0xAC00, 0xD7A3, // Korean characters + 0xFFFD, 0xFFFD, // Invalid + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD, // Invalid + 0x4e00, 0x9FAF, // CJK Ideograms + 0, + }; + return &ranges[0]; +} + +static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges) +{ + for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) + { + out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]); + base_codepoint += accumulative_offsets[n]; + } + out_ranges[0] = 0; +} + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas glyph ranges helpers +//------------------------------------------------------------------------- + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() +{ + // Store 2500 regularly used characters for Simplified Chinese. + // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 + // This table covers 97.97% of all characters used during the month in July, 1987. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, + 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, + 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, + 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, + 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, + 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, + 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, + 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, + 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, + 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, + 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, + 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, + 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, + 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, + 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, + 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, + 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, + 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, + 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, + 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, + 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, + 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, + 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, + 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, + 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, + 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, + 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, + 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, + 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, + 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, + 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, + 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, + 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, + 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, + 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, + 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, + 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, + 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, + 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, + 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() +{ + // 2999 ideograms code points for Japanese + // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points + // - 863 Jinmeiyo (meaning "for personal name") Kanji code points + // - Sourced from the character information database of the Information-technology Promotion Agency, Japan + // - https://mojikiban.ipa.go.jp/mji/ + // - Available under the terms of the Creative Commons Attribution-ShareAlike 2.1 Japan (CC BY-SA 2.1 JP). + // - https://creativecommons.org/licenses/by-sa/2.1/jp/deed.en + // - https://creativecommons.org/licenses/by-sa/2.1/jp/legalcode + // - You can generate this code by the script at: + // - https://github.com/vaiorabbit/everyday_use_kanji + // - References: + // - List of Joyo Kanji + // - (Official list by the Agency for Cultural Affairs) https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kakuki/14/tosin02/index.html + // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji + // - List of Jinmeiyo Kanji + // - (Official list by the Ministry of Justice) http://www.moj.go.jp/MINJI/minji86.html + // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji + // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1, + 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3, + 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8, + 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5, + 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1, + 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30, + 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3, + 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4, + 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14, + 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1, + 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1, + 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1, + 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1, + 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2, + 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7, + 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5, + 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1, + 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7, + 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2, + 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5, + 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6, + 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2, + 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16, + 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11, + 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18, + 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9, + 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3, + 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6, + 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1, + 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8, + 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1, + 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10, + 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5, + 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2, + 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5, + 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1, + 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5, + 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4, + 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7, + 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5, + 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13, + 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21, + 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1, + 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38, + 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4, + 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4, + 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1, + 3,2,1,1,1,1,2,1,1, + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement + 0x2DE0, 0x2DFF, // Cyrillic Extended-A + 0xA640, 0xA69F, // Cyrillic Extended-B + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesThai() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x2010, 0x205E, // Punctuations + 0x0E00, 0x0E7F, // Thai + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, + }; + return &ranges[0]; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontGlyphRangesBuilder +//----------------------------------------------------------------------------- + +void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) +{ + while (text_end ? (text < text_end) : *text) + { + unsigned int c = 0; + int c_len = ImTextCharFromUtf8(&c, text, text_end); + text += c_len; + if (c_len == 0) + break; + AddChar((ImWchar)c); + } +} + +void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) +{ + for (; ranges[0]; ranges += 2) + for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 + AddChar((ImWchar)c); +} + +void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) +{ + const int max_codepoint = IM_UNICODE_CODEPOINT_MAX; + for (int n = 0; n <= max_codepoint; n++) + if (GetBit(n)) + { + out_ranges->push_back((ImWchar)n); + while (n < max_codepoint && GetBit(n + 1)) + n++; + out_ranges->push_back((ImWchar)n); + } + out_ranges->push_back(0); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFont +//----------------------------------------------------------------------------- + +ImFont::ImFont() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + FallbackChar = (ImWchar)-1; + EllipsisChar = (ImWchar)-1; + DotChar = (ImWchar)-1; + FallbackGlyph = NULL; + ContainerAtlas = NULL; + ConfigData = NULL; + ConfigDataCount = 0; + DirtyLookupTables = false; + Scale = 1.0f; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); +} + +ImFont::~ImFont() +{ + ClearOutputData(); +} + +void ImFont::ClearOutputData() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + Glyphs.clear(); + IndexAdvanceX.clear(); + IndexLookup.clear(); + FallbackGlyph = NULL; + ContainerAtlas = NULL; + DirtyLookupTables = true; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; +} + +static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) +{ + for (int n = 0; n < candidate_chars_count; n++) + if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) + return candidate_chars[n]; + return (ImWchar)-1; +} + +void ImFont::BuildLookupTable() +{ + int max_codepoint = 0; + for (int i = 0; i != Glyphs.Size; i++) + max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); + + // Build lookup table + IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved + IndexAdvanceX.clear(); + IndexLookup.clear(); + DirtyLookupTables = false; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); + GrowIndex(max_codepoint + 1); + for (int i = 0; i < Glyphs.Size; i++) + { + int codepoint = (int)Glyphs[i].Codepoint; + IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; + IndexLookup[codepoint] = (ImWchar)i; + + // Mark 4K page as used + const int page_n = codepoint / 4096; + Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); + } + + // Create a glyph to handle TAB + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) + if (FindGlyph((ImWchar)' ')) + { + if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& tab_glyph = Glyphs.back(); + tab_glyph = *FindGlyph((ImWchar)' '); + tab_glyph.Codepoint = '\t'; + tab_glyph.AdvanceX *= IM_TABSIZE; + IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; + IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); + } + + // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) + SetGlyphVisible((ImWchar)' ', false); + SetGlyphVisible((ImWchar)'\t', false); + + // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; + const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; + if (EllipsisChar == (ImWchar)-1) + EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); + if (DotChar == (ImWchar)-1) + DotChar = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); + + // Setup fallback character + const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackGlyph = &Glyphs.back(); + FallbackChar = (ImWchar)FallbackGlyph->Codepoint; + } + } + + FallbackAdvanceX = FallbackGlyph->AdvanceX; + for (int i = 0; i < max_codepoint + 1; i++) + if (IndexAdvanceX[i] < 0.0f) + IndexAdvanceX[i] = FallbackAdvanceX; +} + +// API is designed this way to avoid exposing the 4K page size +// e.g. use with IsGlyphRangeUnused(0, 255) +bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) +{ + unsigned int page_begin = (c_begin / 4096); + unsigned int page_last = (c_last / 4096); + for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) + if ((page_n >> 3) < sizeof(Used4kPagesMap)) + if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) + return false; + return true; +} + +void ImFont::SetGlyphVisible(ImWchar c, bool visible) +{ + if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) + glyph->Visible = visible ? 1 : 0; +} + +void ImFont::GrowIndex(int new_size) +{ + IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); + if (new_size <= IndexLookup.Size) + return; + IndexAdvanceX.resize(new_size, -1.0f); + IndexLookup.resize(new_size, (ImWchar)-1); +} + +// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. +// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). +// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font. +void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) +{ + if (cfg != NULL) + { + // Clamp & recenter if needed + const float advance_x_original = advance_x; + advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); + if (advance_x != advance_x_original) + { + float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; + x0 += char_off_x; + x1 += char_off_x; + } + + // Snap to pixel + if (cfg->PixelSnapH) + advance_x = IM_ROUND(advance_x); + + // Bake spacing + advance_x += cfg->GlyphExtraSpacing.x; + } + + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& glyph = Glyphs.back(); + glyph.Codepoint = (unsigned int)codepoint; + glyph.Visible = (x0 != x1) && (y0 != y1); + glyph.Colored = false; + glyph.X0 = x0; + glyph.Y0 = y0; + glyph.X1 = x1; + glyph.Y1 = y1; + glyph.U0 = u0; + glyph.V0 = v0; + glyph.U1 = u1; + glyph.V1 = v1; + glyph.AdvanceX = advance_x; + + // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) + // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. + float pad = ContainerAtlas->TexGlyphPadding + 0.99f; + DirtyLookupTables = true; + MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); +} + +void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) +{ + IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. + unsigned int index_size = (unsigned int)IndexLookup.Size; + + if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists + return; + if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op + return; + + GrowIndex(dst + 1); + IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; + IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; +} + +const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const +{ + if (c >= (size_t)IndexLookup.Size) + return FallbackGlyph; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return FallbackGlyph; + return &Glyphs.Data[i]; +} + +const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const +{ + if (c >= (size_t)IndexLookup.Size) + return NULL; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return NULL; + return &Glyphs.Data[i]; +} + +// Wrapping skips upcoming blanks +static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end) +{ + while (text < text_end && ImCharIsBlankA(*text)) + text++; + if (*text == '\n') + text++; + return text; +} + +// Simple word-wrapping for English, not full-featured. Please submit failing cases! +// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end. +// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) +const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const +{ + // For references, possible wrap point marked with ^ + // "aaa bbb, ccc,ddd. eee fff. ggg!" + // ^ ^ ^ ^ ^__ ^ ^ + + // List of hardcoded separators: .,;!?'" + + // Skip extra blanks after a line returns (that includes not counting them in width computation) + // e.g. "Hello world" --> "Hello" "World" + + // Cut words that cannot possibly fit within one line. + // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" + float line_width = 0.0f; + float word_width = 0.0f; + float blank_width = 0.0f; + wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters + + const char* word_end = text; + const char* prev_word_end = NULL; + bool inside_word = true; + + const char* s = text; + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + const char* next_s; + if (c < 0x80) + next_s = s + 1; + else + next_s = s + ImTextCharFromUtf8(&c, s, text_end); + if (c == 0) + break; + + if (c < 32) + { + if (c == '\n') + { + line_width = word_width = blank_width = 0.0f; + inside_word = true; + s = next_s; + continue; + } + if (c == '\r') + { + s = next_s; + continue; + } + } + + const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX); + if (ImCharIsBlankW(c)) + { + if (inside_word) + { + line_width += blank_width; + blank_width = 0.0f; + word_end = s; + } + blank_width += char_width; + inside_word = false; + } + else + { + word_width += char_width; + if (inside_word) + { + word_end = next_s; + } + else + { + prev_word_end = word_end; + line_width += word_width + blank_width; + word_width = blank_width = 0.0f; + } + + // Allow wrapping after punctuation. + inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"'); + } + + // We ignore blank width at the end of the line (they can be skipped) + if (line_width + word_width > wrap_width) + { + // Words that cannot possibly fit within an entire line will be cut anywhere. + if (word_width < wrap_width) + s = prev_word_end ? prev_word_end : word_end; + break; + } + + s = next_s; + } + + // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol). + if (s == text && text < text_end) + return s + 1; + return s; +} + +ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. + + const float line_height = size; + const float scale = size / FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + const char* s = text_begin; + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); + + if (s >= word_wrap_eol) + { + if (text_size.x < line_width) + text_size.x = line_width; + text_size.y += line_height; + line_width = 0.0f; + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + const char* prev_s = s; + unsigned int c = (unsigned int)*s; + if (c < 0x80) + { + s += 1; + } + else + { + s += ImTextCharFromUtf8(&c, s, text_end); + if (c == 0) // Malformed UTF-8? + break; + } + + if (c < 32) + { + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + continue; + } + if (c == '\r') + continue; + } + + const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale; + if (line_width + char_width >= max_width) + { + s = prev_s; + break; + } + + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (line_width > 0 || text_size.y == 0.0f) + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const +{ + const ImFontGlyph* glyph = FindGlyph(c); + if (!glyph || !glyph->Visible) + return; + if (glyph->Colored) + col |= ~IM_COL32_A_MASK; + float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + float x = IM_FLOOR(pos.x); + float y = IM_FLOOR(pos.y); + draw_list->PrimReserve(6, 4); + draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. + + // Align to be pixel perfect + float x = IM_FLOOR(pos.x); + float y = IM_FLOOR(pos.y); + if (y > clip_rect.w) + return; + + const float start_x = x; + const float scale = size / FontSize; + const float line_height = FontSize * scale; + const bool word_wrap_enabled = (wrap_width > 0.0f); + + // Fast-forward to first visible line + const char* s = text_begin; + if (y + line_height < clip_rect.y) + while (y + line_height < clip_rect.y && s < text_end) + { + const char* line_end = (const char*)memchr(s, '\n', text_end - s); + if (word_wrap_enabled) + { + // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA(). + // If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both. + // However it is still better than nothing performing the fast-forward! + s = CalcWordWrapPositionA(scale, s, line_end, wrap_width); + s = CalcWordWrapNextLineStartA(s, text_end); + } + else + { + s = line_end ? line_end + 1 : text_end; + } + y += line_height; + } + + // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() + // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) + if (text_end - s > 10000 && !word_wrap_enabled) + { + const char* s_end = s; + float y_end = y; + while (y_end < clip_rect.w && s_end < text_end) + { + s_end = (const char*)memchr(s_end, '\n', text_end - s_end); + s_end = s_end ? s_end + 1 : text_end; + y_end += line_height; + } + text_end = s_end; + } + if (s == text_end) + return; + + // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) + const int vtx_count_max = (int)(text_end - s) * 4; + const int idx_count_max = (int)(text_end - s) * 6; + const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; + draw_list->PrimReserve(idx_count_max, vtx_count_max); + + ImDrawVert* vtx_write = draw_list->_VtxWritePtr; + ImDrawIdx* idx_write = draw_list->_IdxWritePtr; + unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx; + + const ImU32 col_untinted = col | ~IM_COL32_A_MASK; + const char* word_wrap_eol = NULL; + + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x)); + + if (s >= word_wrap_eol) + { + x = start_x; + y += line_height; + word_wrap_eol = NULL; + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks + continue; + } + } + + // Decode and advance source + unsigned int c = (unsigned int)*s; + if (c < 0x80) + { + s += 1; + } + else + { + s += ImTextCharFromUtf8(&c, s, text_end); + if (c == 0) // Malformed UTF-8? + break; + } + + if (c < 32) + { + if (c == '\n') + { + x = start_x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + continue; + } + if (c == '\r') + continue; + } + + const ImFontGlyph* glyph = FindGlyph((ImWchar)c); + if (glyph == NULL) + continue; + + float char_width = glyph->AdvanceX * scale; + if (glyph->Visible) + { + // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + if (x1 <= clip_rect.z && x2 >= clip_rect.x) + { + // Render a character + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip) + { + if (x1 < clip_rect.x) + { + u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); + x1 = clip_rect.x; + } + if (y1 < clip_rect.y) + { + v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); + y1 = clip_rect.y; + } + if (x2 > clip_rect.z) + { + u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); + x2 = clip_rect.z; + } + if (y2 > clip_rect.w) + { + v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); + y2 = clip_rect.w; + } + if (y1 >= y2) + { + x += char_width; + continue; + } + } + + // Support for untinted glyphs + ImU32 glyph_col = glyph->Colored ? col_untinted : col; + + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: + { + idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2); + idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3); + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + vtx_write += 4; + vtx_current_idx += 4; + idx_write += 6; + } + } + } + x += char_width; + } + + // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. + draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() + draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); + draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); + draw_list->_VtxWritePtr = vtx_write; + draw_list->_IdxWritePtr = idx_write; + draw_list->_VtxCurrentIdx = vtx_current_idx; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGui Internal Render Helpers +//----------------------------------------------------------------------------- +// Vaguely redesigned to stop accessing ImGui global state: +// - RenderArrow() +// - RenderBullet() +// - RenderCheckMark() +// - RenderArrowPointingAt() +// - RenderRectFilledRangeH() +// - RenderRectFilledWithHole() +//----------------------------------------------------------------------------- +// Function in need of a redesign (legacy mess) +// - RenderColorRectWithAlphaCheckerboard() +//----------------------------------------------------------------------------- + +// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state +void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) +{ + const float h = draw_list->_Data->FontSize * 1.00f; + float r = h * 0.40f * scale; + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); + + ImVec2 a, b, c; + switch (dir) + { + case ImGuiDir_Up: + case ImGuiDir_Down: + if (dir == ImGuiDir_Up) r = -r; + a = ImVec2(+0.000f, +0.750f) * r; + b = ImVec2(-0.866f, -0.750f) * r; + c = ImVec2(+0.866f, -0.750f) * r; + break; + case ImGuiDir_Left: + case ImGuiDir_Right: + if (dir == ImGuiDir_Left) r = -r; + a = ImVec2(+0.750f, +0.000f) * r; + b = ImVec2(-0.750f, +0.866f) * r; + c = ImVec2(-0.750f, -0.866f) * r; + break; + case ImGuiDir_None: + case ImGuiDir_COUNT: + IM_ASSERT(0); + break; + } + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); +} + +void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) +{ + draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); +} + +void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz) +{ + float thickness = ImMax(sz / 5.0f, 1.0f); + sz -= thickness * 0.5f; + pos += ImVec2(thickness * 0.25f, thickness * 0.25f); + + float third = sz / 3.0f; + float bx = pos.x + third; + float by = pos.y + sz - third * 0.5f; + draw_list->PathLineTo(ImVec2(bx - third, by - third)); + draw_list->PathLineTo(ImVec2(bx, by)); + draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); + draw_list->PathStroke(col, 0, thickness); +} + +// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. +void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) +{ + switch (direction) + { + case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings + } +} + +static inline float ImAcos01(float x) +{ + if (x <= 0.0f) return IM_PI * 0.5f; + if (x >= 1.0f) return 0.0f; + return ImAcos(x); + //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. +} + +// FIXME: Cleanup and move code to ImDrawList. +void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) +{ + if (x_end_norm == x_start_norm) + return; + if (x_start_norm > x_end_norm) + ImSwap(x_start_norm, x_end_norm); + + ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); + ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); + if (rounding == 0.0f) + { + draw_list->AddRectFilled(p0, p1, col, 0.0f); + return; + } + + rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); + const float inv_rounding = 1.0f / rounding; + const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); + const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); + const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. + const float x0 = ImMax(p0.x, rect.Min.x + rounding); + if (arc0_b == arc0_e) + { + draw_list->PathLineTo(ImVec2(x0, p1.y)); + draw_list->PathLineTo(ImVec2(x0, p0.y)); + } + else if (arc0_b == 0.0f && arc0_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL + draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR + } + else + { + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR + } + if (p1.x > rect.Min.x + rounding) + { + const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); + const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); + const float x1 = ImMin(p1.x, rect.Max.x - rounding); + if (arc1_b == arc1_e) + { + draw_list->PathLineTo(ImVec2(x1, p0.y)); + draw_list->PathLineTo(ImVec2(x1, p1.y)); + } + else if (arc1_b == 0.0f && arc1_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR + draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR + } + else + { + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR + } + } + draw_list->PathFillConvex(col); +} + +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding) +{ + const bool fill_L = (inner.Min.x > outer.Min.x); + const bool fill_R = (inner.Max.x < outer.Max.x); + const bool fill_U = (inner.Min.y > outer.Min.y); + const bool fill_D = (inner.Max.y < outer.Max.y); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); +} + +// Helper for ColorPicker4() +// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. +// FIXME: uses ImGui::GetColorU32 +void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags) +{ + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags = ImDrawFlags_RoundCornersDefault_; + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); + draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags); + + int yi = 0; + for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) + { + float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); + if (y2 <= y1) + continue; + for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) + { + float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); + if (x2 <= x1) + continue; + ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; + if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; } + + // Combine flags + cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags); + draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags); + } + } + } + else + { + draw_list->AddRectFilled(p_min, p_max, col, rounding, flags); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Decompression code +//----------------------------------------------------------------------------- +// Compressed with stb_compress() then converted to a C array and encoded as base85. +// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file. +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h +//----------------------------------------------------------------------------- + +static unsigned int stb_decompress_length(const unsigned char *input) +{ + return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; +} + +static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; +static const unsigned char *stb__barrier_in_b; +static unsigned char *stb__dout; +static void stb__match(const unsigned char *data, unsigned int length) +{ + // INVERSE of memmove... write each byte before copying the next... + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } + while (length--) *stb__dout++ = *data++; +} + +static void stb__lit(const unsigned char *data, unsigned int length) +{ + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } + memcpy(stb__dout, data, length); + stb__dout += length; +} + +#define stb__in2(x) ((i[x] << 8) + i[(x)+1]) +#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) +#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) + +static const unsigned char *stb_decompress_token(const unsigned char *i) +{ + if (*i >= 0x20) { // use fewer if's for cases that expand small + if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; + else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3; + else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); + } else { // more ifs for cases that expand large, since overhead is amortized + if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4; + else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5; + else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); + else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); + else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5; + else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6; + } + return i; +} + +static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) +{ + const unsigned long ADLER_MOD = 65521; + unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; + unsigned long blocklen = buflen % 5552; + + unsigned long i; + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { + s1 += buffer[0], s2 += s1; + s1 += buffer[1], s2 += s1; + s1 += buffer[2], s2 += s1; + s1 += buffer[3], s2 += s1; + s1 += buffer[4], s2 += s1; + s1 += buffer[5], s2 += s1; + s1 += buffer[6], s2 += s1; + s1 += buffer[7], s2 += s1; + + buffer += 8; + } + + for (; i < blocklen; ++i) + s1 += *buffer++, s2 += s1; + + s1 %= ADLER_MOD, s2 %= ADLER_MOD; + buflen -= blocklen; + blocklen = 5552; + } + return (unsigned int)(s2 << 16) + (unsigned int)s1; +} + +static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) +{ + if (stb__in4(0) != 0x57bC0000) return 0; + if (stb__in4(4) != 0) return 0; // error! stream is > 4GB + const unsigned int olen = stb_decompress_length(i); + stb__barrier_in_b = i; + stb__barrier_out_e = output + olen; + stb__barrier_out_b = output; + i += 16; + + stb__dout = output; + for (;;) { + const unsigned char *old_i = i; + i = stb_decompress_token(i); + if (i == old_i) { + if (*i == 0x05 && i[1] == 0xfa) { + IM_ASSERT(stb__dout == output + olen); + if (stb__dout != output + olen) return 0; + if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2)) + return 0; + return olen; + } else { + IM_ASSERT(0); /* NOTREACHED */ + return 0; + } + } + IM_ASSERT(stb__dout <= output + olen); + if (stb__dout > output + olen) + return 0; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Default font data (ProggyClean.ttf) +//----------------------------------------------------------------------------- +// ProggyClean.ttf +// Copyright (c) 2004, 2005 Tristan Grimmer +// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip) +// Download and more information at http://upperbounds.net +//----------------------------------------------------------------------------- +// File: 'ProggyClean.ttf' (41208 bytes) +// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding). +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +//----------------------------------------------------------------------------- +static const char proggy_clean_ttf_compressed_data_base85[11980 + 1] = + "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/" + 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+++ b/Dependencies/imgui/imgui_internal.h @@ -0,0 +1,3185 @@ +// dear imgui, v1.89 +// (internal structures/api) + +// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! +// Set: +// #define IMGUI_DEFINE_MATH_OPERATORS +// To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators) + +/* + +Index of this file: + +// [SECTION] Header mess +// [SECTION] Forward declarations +// [SECTION] Context pointer +// [SECTION] STB libraries includes +// [SECTION] Macros +// [SECTION] Generic helpers +// [SECTION] ImDrawList support +// [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Inputs support +// [SECTION] Clipper support +// [SECTION] Navigation support +// [SECTION] Columns support +// [SECTION] Multi-select support +// [SECTION] Docking support +// [SECTION] Viewport support +// [SECTION] Settings support +// [SECTION] Metrics, Debug tools +// [SECTION] Generic context hooks +// [SECTION] ImGuiContext (main imgui context) +// [SECTION] ImGuiWindowTempData, ImGuiWindow +// [SECTION] Tab bar, Tab item support +// [SECTION] Table support +// [SECTION] ImGui internal API +// [SECTION] ImFontAtlas internal API +// [SECTION] Test Engine specific hooks (imgui_test_engine) + +*/ + +#pragma once +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#ifndef IMGUI_VERSION +#include "imgui.h" +#endif + +#include // FILE*, sscanf +#include // NULL, malloc, free, qsort, atoi, atof +#include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf +#include // INT_MIN, INT_MAX + +// Enable SSE intrinsics if available +#if (defined __SSE__ || defined __x86_64__ || defined _M_X64) && !defined(IMGUI_DISABLE_SSE) +#define IMGUI_ENABLE_SSE +#include +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloorSigned() +#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h +#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h +#pragma clang diagnostic ignored "-Wold-style-cast" +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#pragma clang diagnostic ignored "-Wdouble-promotion" +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn' +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +// Legacy defines +#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#endif + +// Enable stb_truetype by default unless FreeType is enabled. +// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together. +#ifndef IMGUI_ENABLE_FREETYPE +#define IMGUI_ENABLE_STB_TRUETYPE +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations +//----------------------------------------------------------------------------- + +struct ImBitVector; // Store 1-bit per value +struct ImRect; // An axis-aligned rectangle (2 points) +struct ImDrawDataBuilder; // Helper to build a ImDrawData instance +struct ImDrawListSharedData; // Data shared between all ImDrawList instances +struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it +struct ImGuiContext; // Main Dear ImGui context +struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine +struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum +struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() +struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box +struct ImGuiLastItemData; // Status storage for last submitted items +struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only +struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result +struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api +struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api +struct ImGuiPopupData; // Storage for current popup stack +struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file +struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting +struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it +struct ImGuiTabBar; // Storage for a tab bar +struct ImGuiTabItem; // Storage for a tab item (within a tab bar) +struct ImGuiTable; // Storage for a table +struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableInstanceData; // Storage for one instance of a same table +struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. +struct ImGuiTableSettings; // Storage for a table .ini settings +struct ImGuiTableColumnsSettings; // Storage for a column .ini settings +struct ImGuiWindow; // Storage for one window +struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) +struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) + +// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical +typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) +typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags +typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for IsKeyPressed(), IsMouseClicked(), SetKeyOwner(), SetItemKeyOwner() etc. +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), g.LastItemData.InFlags +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags +typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() +typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() +typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests +typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions +typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests +typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() + +typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...); + +//----------------------------------------------------------------------------- +// [SECTION] Context pointer +// See implementation of this variable in imgui.cpp for comments and details. +//----------------------------------------------------------------------------- + +#ifndef GImGui +extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer +#endif + +//------------------------------------------------------------------------- +// [SECTION] STB libraries includes +//------------------------------------------------------------------------- + +namespace ImStb +{ + +#undef STB_TEXTEDIT_STRING +#undef STB_TEXTEDIT_CHARTYPE +#define STB_TEXTEDIT_STRING ImGuiInputTextState +#define STB_TEXTEDIT_CHARTYPE ImWchar +#define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) +#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#include "imstb_textedit.h" + +} // namespace ImStb + +//----------------------------------------------------------------------------- +// [SECTION] Macros +//----------------------------------------------------------------------------- + +// Debug Printing Into TTY +// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename) +#ifndef IMGUI_DEBUG_PRINTF +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#define IMGUI_DEBUG_PRINTF(_FMT,...) printf(_FMT, __VA_ARGS__) +#else +#define IMGUI_DEBUG_PRINTF(_FMT,...) +#endif +#endif + +// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. +#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__) +#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) + +// Static Asserts +#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") + +// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. +// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. +//#define IMGUI_DEBUG_PARANOID +#ifdef IMGUI_DEBUG_PARANOID +#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) +#else +#define IM_ASSERT_PARANOID(_EXPR) +#endif + +// Error handling +// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults. +#ifndef IM_ASSERT_USER_ERROR +#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && _MSG) // Recoverable User Error +#endif + +// Misc Macros +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!) +#else +#define IM_NEWLINE "\n" +#endif +#ifndef IM_TABSIZE // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override +#define IM_TABSIZE (4) +#endif +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 +#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose +#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds +#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif + +// Warnings +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX)) +#else +#define IM_MSVC_WARNING_SUPPRESS(XXXX) +#endif + +// Debug Tools +// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item. +// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference. +#ifndef IM_DEBUG_BREAK +#if defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#elif defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) +#define IM_DEBUG_BREAK() __asm__ volatile("int $0x03") +#elif defined(__GNUC__) && defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") +#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0"); +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK + +//----------------------------------------------------------------------------- +// [SECTION] Generic helpers +// Note that the ImXXX helpers functions are lower-level than ImGui functions. +// ImGui functions or the ImGui context are never called/used from other ImXXX functions. +//----------------------------------------------------------------------------- +// - Helpers: Hashing +// - Helpers: Sorting +// - Helpers: Bit manipulation +// - Helpers: String +// - Helpers: Formatting +// - Helpers: UTF-8 <> wchar conversions +// - Helpers: ImVec2/ImVec4 operators +// - Helpers: Maths +// - Helpers: Geometry +// - Helper: ImVec1 +// - Helper: ImVec2ih +// - Helper: ImRect +// - Helper: ImBitArray +// - Helper: ImBitVector +// - Helper: ImSpan<>, ImSpanAllocator<> +// - Helper: ImPool<> +// - Helper: ImChunkStream<> +// - Helper: ImGuiTextIndex +//----------------------------------------------------------------------------- + +// Helpers: Hashing +IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0); +IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); + +// Helpers: Sorting +#ifndef ImQsort +static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } +#endif + +// Helpers: Color Blending +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); + +// Helpers: Bit manipulation +static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } +static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } + +// Helpers: String +IMGUI_API int ImStricmp(const char* str1, const char* str2); +IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); +IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); +IMGUI_API char* ImStrdup(const char* str); +IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); +IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); +IMGUI_API int ImStrlenW(const ImWchar* str); +IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line +IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line +IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); +IMGUI_API void ImStrTrimBlanks(char* str); +IMGUI_API const char* ImStrSkipBlank(const char* str); +IM_MSVC_RUNTIME_CHECKS_OFF +static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; } +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Formatting +IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API const char* ImParseFormatFindStart(const char* format); +IMGUI_API const char* ImParseFormatFindEnd(const char* format); +IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); + +// Helpers: UTF-8 <> wchar conversions +IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf +IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 + +// Helpers: ImVec2/ImVec4 operators +// We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.) +// We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself. +#ifdef IMGUI_DEFINE_MATH_OPERATORS +IM_MSVC_RUNTIME_CHECKS_OFF +static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } +static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } +static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } +static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } +static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } +static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } +static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } +static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } +static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Helpers: File System +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef void* ImFileHandle; +static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } +static inline bool ImFileClose(ImFileHandle) { return false; } +static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } +static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } +static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } +#endif +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef FILE* ImFileHandle; +IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode); +IMGUI_API bool ImFileClose(ImFileHandle file); +IMGUI_API ImU64 ImFileGetSize(ImFileHandle file); +IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file); +IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file); +#else +#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions +#endif +IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); + +// Helpers: Maths +IM_MSVC_RUNTIME_CHECKS_OFF +// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) +#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#define ImFabs(X) fabsf(X) +#define ImSqrt(X) sqrtf(X) +#define ImFmod(X, Y) fmodf((X), (Y)) +#define ImCos(X) cosf(X) +#define ImSin(X) sinf(X) +#define ImAcos(X) acosf(X) +#define ImAtan2(Y, X) atan2f((Y), (X)) +#define ImAtof(STR) atof(STR) +//#define ImFloorStd(X) floorf(X) // We use our own, see ImFloor() and ImFloorSigned() +#define ImCeil(X) ceilf(X) +static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision +static inline double ImPow(double x, double y) { return pow(x, y); } +static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision +static inline double ImLog(double x) { return log(x); } +static inline int ImAbs(int x) { return x < 0 ? -x : x; } +static inline float ImAbs(float x) { return fabsf(x); } +static inline double ImAbs(double x) { return fabs(x); } +static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument +static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } +#ifdef IMGUI_ENABLE_SSE +static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } +#else +static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } +#endif +static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } +#endif +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for those types) +template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } +template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } +template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } +template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } +// - Misc maths helpers +static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, ImVec2 mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } +static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } +static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } +static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } +static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } +static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } +static inline float ImFloor(float f) { return (float)(int)(f); } +static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() +static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +static inline ImVec2 ImFloorSigned(const ImVec2& v) { return ImVec2(ImFloorSigned(v.x), ImFloorSigned(v.y)); } +static inline int ImModPositive(int a, int b) { return (a + b) % b; } +static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } +static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } +static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } +static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Geometry +IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); +IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments +IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol +IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t); +IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); +IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); +inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); + +// Helper: ImVec1 (1D vector) +// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec1 +{ + float x; + constexpr ImVec1() : x(0.0f) { } + constexpr ImVec1(float _x) : x(_x) { } +}; + +// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) +struct ImVec2ih +{ + short x, y; + constexpr ImVec2ih() : x(0), y(0) {} + constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {} + constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {} +}; + +// Helper: ImRect (2D axis aligned bounding-box) +// NB: we can't rely on ImVec2 math operators being available here! +struct IMGUI_API ImRect +{ + ImVec2 Min; // Upper-left + ImVec2 Max; // Lower-right + + constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} + constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } + float GetWidth() const { return Max.x - Min.x; } + float GetHeight() const { return Max.y - Min.y; } + float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); } + ImVec2 GetTL() const { return Min; } // Top-left + ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right + ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } + void TranslateX(float dx) { Min.x += dx; Max.x += dx; } + void TranslateY(float dy) { Min.y += dy; Max.y += dy; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); } + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } + ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helper: ImBitArray +inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } +inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } +inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } +inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2) +{ + n2--; + while (n <= n2) + { + int a_mod = (n & 31); + int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1; + ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1); + arr[n >> 5] |= mask; + n = (n + 32) & ~31; + } +} + +// Helper: ImBitArray class (wrapper over ImBitArray functions) +// Store 1-bit per value. +template +struct ImBitArray +{ + ImU32 Storage[(BITCOUNT + 31) >> 5]; + ImBitArray() { ClearAllBits(); } + void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } + void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } + bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return ImBitArrayTestBit(Storage, n); } + void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); } + void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); } + void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) + bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return ImBitArrayTestBit(Storage, n); } +}; + +// Helper: ImBitVector +// Store 1-bit per value. +struct IMGUI_API ImBitVector +{ + ImVector Storage; + void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } + void Clear() { Storage.clear(); } + bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return ImBitArrayTestBit(Storage.Data, n); } + void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); } + void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } +}; + +// Helper: ImSpan<> +// Pointing to a span of data we don't own. +template +struct ImSpan +{ + T* Data; + T* DataEnd; + + // Constructors, destructor + inline ImSpan() { Data = DataEnd = NULL; } + inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; } + inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; } + + inline void set(T* data, int size) { Data = data; DataEnd = data + size; } + inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; } + inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); } + inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); } + inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return DataEnd; } + inline const T* end() const { return DataEnd; } + + // Utilities + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; } +}; + +// Helper: ImSpanAllocator<> +// Facilitate storing multiple chunks into a single large block (the "arena") +// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges. +template +struct ImSpanAllocator +{ + char* BasePtr; + int CurrOff; + int CurrIdx; + int Offsets[CHUNKS]; + int Sizes[CHUNKS]; + + ImSpanAllocator() { memset(this, 0, sizeof(*this)); } + inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } + inline int GetArenaSizeInBytes() { return CurrOff; } + inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } + inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); } + inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); } + template + inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } +}; + +// Helper: ImPool<> +// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. +typedef int ImPoolIdx; +template +struct ImPool +{ + ImVector Buf; // Contiguous data + ImGuiStorage Map; // ID->Index + ImPoolIdx FreeIdx; // Next free idx to use + ImPoolIdx AliveCount; // Number of active/alive items (for display purpose) + + ImPool() { FreeIdx = AliveCount = 0; } + ~ImPool() { Clear(); } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; } + void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; } + void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } + + // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... } + // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize() + int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose) + int GetBufSize() const { return Buf.Size; } + int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere + T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304) +#endif +}; + +// Helper: ImChunkStream<> +// Build and iterate a contiguous stream of variable-sized structures. +// This is used by Settings to store persistent data while reducing allocation count. +// We store the chunk size first, and align the final size on 4 bytes boundaries. +// The tedious/zealous amount of casting is to avoid -Wcast-align warnings. +template +struct ImChunkStream +{ + ImVector Buf; + + void clear() { Buf.clear(); } + bool empty() const { return Buf.Size == 0; } + int size() const { return Buf.Size; } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } + T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } + int chunk_size(const T* p) { return ((const int*)p)[-1]; } + T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } + int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } + T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } + void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } + +}; + +// Helper: ImGuiTextIndex<> +// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API. +struct ImGuiTextIndex +{ + ImVector LineOffsets; + int EndOffset = 0; // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?) + + void clear() { LineOffsets.clear(); EndOffset = 0; } + int size() { return LineOffsets.Size; } + const char* get_line_begin(const char* base, int n) { return base + LineOffsets[n]; } + const char* get_line_end(const char* base, int n) { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); } + void append(const char* base, int old_size, int new_size); +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList support +//----------------------------------------------------------------------------- + +// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. +// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693 +// Number of segments (N) is calculated using equation: +// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r +// Our equation is significantly simpler that one in the post thanks for choosing segment that is +// perpendicular to X axis. Follow steps in the article from this starting condition and you will +// will get this result. +// +// Rendering circles with an odd number of segments, while mathematically correct will produce +// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) +#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) + +// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'. +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI)))) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD)) + +// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle. +#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE +#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table. +#endif +#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. + +// Data shared between all ImDrawList instances +// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. +struct IMGUI_API ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas + ImFont* Font; // Current/default font (optional, for simplified AddText overload) + float FontSize; // Current/default font size (optional, for simplified AddText overload) + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() + float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + + // [Internal] Temp write buffer + ImVector TempBuffer; + + // [Internal] Lookup tables + ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. + float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() + ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas + + ImDrawListSharedData(); + void SetCircleTessellationMaxError(float max_error); +}; + +struct ImDrawDataBuilder +{ + ImVector Layers[2]; // Global layers for: regular, tooltip + + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } + void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } + int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; } + IMGUI_API void FlattenIntoSingleLayer(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Widgets support: flags, enums, data structures +//----------------------------------------------------------------------------- + +// Flags used by upcoming items +// - input: PushItemFlag() manipulates g.CurrentItemFlags, ItemAdd() calls may add extra flags. +// - output: stored in g.LastItemData.InFlags +// Current window shared by all windows. +// This is going to be exposed in imgui.h when stabilized enough. +enum ImGuiItemFlags_ +{ + // Controlled by user + ImGuiItemFlags_None = 0, + ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing (FIXME: should merge with _NoNav) + ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. + ImGuiItemFlags_Disabled = 1 << 2, // false // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211 + ImGuiItemFlags_NoNav = 1 << 3, // false // Disable keyboard/gamepad directional navigation (FIXME: should merge with _NoTabStop) + ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items) + ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window + ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 8, // false // Disable hoverable check in ItemHoverable() + + // Controlled by widget code + ImGuiItemFlags_Inputable = 1 << 10, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. +}; + +// Status flags for an already submitted item +// - output: stored in g.LastItemData.StatusFlags +enum ImGuiItemStatusFlags_ +{ + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid + ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. + ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8, // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon) + ImGuiItemStatusFlags_Visible = 1 << 9, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()). + +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode) + ImGuiItemStatusFlags_Opened = 1 << 21, // + ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem) + ImGuiItemStatusFlags_Checked = 1 << 23, // +#endif +}; + +// Extend ImGuiInputTextFlags_ +enum ImGuiInputTextFlagsPrivate_ +{ + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data + ImGuiInputTextFlags_MergedItem = 1 << 28, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. +}; + +// Extend ImGuiButtonFlags_ +enum ImGuiButtonFlagsPrivate_ +{ + ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item + ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat + ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() + ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED] + //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used everytime an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags) + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, +}; + +// Extend ImGuiComboFlags_ +enum ImGuiComboFlagsPrivate_ +{ + ImGuiComboFlags_CustomPreview = 1 << 20, // enable BeginComboPreview() +}; + +// Extend ImGuiSliderFlags_ +enum ImGuiSliderFlagsPrivate_ +{ + ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? + ImGuiSliderFlags_ReadOnly = 1 << 21, +}; + +// Extend ImGuiSelectableFlags_ +enum ImGuiSelectableFlagsPrivate_ +{ + // NB: need to be in sync with last value of ImGuiSelectableFlags_ + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API. + ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) + ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26, // Set Nav/Focus ID on mouse hover (used by MenuItem) + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 27, // Disable padding each side with ItemSpacing * 0.5f + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 28, // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) +}; + +// Extend ImGuiTreeNodeFlags_ +enum ImGuiTreeNodeFlagsPrivate_ +{ + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20, +}; + +enum ImGuiSeparatorFlags_ +{ + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, +}; + +enum ImGuiTextFlags_ +{ + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, +}; + +enum ImGuiTooltipFlags_ +{ + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0, // Override will clear/ignore previously submitted tooltip (defaults to append) +}; + +// FIXME: this is in development, not exposed/functional as a generic feature yet. +// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiLayoutType_ +{ + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}; + +enum ImGuiLogType +{ + ImGuiLogType_None = 0, + ImGuiLogType_TTY, + ImGuiLogType_File, + ImGuiLogType_Buffer, + ImGuiLogType_Clipboard, +}; + +// X/Y enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiAxis +{ + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}; + +enum ImGuiPlotType +{ + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram, +}; + +enum ImGuiPopupPositionPolicy +{ + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}; + +struct ImGuiDataTypeTempStorage +{ + ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT +}; + +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + +// Extend ImGuiDataType_ +enum ImGuiDataTypePrivate_ +{ + ImGuiDataType_String = ImGuiDataType_COUNT + 1, + ImGuiDataType_Pointer, + ImGuiDataType_ID, +}; + +// Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; + +// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } +}; + +// Storage data for BeginComboPreview()/EndComboPreview() +struct IMGUI_API ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; + + ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); } +}; + +// Stacked storage data for BeginGroup()/EndGroup() +struct IMGUI_API ImGuiGroupData +{ + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupActiveIdPreviousFrameIsAlive; + bool BackupHoveredIdIsAlive; + bool EmitItem; +}; + +// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. +struct IMGUI_API ImGuiMenuColumns +{ + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; // Always zero for now + ImU16 OffsetLabel; // Offsets are locked in Update() + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) + + ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); } + void Update(float spacing, bool window_reappearing); + float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark); + void CalcNextTotalWidth(bool update_offsets); +}; + +// Internal state of the currently focused/edited text input box +// For a given item ID, access with ImGui::GetInputTextState() +struct IMGUI_API ImGuiInputTextState +{ + ImGuiID ID; // widget id owning the text state + int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not. + ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. + ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. + ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) + bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) + int BufCapacityA; // end-user buffer capacity + float ScrollX; // horizontal scrolling/offset + ImStb::STB_TexteditState Stb; // state for stb_textedit.h + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + bool Edited; // edited this frame + ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set. + + ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } + void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } + int GetUndoAvailCount() const { return Stb.undostate.undo_point; } + int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + + // Cursor & Selection + void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking + void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } + bool HasSelection() const { return Stb.select_start != Stb.select_end; } + void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } + int GetCursorPos() const { return Stb.cursor; } + int GetSelectionStart() const { return Stb.select_start; } + int GetSelectionEnd() const { return Stb.select_end; } + void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } +}; + +// Storage for current popup stack +struct ImGuiPopupData +{ + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* BackupNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close + int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } +}; + +enum ImGuiNextWindowDataFlags_ +{ + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, +}; + +// Storage for SetNexWindow** functions +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; // Override background alpha + ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) + + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } +}; + +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, +}; + +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags Flags; + float Width; // Set by SetNextItemWidth() + ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging) + ImGuiCond OpenCond; + bool OpenVal; // Set by SetNextItemOpen() + + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()! +}; + +// Status storage for the last submitted item +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags InFlags; // See ImGuiItemFlags_ + ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ + ImRect Rect; // Full rectangle + ImRect NavRect; // Navigation scoring rectangle (not displayed) + ImRect DisplayRect; // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set) + + ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } +}; + +struct IMGUI_API ImGuiStackSizes +{ + short SizeOfIDStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; + + ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } + void SetToCurrentState(); + void CompareWithCurrentState(); +}; + +// Data saved for each window pushed into the stack +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting +}; + +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; + float InitialWidth; +}; + +struct ImGuiPtrOrIndex +{ + void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int Index; // Usually index in a main pool. + + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Inputs support +//----------------------------------------------------------------------------- + +typedef ImBitArray ImBitArrayForNamedKeys; + +// [Internal] Key ranges +#define ImGuiKey_LegacyNativeKey_BEGIN 0 +#define ImGuiKey_LegacyNativeKey_END 512 +#define ImGuiKey_Keyboard_BEGIN (ImGuiKey_NamedKey_BEGIN) +#define ImGuiKey_Keyboard_END (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_BEGIN (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_END (ImGuiKey_GamepadRStickDown + 1) +#define ImGuiKey_Aliases_BEGIN (ImGuiKey_MouseLeft) +#define ImGuiKey_Aliases_END (ImGuiKey_MouseWheelY + 1) + +// [Internal] Named shortcuts for Navigation +#define ImGuiKey_NavKeyboardTweakSlow ImGuiMod_Ctrl +#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift +#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1 +#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1 +#define ImGuiKey_NavGamepadActivate ImGuiKey_GamepadFaceDown +#define ImGuiKey_NavGamepadCancel ImGuiKey_GamepadFaceRight +#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft +#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp + +enum ImGuiInputEventType +{ + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}; + +enum ImGuiInputSource +{ + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_Clipboard, // Currently only used by InputText() + ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only + ImGuiInputSource_COUNT +}; + +// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension? +// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor' +struct ImGuiInputEventMousePos { float PosX, PosY; }; +struct ImGuiInputEventMouseWheel { float WheelX, WheelY; }; +struct ImGuiInputEventMouseButton { int Button; bool Down; }; +struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; +struct ImGuiInputEventText { unsigned int Char; }; +struct ImGuiInputEventAppFocused { bool Focused; }; + +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + union + { + ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos + ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel + ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton + ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key + ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text + ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus + }; + bool AddedByTestEngine; + + ImGuiInputEvent() { memset(this, 0, sizeof(*this)); } +}; + +// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior. +#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. +#define ImGuiKeyOwner_None ((ImGuiID)-1) // Require key to have no owner. + +typedef ImS16 ImGuiKeyRoutingIndex; + +// Routing table entry (sizeof() == 16 bytes) +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; + ImU8 RoutingNextScore; // Lower is better (0: perfect score) + ImGuiID RoutingCurr; + ImGuiID RoutingNext; + + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; } +}; + +// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. +// Stored in main context (1 instance) +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[] + ImVector Entries; + ImVector EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer) + + ImGuiKeyRoutingTable() { Clear(); } + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); } +}; + +// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features) +// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData. +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame. + bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well. + + ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_None; LockThisFrame = LockUntilRelease = false; } +}; + +// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() +// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function) +enum ImGuiInputFlags_ +{ + // Flags for IsKeyPressed(), IsMouseClicked(), Shortcut() + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + + // Flags for SetItemKeyOwner() + ImGuiInputFlags_CondHovered = 1 << 4, // Only set if item is hovered (default to both) + ImGuiInputFlags_CondActive = 1 << 5, // Only set if item is active (default to both) + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + + // Flags for SetKeyOwner(), SetItemKeyOwner() + ImGuiInputFlags_LockThisFrame = 1 << 6, // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code. + ImGuiInputFlags_LockUntilRelease = 1 << 7, // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code. + + // Routing policies for Shortcut() + low-level SetShortcutRouting() + // - The general idea is that several callers register interest in a shortcut, and only one owner gets it. + // - When a policy (other than _RouteAlways) is set, Shortcut() will register itself with SetShortcutRouting(), + // allowing the system to decide where to route the input among other route-aware calls. + // - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll + // will register a route and only succeed when parent window is in the focus stack and if no-one + // with a higher priority is claiming the shortcut. + // - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods. + // - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow. + // - Can select only 1 policy among all available. + ImGuiInputFlags_RouteFocused = 1 << 8, // (Default) Register focused route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window. + ImGuiInputFlags_RouteGlobalLow = 1 << 9, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority. + ImGuiInputFlags_RouteGlobal = 1 << 10, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText). + ImGuiInputFlags_RouteGlobalHigh = 1 << 11, // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items) + ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this! + ImGuiInputFlags_RouteAlways = 1 << 12, // Do not register route, poll keys directly. + ImGuiInputFlags_RouteUnlessBgFocused= 1 << 13, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. + ImGuiInputFlags_RouteExtraMask_ = ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused, + + // [Internal] Mask of which function support which flags + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Clipper support +//----------------------------------------------------------------------------- + +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later) + ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices + ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices + + static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; } + static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; } +}; + +// Temporary clipper data, buffers shared/reused between instances +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector Ranges; + + ImGuiListClipperData() { memset(this, 0, sizeof(*this)); } + void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Navigation support +//----------------------------------------------------------------------------- + +enum ImGuiActivateFlags_ +{ + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default if keyboard is available. + ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available. + ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) +}; + +// Early work-in-progress API for ScrollToItem() +enum ImGuiScrollFlags_ +{ + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis] + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible] + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used] + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used] + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window) + ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to). + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, +}; + +enum ImGuiNavHighlightFlags_ +{ + ImGuiNavHighlightFlags_None = 0, + ImGuiNavHighlightFlags_TypeDefault = 1 << 0, + ImGuiNavHighlightFlags_TypeThin = 1 << 1, + ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. + ImGuiNavHighlightFlags_NoRounding = 1 << 3, +}; + +enum ImGuiNavMoveFlags_ +{ + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) + ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result + ImGuiNavMoveFlags_FocusApi = 1 << 9, + ImGuiNavMoveFlags_Tabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight + ImGuiNavMoveFlags_Activate = 1 << 11, + ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 12, // Do not alter the visible state of keyboard vs mouse nav highlight +}; + +enum ImGuiNavLayer +{ + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt) + ImGuiNavLayer_COUNT +}; + +struct ImGuiNavItemData +{ + ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) + ImGuiID ID; // Init,Move // Best candidate item ID + ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID + ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space + ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags + float DistBox; // Move // Best candidate box distance to current NavId + float DistCenter; // Move // Best candidate center distance to current NavId + float DistAxial; // Move // Best candidate axial distance to current NavId + + ImGuiNavItemData() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; DistBox = DistCenter = DistAxial = FLT_MAX; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Columns support +//----------------------------------------------------------------------------- + +// Flags for internal's BeginColumns(). Prefix using BeginTable() nowadays! +enum ImGuiOldColumnFlags_ +{ + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, + ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, + ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, + ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, + ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, + ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize, +#endif +}; + +struct ImGuiOldColumnData +{ + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; // Not exposed + ImRect ClipRect; + + ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } +}; + +struct ImGuiOldColumns +{ + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x + float LineMinY, LineMaxY; + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() + ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() + ImVector Columns; + ImDrawListSplitter Splitter; + + ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-select support +//----------------------------------------------------------------------------- + +#ifdef IMGUI_HAS_MULTI_SELECT +// +#endif // #ifdef IMGUI_HAS_MULTI_SELECT + +//----------------------------------------------------------------------------- +// [SECTION] Docking support +//----------------------------------------------------------------------------- + +#ifdef IMGUI_HAS_DOCK +// +#endif // #ifdef IMGUI_HAS_DOCK + +//----------------------------------------------------------------------------- +// [SECTION] Viewport support +//----------------------------------------------------------------------------- + +// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) +// Every instance of ImGuiViewport is in fact a ImGuiViewportP. +struct ImGuiViewportP : public ImGuiViewport +{ + int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used + ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; + + ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!) + ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height). + ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f. + ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f. + + ImGuiViewportP() { DrawListsLastFrame[0] = DrawListsLastFrame[1] = -1; DrawLists[0] = DrawLists[1] = NULL; } + ~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); } + + // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) + ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); } + ImVec2 CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); } + void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // Update public fields + + // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) + ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } + ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Settings support +//----------------------------------------------------------------------------- + +// Windows data saved in imgui.ini file +// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily. +// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure) +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; + ImVec2ih Size; + bool Collapsed; + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + + ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); } + char* GetName() { return (char*)(this + 1); } +}; + +struct ImGuiSettingsHandler +{ + const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' + ImGuiID TypeHash; // == ImHashStr(TypeName) + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order) + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order) + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' + void* UserData; + + ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Metrics, Debug Tools +//----------------------------------------------------------------------------- + +enum ImGuiDebugLogFlags_ +{ + // Event types + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventActiveId = 1 << 0, + ImGuiDebugLogFlags_EventFocus = 1 << 1, + ImGuiDebugLogFlags_EventPopup = 1 << 2, + ImGuiDebugLogFlags_EventNav = 1 << 3, + ImGuiDebugLogFlags_EventClipper = 1 << 4, + ImGuiDebugLogFlags_EventIO = 1 << 5, + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventIO, + ImGuiDebugLogFlags_OutputToTTY = 1 << 10, // Also send output to TTY +}; + +struct ImGuiMetricsConfig +{ + bool ShowDebugLog; + bool ShowStackTool; + bool ShowWindowsRects; + bool ShowWindowsBeginOrder; + bool ShowTablesRects; + bool ShowDrawCmdMesh; + bool ShowDrawCmdBoundingBoxes; + int ShowWindowsRectsType; + int ShowTablesRectsType; + + ImGuiMetricsConfig() + { + ShowDebugLog = ShowStackTool = ShowWindowsRects = ShowWindowsBeginOrder = ShowTablesRects = false; + ShowDrawCmdMesh = true; + ShowDrawCmdBoundingBoxes = true; + ShowWindowsRectsType = ShowTablesRectsType = -1; + } +}; + +struct ImGuiStackLevelInfo +{ + ImGuiID ID; + ImS8 QueryFrameCount; // >= 1: Query in progress + bool QuerySuccess; // Obtained result from DebugHookIdInfo() + ImGuiDataType DataType : 8; + char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed. + + ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } +}; + +// State for Stack tool queries +struct ImGuiStackTool +{ + int LastActiveFrame; + int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level + ImGuiID QueryId; // ID to query details for + ImVector Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; + + ImGuiStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Generic context hooks +//----------------------------------------------------------------------------- + +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }; + +struct ImGuiContextHook +{ + ImGuiID HookId; // A unique ID assigned by AddContextHook() + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; + + ImGuiContextHook() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiContext (main Dear ImGui context) +//----------------------------------------------------------------------------- + +struct ImGuiContext +{ + bool Initialized; + bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + ImGuiIO IO; + ImVector InputEventsQueue; // Input events which will be tricked/written into IO structure. + ImVector InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail. + ImGuiStyle Style; + ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() + float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. + float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountRendered; + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool WithinEndChild; // Set within EndChild() + bool GcCompactAll; // Request full GC + bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() + void* TestEngine; // Test engine user data + + // Windows state + ImVector Windows; // Windows, sorted in display order, back to front + ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. + ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child + ImVector CurrentWindowStack; + ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* + int WindowsActiveCount; // Number of unique windows submitted by frame + ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING) + ImGuiWindow* CurrentWindow; // Window being drawn into + ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. + ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow. + ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. + ImVec2 WheelingWindowRefMousePos; + float WheelingWindowReleaseTimer; + + // Item/widgets state and tracking information + ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] + ImGuiID HoveredId; // Hovered widget, filled during the frame + ImGuiID HoveredIdPreviousFrame; + bool HoveredIdAllowOverlap; + bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. + float HoveredIdTimer; // Measure contiguous hovering time + float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active + ImGuiID ActiveId; // Active widget + ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) + float ActiveIdTimer; + bool ActiveIdIsJustActivated; // Set at the time of activation for one frame + bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused. + bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. + bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. + bool ActiveIdHasBeenEditedThisFrame; + ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) + int ActiveIdMouseButton; + ImGuiID ActiveIdPreviousFrame; + bool ActiveIdPreviousFrameIsAlive; + bool ActiveIdPreviousFrameHasBeenEditedBefore; + ImGuiWindow* ActiveIdPreviousFrameWindow; + ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. + float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. + + // [EXPERIMENTAL] Key/Input Ownership + Shortcut Routing system + // - The idea is that instead of "eating" a given key, we can link to an owner. + // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID. + // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame(). + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (FIXME: This is a shortcut for not taking ownership of 100+ keys but perhaps best to not have the inconsistency) +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + ImU32 ActiveIdUsingNavInputMask; // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' +#endif + + // Next window/item data + ImGuiID CurrentFocusScopeId; // == g.FocusScopeStack.back() + ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() + ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + + // Shared stacks + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() + ImVectorItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVectorGroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() + ImVectorOpenPopupStack; // Which popups are open (persistent) + ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + int BeginMenuCount; + + // Viewports + ImVector Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData. + + // Gamepad/keyboard Navigation + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' + ImGuiID NavId; // Focused item for navigation + ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set) + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() + ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) + ImGuiID NavActivateInputId; // ~~ IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadInput) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0. + ImGuiActivateFlags NavActivateFlags; + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). + ImGuiKeyChord NavJustMovedToKeyMods; + ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. + ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid + bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) + bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) + bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. + + // Navigation: Init & Move Requests + bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() + bool NavInitRequest; // Init request for appearing window to select first item + bool NavInitRequestFromMove; + ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) + ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window) + bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame() + bool NavMoveScoringItems; // Move request submitted, still scoring incoming items + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyChord NavMoveKeyMods; + ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? + ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. + ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted + int NavScoringDebugCount; // Metrics for debugging + int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id + int NavTabbingCounter; // >0 when counting items for tabbing + ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy + + // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) + ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab, for reconfiguration (see #4828) + ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab + ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! + ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. + ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; + + // Render + float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) + ImGuiMouseCursor MouseCursor; + + // Drag and Drop + bool DragDropActive; + bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source. + bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target. + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) + ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) + ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) + int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source + ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press. + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size + unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads + + // Clipper + int ClipperTempDataStacked; + ImVector ClipperTempData; + + // Tables + ImGuiTable* CurrentTable; + int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) + ImVector TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) + ImPool Tables; // Persistent table data + ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) + ImVector DrawChannelsTempMergeBuffer; + + // Tab bars + ImGuiTabBar* CurrentTabBar; + ImPool TabBars; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; + + // Hover Delay system + ImGuiID HoverDelayId; + ImGuiID HoverDelayIdPreviousFrame; + float HoverDelayTimer; // Currently used IsItemHovered(), generally inferred from g.HoveredIdTimer but kept uncleared until clear timer elapse. + float HoverDelayClearTimer; // Currently used IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared. + + // Widget state + ImVec2 MouseLastValidPos; + ImGuiInputTextState InputTextState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets + float ColorEditLastHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditLastSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips + ImU32 ColorEditLastColor; // RGB value with alpha set to 0. + ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + ImGuiComboPreviewData ComboPreviewData; + float SliderGrabClickOffset; + float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. + bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? + bool DragCurrentAccumDirty; + float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings + float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio + float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? + float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() + short DisabledStackSize; + short TooltipOverrideCount; + ImVector ClipboardHandlerData; // If no custom clipboard handler is defined + ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once + + // Platform support + ImGuiPlatformImeData PlatformImeData; // Data updated by current frame + ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn + char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point + + // Settings + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries + ImChunkStream SettingsTables; // ImGuiTable .ini settings entries + ImVector Hooks; // Hooks for extensions (e.g. test engine) + ImGuiID HookIdNext; // Next available HookId + + // Capture/Logging + bool LogEnabled; // Currently capturing + ImGuiLogType LogType; // Capture target + ImFileHandle LogFile; // If != NULL log to stdout/ file + ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + + // Debug Tools + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + ImGuiTextIndex DebugLogIndex; + ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above. + bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) + ImU8 DebugItemPickerMouseButton; + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiStackTool DebugStackTool; + + // Misc + float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames.. + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1. + int WantCaptureKeyboardNextFrame; // " + int WantTextInputNextFrame; + ImVector TempBuffer; // Temporary text buffer + + ImGuiContext(ImFontAtlas* shared_font_atlas) + { + Initialized = false; + FontAtlasOwnedByContext = shared_font_atlas ? false : true; + Font = NULL; + FontSize = FontBaseSize = 0.0f; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + Time = 0.0f; + FrameCount = 0; + FrameCountEnded = FrameCountRendered = -1; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; + GcCompactAll = false; + TestEngineHookItems = false; + TestEngine = NULL; + + WindowsActiveCount = 0; + CurrentWindow = NULL; + HoveredWindow = NULL; + HoveredWindowUnderMovingWindow = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowReleaseTimer = 0.0f; + + DebugHookIdInfo = 0; + HoveredId = HoveredIdPreviousFrame = 0; + HoveredIdAllowOverlap = false; + HoveredIdDisabled = false; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; + ActiveId = 0; + ActiveIdIsAlive = 0; + ActiveIdTimer = 0.0f; + ActiveIdIsJustActivated = false; + ActiveIdAllowOverlap = false; + ActiveIdNoClearOnFocusLoss = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdClickOffset = ImVec2(-1, -1); + ActiveIdWindow = NULL; + ActiveIdSource = ImGuiInputSource_None; + ActiveIdMouseButton = -1; + ActiveIdPreviousFrame = 0; + ActiveIdPreviousFrameIsAlive = false; + ActiveIdPreviousFrameHasBeenEditedBefore = false; + ActiveIdPreviousFrameWindow = NULL; + LastActiveId = 0; + LastActiveIdTimer = 0.0f; + + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingAllKeyboardKeys = false; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + ActiveIdUsingNavInputMask = 0x00; +#endif + + CurrentFocusScopeId = 0; + CurrentItemFlags = ImGuiItemFlags_None; + BeginMenuCount = 0; + + NavWindow = NULL; + NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0; + NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; + NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavJustMovedToKeyMods = ImGuiMod_None; + NavInputSource = ImGuiInputSource_None; + NavLayer = ImGuiNavLayer_Main; + NavIdIsAlive = false; + NavMousePosDirty = false; + NavDisableHighlight = true; + NavDisableMouseHover = false; + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavInitResultId = 0; + NavMoveSubmitted = false; + NavMoveScoringItems = false; + NavMoveForwardToNextFrame = false; + NavMoveFlags = ImGuiNavMoveFlags_None; + NavMoveScrollFlags = ImGuiScrollFlags_None; + NavMoveKeyMods = ImGuiMod_None; + NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; + NavScoringDebugCount = 0; + NavTabbingDir = 0; + NavTabbingCounter = 0; + + ConfigNavWindowingKeyNext = ImGuiMod_Ctrl | ImGuiKey_Tab; + ConfigNavWindowingKeyPrev = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab; + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + + DimBgRatio = 0.0f; + MouseCursor = ImGuiMouseCursor_Arrow; + + DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; + DragDropSourceFlags = ImGuiDragDropFlags_None; + DragDropSourceFrameCount = -1; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropAcceptFlags = ImGuiDragDropFlags_None; + DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; + DragDropAcceptFrameCount = -1; + DragDropHoldJustPressedId = 0; + memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + + ClipperTempDataStacked = 0; + + CurrentTable = NULL; + TablesTempDataStacked = 0; + CurrentTabBar = NULL; + + HoverDelayId = HoverDelayIdPreviousFrame = 0; + HoverDelayTimer = HoverDelayClearTimer = 0.0f; + + TempInputId = 0; + ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; + ColorEditLastHue = ColorEditLastSat = 0.0f; + ColorEditLastColor = 0; + SliderGrabClickOffset = 0.0f; + SliderCurrentAccum = 0.0f; + SliderCurrentAccumDirty = false; + DragCurrentAccumDirty = false; + DragCurrentAccum = 0.0f; + DragSpeedDefaultRatio = 1.0f / 100.0f; + ScrollbarClickDeltaToGrabCenter = 0.0f; + DisabledAlphaBackup = 0.0f; + DisabledStackSize = 0; + TooltipOverrideCount = 0; + + PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); + PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission + PlatformLocaleDecimalPoint = '.'; + + SettingsLoaded = false; + SettingsDirtyTimer = 0.0f; + HookIdNext = 0; + + LogEnabled = false; + LogType = ImGuiLogType_None; + LogNextPrefix = LogNextSuffix = NULL; + LogFile = NULL; + LogLinePosY = FLT_MAX; + LogLineFirstItem = false; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + DebugLogFlags = ImGuiDebugLogFlags_OutputToTTY; + DebugLocateId = 0; + DebugLocateFrames = 0; + DebugItemPickerActive = false; + DebugItemPickerMouseButton = ImGuiMouseButton_Left; + DebugItemPickerBreakId = 0; + + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); + FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; + FramerateSecPerFrameAccum = 0.0f; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiWindowTempData, ImGuiWindow +//----------------------------------------------------------------------------- + +// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. +// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..) +// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin) +struct IMGUI_API ImGuiWindowTempData +{ + // Layout + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. + ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame. + ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame. + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). + float PrevLineTextBaseOffset; + bool IsSameLine; + bool IsSetPos; + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensentate and fix the most common use case of large scroll area. + + // Keyboard/Gamepad navigation + ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) + short NavLayersActiveMask; // Which layers have been written to (result from previous frame) + short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) + bool NavHideHighlightOneFrame; + bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) + + // Miscellaneous + bool MenuBarAppending; // FIXME: Remove this + ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement + int TreeDepth; // Current tree depth. + ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. + ImVector ChildWindows; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) + ImGuiOldColumns* CurrentColumns; // Current columns set + int CurrentTableIdx; // Current table index (into g.Tables) + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + + // Local parameters stacks + // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. + float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). + float TextWrapPos; // Current text wrap pos. + ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) + ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) +}; + +// Storage for one window +struct IMGUI_API ImGuiWindow +{ + char* Name; // Window name, owned by the window. + ImGuiID ID; // == ImHashStr(Name) + ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_ + ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. + ImVec2 Pos; // Position (always rounded-up to nearest pixel) + ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) + ImVec2 SizeFull; // Size when non collapsed + ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. + float WindowBorderSize; // Window border size at the time of Begin(). + int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! + ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) + ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered + ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold + ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? + bool Active; // Set to true on Begin(), unless Collapsed + bool WasActive; + bool WriteAccessed; // Set to true when any widget access the current window + bool Collapsed; // Set when collapsing window to become only title-bar + bool WantCollapseToggle; + bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool Appearing; // Set during the frame where the window is appearing (or re-appearing) + bool Hidden; // Do not display (== HiddenFrames*** > 0) + bool IsFallbackWindow; // Set on the "Debug##Default" window. + bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked() + bool HasCloseButton; // Set when the window has a close button (p_open != NULL) + signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) + short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) + short BeginCountPreviousFrame; // Number of Begin() during the previous frame + short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. + short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. + ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) + ImS8 AutoFitFramesX, AutoFitFramesY; + ImS8 AutoFitChildAxises; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames + ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size + ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only + ImS8 DisableInputsFrames; // Disable window interactions for N frames + ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. + ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. + ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) + ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. + + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) + ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. + + // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. + ImVec2ih HitTestHoleOffset; + + int LastFrameActive; // Last frame number the window was Active. + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector ColumnsStorage; + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() + int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) + + ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL. + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. + ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. + ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. + ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + + ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) + ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + ImGuiID NavRootFocusScopeId; // Focus Scope ID at the time of Begin() + + int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; // Set when window extraneous data have been garbage collected + +public: + ImGuiWindow(ImGuiContext* context, const char* name); + ~ImGuiWindow(); + + ImGuiID GetID(const char* str, const char* str_end = NULL); + ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); + ImGuiID GetIDFromRectangle(const ImRect& r_abs); + + // We don't use g.FontSize because the window may be != g.CurrentWindow. + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } + float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tab bar, Tab item support +//----------------------------------------------------------------------------- + +// Extend ImGuiTabBarFlags_ +enum ImGuiTabBarFlagsPrivate_ +{ + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22, // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs +}; + +// Extend ImGuiTabItemFlags_ +enum ImGuiTabItemFlagsPrivate_ +{ + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) + ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button +}; + +// Storage for one active tab item (sizeof() 40 bytes) +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + int LastFrameVisible; + int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance + float Offset; // Position relative to beginning of tab + float Width; // Width currently displayed + float ContentWidth; // Width of label, stored during BeginTabItem() call + float RequestedWidth; // Width optionally requested by caller, -1.0f is unused + ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable + ImS16 IndexDuringLayout; // Index only used during TabBarLayout() + bool WantClose; // Marked as closed by SetTabItemClosed() + + ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } +}; + +// Storage for a tab bar (sizeof() 152 bytes) +struct IMGUI_API ImGuiTabBar +{ + ImVector Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; // Zero for tab-bars used by docking + ImGuiID SelectedTabId; // Selected tab/window + ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar + float WidthAllTabs; // Actual width of all tabs (locked during layout) + float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame + ImS16 TabsActiveCount; // Number of tabs submitted this frame. + ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() + float ItemSpacingY; + ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. + + ImGuiTabBar(); + int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); } + const char* GetTabName(const ImGuiTabItem* tab) const + { + IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size); + return TabsNames.Buf.Data + tab->NameOffset; + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Table support +//----------------------------------------------------------------------------- + +#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. +#define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64. +#define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableSetupDrawChannels() + +// Our current column maximum is 64 but we may raise that in the future. +typedef ImS8 ImGuiTableColumnIdx; +typedef ImU8 ImGuiTableDrawChannelIdx; + +// [Internal] sizeof() ~ 104 +// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. +// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping. +// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped". +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_ + float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space. + float MinX; // Absolute positions + float MaxX; + float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() + float WidthAuto; // Automatic width + float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. + float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). + ImRect ClipRect; // Clipping rectangle for the column + ImGuiID UserID; // Optional, value passed to TableSetupColumn() + float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column + float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2) + float ItemWidth; // Current item width for the column, preserved across rows + float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width. + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; // Offset into parent ColumnsNames[] + ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users) + ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder) + ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column + ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column + ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort + ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers) + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows + bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0 + bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling). + bool IsUserEnabledNextFrame; + bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). + bool IsVisibleY; + bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not. + bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen). + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte + ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit + ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem + ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3) + ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each) + ImU8 SortDirectionsAvailList; // Ordered of available sort directions (2-bits each) + + ImGuiTableColumn() + { + memset(this, 0, sizeof(*this)); + StretchWeight = WidthRequest = -1.0f; + NameOffset = -1; + DisplayOrder = IndexWithinEnabledSet = -1; + PrevEnabledColumn = NextEnabledColumn = -1; + SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1; + } +}; + +// Transient cell data stored per row. +// sizeof() ~ 6 +struct ImGuiTableCellData +{ + ImU32 BgColor; // Actual color + ImGuiTableColumnIdx Column; // Column number +}; + +// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs, does that needs they could be moved to ImGuiTableTempData ?) +struct ImGuiTableInstanceData +{ + float LastOuterHeight; // Outer height from last frame // FIXME: multi-instance issue (#3955) + float LastFirstRowHeight; // Height of first row from last frame // FIXME: possible multi-instance issue? + + ImGuiTableInstanceData() { LastOuterHeight = LastFirstRowHeight = 0.0f; } +}; + +// FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData +struct IMGUI_API ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] + ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] + ImSpan Columns; // Point within RawData[] + ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) + ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. + ImU64 EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map + ImU64 EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data + ImU64 VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) + ImU64 RequestOutputMaskByIndex; // Column Index -> IsVisible || AutoFit (== expect user to submit items) + ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order) + int SettingsOffset; // Offset in g.SettingsTables + int LastFrameActive; + int ColumnsCount; // Number of columns declared in BeginTable() + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched. + ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with + float RowPosY1; + float RowPosY2; + float RowMinHeight; // Height submitted to TableNextRow() + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_ + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this. + ImU32 RowBgColor[2]; // Background color override for current row. + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; // Padding from each borders + float CellPaddingY; + float CellSpacingX1; // Spacing between non-bordered cells + float CellSpacingX2; + float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. + float ColumnsGivenWidth; // Sum of current column width + float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window + float ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). + ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries + ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped + ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. + ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. + ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() + ImGuiWindow* OuterWindow; // Parent window for the table + ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) + ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names + ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly + ImGuiTableInstanceData InstanceDataFirst; + ImVector InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() + ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! + ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). + ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. + ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. + ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. + ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. + ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) + ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 + ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. + ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. + ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. + ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. + ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot + ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count + ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count + ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row + ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. + bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. + bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). + bool IsSettingsRequestLoad; + bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. + bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; // Set when we got past the frozen row. + bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() + bool MemoryCompacted; + bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis + + ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } + ~ImGuiTable() { IM_FREE(RawData); } +}; + +// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). +// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. +// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. +struct IMGUI_API ImGuiTableTempData +{ + int TableIndex; // Index in g.Tables.Buf[] pool + float LastTimeActive; // Last timestamp this structure was used + + ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() + ImDrawListSplitter DrawSplitter; + + ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() + ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() + ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() + ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() + ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() + ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() + float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() + int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() + + ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } +}; + +// sizeof() ~ 12 +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImU8 IsEnabled : 1; // "Visible" in ini file + ImU8 IsStretch : 1; + + ImGuiTableColumnSettings() + { + WidthOrWeight = 0.0f; + UserID = 0; + Index = -1; + DisplayOrder = SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + IsEnabled = 1; + IsStretch = 0; + } +}; + +// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.) +struct ImGuiTableSettings +{ + ImGuiID ID; // Set to 0 to invalidate/delete the setting + ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..) + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + + ImGuiTableSettings() { memset(this, 0, sizeof(*this)); } + ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGui internal API +// No guarantee of forward compatibility here! +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Windows + // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) + // If this ever crash because g.CurrentWindow is NULL it means that either + // - ImGui::NewFrame() has never been called, which is illegal. + // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. + inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } + inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } + IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); + IMGUI_API ImGuiWindow* FindWindowByName(const char* name); + IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); + IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy); + IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); + IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } + inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } + + // Windows: Display Order and Focus Order + IMGUI_API void FocusWindow(ImGuiWindow* window); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window); + IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window); + IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); + + // Fonts, drawing + IMGUI_API void SetCurrentFont(ImFont* font); + inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + + // Init + IMGUI_API void Initialize(); + IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + + // NewFrame + IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); + IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void UpdateMouseMovingWindowNewFrame(); + IMGUI_API void UpdateMouseMovingWindowEndFrame(); + + // Generic context hooks + IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); + IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); + IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); + + // Viewports + IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + + // Settings + IMGUI_API void MarkIniSettingsDirty(); + IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); + IMGUI_API void ClearIniSettings(); + IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); + IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); + IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler); + IMGUI_API void RemoveSettingsHandler(const char* type_name); + IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + + // Scrolling + IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); + + // Early work-in-progress API (ScrollToItem() will become public) + IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0); + IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); + IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); +//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); } +//#endif + + // Basic Accessors + inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.LastItemData.ID; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand) + inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } + inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; } + inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } + inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } + IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void ClearActiveID(); + IMGUI_API ImGuiID GetHoveredID(); + IMGUI_API void SetHoveredID(ImGuiID id); + IMGUI_API void KeepAliveID(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. + IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes) + IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed); + + // Basic Helpers for widget code + IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); + inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min. + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); + IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); + IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); + IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); + IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); + IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); + IMGUI_API void PushMultiItemsWidths(int components, float width_full); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) + IMGUI_API ImVec2 GetContentRegionMaxAbs(); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + + // Parameter stacks (shared) + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); + IMGUI_API void PopItemFlag(); + + // Logging/Capture + IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); + + // Popups, Modals, Tooltips + IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); + IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); + IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsExceptModals(); + IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); + IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); + IMGUI_API void BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); + IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); + IMGUI_API ImGuiWindow* GetTopMostPopupModal(); + IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); + IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); + + // Menus + IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); + IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true); + IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true); + + // Combos + IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); + IMGUI_API bool BeginComboPreview(); + IMGUI_API void EndComboPreview(); + + // Gamepad/Keyboard Navigation + IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API void NavInitRequestApplyResult(); + IMGUI_API bool NavMoveRequestButNoResultYet(); + IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); + IMGUI_API void NavMoveRequestCancel(); + IMGUI_API void NavMoveRequestApplyResult(); + IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. + IMGUI_API void SetNavWindow(ImGuiWindow* window); + IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + + // Inputs + // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } + inline bool IsNamedKeyOrModKey(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super; } + inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } + inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } + inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } + inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key) + { + if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl; + if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift; + if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt; + if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper; + return key; + } + + IMGUI_API ImGuiKeyData* GetKeyData(ImGuiKey key); + IMGUI_API void GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size); + inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); } + IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); + IMGUI_API ImVec2 GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down); + IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); + IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate); + IMGUI_API void SetActiveIdUsingAllKeyboardKeys(); + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } + + // [EXPERIMENTAL] Low-Level: Key/Input Ownership + // - The idea is that instead of "eating" a given input, we can link to an owner id. + // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead). + // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID. + // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0). + // - Input ownership is automatically released on the frame after a key is released. Therefore: + // - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case). + // - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover). + // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state. + // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step. + // Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved. + IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key); + IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' + inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &GImGui->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } + + // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership + // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag. + // - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0) + // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'. + // Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. + // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API. + IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat. + IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); + + // [EXPERIMENTAL] Shortcut Routing + // - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. + // ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord) + // ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord) + // ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values. + // - When using one of the routing flags (e.g. ImGuiInputFlags_RouteFocused): routes requested ahead of time given a chord (key + modifiers) and a routing policy. + // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame. + // - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route. + // - Multiple read sites may use the same owner id and will all get the granted route. + // - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); + IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); + + // [EXPERIMENTAL] Focus Scope + // This is generally used to identify a unique input location (for e.g. a selection set) + // There is one per window (automatically set in Begin), but: + // - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set. + // So in order to identify a set multiple lists in same window may each need a focus scope. + // If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope() + // - Shortcut routing also use focus scope as a default location identifier if an owner is not provided. + // We don't use the ID Stack for this as it is common to want them separate. + IMGUI_API void PushFocusScope(ImGuiID id); + IMGUI_API void PopFocusScope(); + inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope() + + // Drag and Drop + IMGUI_API bool IsDragDropActive(); + IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API void ClearDragDrop(); + IMGUI_API bool IsDragDropPayloadBeingAccepted(); + IMGUI_API void RenderDragDropTargetRect(const ImRect& bb); + + // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) + IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); + IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns + IMGUI_API void PushColumnClipRect(int column_index); + IMGUI_API void PushColumnsBackground(); + IMGUI_API void PopColumnsBackground(); + IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); + IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset); + + // Tables: Candidates for public API + IMGUI_API void TableOpenContextMenu(int column_n = -1); + IMGUI_API void TableSetColumnWidth(int column_n, float width); + IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); + IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. + IMGUI_API float TableGetHeaderRowHeight(); + IMGUI_API void TablePushBackgroundChannel(); + IMGUI_API void TablePopBackgroundChannel(); + + // Tables: Internals + inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } + IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); + IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); + IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); + IMGUI_API void TableBeginApplyRequests(ImGuiTable* table); + IMGUI_API void TableSetupDrawChannels(ImGuiTable* table); + IMGUI_API void TableUpdateLayout(ImGuiTable* table); + IMGUI_API void TableUpdateBorders(ImGuiTable* table); + IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); + IMGUI_API void TableDrawBorders(ImGuiTable* table); + IMGUI_API void TableDrawContextMenu(ImGuiTable* table); + IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table); + IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); + inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; } + IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); + IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); + IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); + IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API void TableBeginRow(ImGuiTable* table); + IMGUI_API void TableEndRow(ImGuiTable* table); + IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n); + IMGUI_API void TableEndCell(ImGuiTable* table); + IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); + IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); + IMGUI_API ImGuiID TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no = 0); + IMGUI_API float TableGetMaxColumnWidth(const ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); + IMGUI_API void TableRemove(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); + IMGUI_API void TableGcCompactSettings(); + + // Tables: Settings + IMGUI_API void TableLoadSettings(ImGuiTable* table); + IMGUI_API void TableSaveSettings(ImGuiTable* table); + IMGUI_API void TableResetSettings(ImGuiTable* table); + IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); + IMGUI_API void TableSettingsAddSettingsHandler(); + IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); + IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); + + // Tab Bars + IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); + IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset); + IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos); + IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker); + IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); + IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); + + // Render helpers + // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. + // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) + IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); + IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); + IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); + IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); + IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight + IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. + IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); + + // Render helpers (those functions don't access any ImGui state!) + IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); + IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); + IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); + + // Widgets + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col); + IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners + IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); + IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); + IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); + + // Widgets low-level behaviors + IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f); + IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API void TreePushOverrideID(ImGuiID id); + IMGUI_API void TreeNodeSetOpen(ImGuiID id, bool open); + IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging. + + // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. + // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). + // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " + template IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); + template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); + + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format); + IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); + + // InputText + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); + IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active + + // Color + IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); + + // Plot + IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size); + + // Shade functions (write over already created vertices) + IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); + IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + + // Garbage collection + IMGUI_API void GcCompactTransientMiscBuffers(); + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + + // Debug Log + IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); + IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Debug Tools + IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); + IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); + IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time! + IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time! + IMGUI_API void DebugLocateItemResolveWithLastItem(); + inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); } + inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } + IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); + IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); + IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label); + IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); + IMGUI_API void DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph); + IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); + IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); + IMGUI_API void DebugNodeTable(ImGuiTable* table); + IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); + IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state); + IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); + IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); + IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); + IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); + IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); + + // Obsolete functions +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 + inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 + + // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || g.NavActivateInputId == id' (WIP) + // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() + inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem +#endif +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity! +#endif + +} // namespace ImGui + + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas internal API +//----------------------------------------------------------------------------- + +// This structure is likely to evolve as we add support for incremental atlas updates +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; + +// Helper for font builder +#ifdef IMGUI_ENABLE_STB_TRUETYPE +IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); +#endif +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); +IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); +IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); +IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); + +//----------------------------------------------------------------------------- +// [SECTION] Test Engine specific hooks (imgui_test_engine) +//----------------------------------------------------------------------------- + +#ifdef IMGUI_ENABLE_TEST_ENGINE +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); +extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id); + +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#else +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/Dependencies/imgui/imgui_tables.cpp b/Dependencies/imgui/imgui_tables.cpp new file mode 100644 index 000000000..ed538dd1a --- /dev/null +++ b/Dependencies/imgui/imgui_tables.cpp @@ -0,0 +1,4084 @@ +// dear imgui, v1.89 +// (tables and columns code) + +/* + +Index of this file: + +// [SECTION] Commentary +// [SECTION] Header mess +// [SECTION] Tables: Main code +// [SECTION] Tables: Simple accessors +// [SECTION] Tables: Row changes +// [SECTION] Tables: Columns changes +// [SECTION] Tables: Columns width management +// [SECTION] Tables: Drawing +// [SECTION] Tables: Sorting +// [SECTION] Tables: Headers +// [SECTION] Tables: Context Menu +// [SECTION] Tables: Settings (.ini data) +// [SECTION] Tables: Garbage Collection +// [SECTION] Tables: Debugging +// [SECTION] Columns, BeginColumns, EndColumns, etc. + +*/ + +// Navigating this file: +// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. + +//----------------------------------------------------------------------------- +// [SECTION] Commentary +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical tables call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - BeginTable() user begin into a table +// | BeginChild() - (if ScrollX/ScrollY is set) +// | TableBeginInitMemory() - first time table is used +// | TableResetSettings() - on settings reset +// | TableLoadSettings() - on settings load +// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests +// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame) +// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width +// - TableSetupColumn() user submit columns details (optional) +// - TableSetupScrollFreeze() user submit scroll freeze information (optional) +//----------------------------------------------------------------------------- +// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). +// | TableSetupDrawChannels() - setup ImDrawList channels +// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission +// | TableDrawContextMenu() - draw right-click context menu +//----------------------------------------------------------------------------- +// - TableHeadersRow() or TableHeader() user submit a headers row (optional) +// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction +// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu +// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers) +// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow()) +// | TableEndRow() - finish existing row +// | TableBeginRow() - add a new row +// - TableSetColumnIndex() / TableNextColumn() user begin into a cell +// | TableEndCell() - close existing column/cell +// | TableBeginCell() - enter into current column/cell +// - [...] user emit contents +//----------------------------------------------------------------------------- +// - EndTable() user ends the table +// | TableDrawBorders() - draw outer borders, inner vertical borders +// | TableMergeDrawChannels() - merge draw channels if clipping isn't required +// | EndChild() - (if ScrollX/ScrollY is set) +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// TABLE SIZING +//----------------------------------------------------------------------------- +// (Read carefully because this is subtle but it does make sense!) +//----------------------------------------------------------------------------- +// About 'outer_size': +// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags. +// Default value is ImVec2(0.0f, 0.0f). +// X +// - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge. +// - outer_size.x > 0.0f -> Set Fixed width. +// Y with ScrollX/ScrollY disabled: we output table directly in current window +// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful is parent window can vertically scroll. +// - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set) +// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtenY is set) +// Y with ScrollX/ScrollY enabled: using a child window for scrolling +// - outer_size.y < 0.0f -> Bottom-align. Not meaningful is parent window can vertically scroll. +// - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window. +// - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis. +//----------------------------------------------------------------------------- +// Outer size is also affected by the NoHostExtendX/NoHostExtendY flags. +// Important to that note how the two flags have slightly different behaviors! +// - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. +// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. +// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height. +// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not easily noticeable) +//----------------------------------------------------------------------------- +// About 'inner_width': +// With ScrollX disabled: +// - inner_width -> *ignored* +// With ScrollX enabled: +// - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird +// - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns. +// - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space! +//----------------------------------------------------------------------------- +// Details: +// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept +// of "available space" doesn't make sense. +// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding +// of what the value does. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// COLUMNS SIZING POLICIES +//----------------------------------------------------------------------------- +// About overriding column sizing policy and width/weight with TableSetupColumn(): +// We use a default parameter of 'init_width_or_weight == -1'. +// - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic +// - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom +// - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f +// - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom +// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f) +// and you can fit a 100.0f wide item in it without clipping and with full padding. +//----------------------------------------------------------------------------- +// About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag) +// - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width +// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width +// - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f +// - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents +// Default Width and default Weight can be overridden when calling TableSetupColumn(). +//----------------------------------------------------------------------------- +// About mixing Fixed/Auto and Stretch columns together: +// - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! +// that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. +// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents. +// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weight/widths. +//----------------------------------------------------------------------------- +// About using column width: +// If a column is manual resizable or has a width specified with TableSetupColumn(): +// - you may use GetContentRegionAvail().x to query the width available in a given column. +// - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. +// If the column is not resizable and has no width specified with TableSetupColumn(): +// - its width will be automatic and be set to the max of items submitted. +// - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN). +// - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN). +//----------------------------------------------------------------------------- + + +//----------------------------------------------------------------------------- +// TABLES CLIPPING/CULLING +//----------------------------------------------------------------------------- +// About clipping/culling of Rows in Tables: +// - For large numbers of rows, it is recommended you use ImGuiListClipper to only submit visible rows. +// ImGuiListClipper is reliant on the fact that rows are of equal height. +// See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. +// - Note that auto-resizing columns don't play well with using the clipper. +// By default a table with _ScrollX but without _Resizable will have column auto-resize. +// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed. +//----------------------------------------------------------------------------- +// About clipping/culling of Columns in Tables: +// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing +// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know +// it is not going to contribute to row height. +// In many situations, you may skip submitting contents for every column but one (e.g. the first one). +// - Case A: column is not hidden by user, and at least partially in sight (most common case). +// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output. +// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). +// +// [A] [B] [C] +// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() return false, user can skip submitting items but only if the column doesn't contribute to row height. +// SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. +// ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. +// ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway). +// +// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. +// However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer. +//----------------------------------------------------------------------------- +// About clipping/culling of whole Tables: +// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +// System includes +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Main code +//----------------------------------------------------------------------------- +// - TableFixFlags() [Internal] +// - TableFindByID() [Internal] +// - BeginTable() +// - BeginTableEx() [Internal] +// - TableBeginInitMemory() [Internal] +// - TableBeginApplyRequests() [Internal] +// - TableSetupColumnFlags() [Internal] +// - TableUpdateLayout() [Internal] +// - TableUpdateBorders() [Internal] +// - EndTable() +// - TableSetupColumn() +// - TableSetupScrollFreeze() +//----------------------------------------------------------------------------- + +// Configuration +static const int TABLE_DRAW_CHANNEL_BG0 = 0; +static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1; +static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel) +static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. +static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. +static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. + +// Helper +inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window) +{ + // Adjust flags: set default sizing policy + if ((flags & ImGuiTableFlags_SizingMask_) == 0) + flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame; + + // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame + if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableFlags_NoKeepColumnsVisible; + + // Adjust flags: enforce borders when resizable + if (flags & ImGuiTableFlags_Resizable) + flags |= ImGuiTableFlags_BordersInnerV; + + // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on + if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) + flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY); + + // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody + if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize) + flags &= ~ImGuiTableFlags_NoBordersInBody; + + // Adjust flags: disable saved settings if there's nothing to save + if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0) + flags |= ImGuiTableFlags_NoSavedSettings; + + // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) + if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings) + flags |= ImGuiTableFlags_NoSavedSettings; + + return flags; +} + +ImGuiTable* ImGui::TableFindByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.Tables.GetByKey(id); +} + +// Read about "TABLE SIZING" at the top of this file. +bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiID id = GetID(str_id); + return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width); +} + +bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* outer_window = GetCurrentWindow(); + if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. + return false; + + // Sanity checks + IM_ASSERT(columns_count > 0 && columns_count <= IMGUI_TABLE_MAX_COLUMNS && "Only 1..64 columns allowed!"); + if (flags & ImGuiTableFlags_ScrollX) + IM_ASSERT(inner_width >= 0.0f); + + // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve. + const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; + const ImVec2 avail_size = GetContentRegionAvail(); + ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); + ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); + if (use_child_window && IsClippedEx(outer_rect, 0)) + { + ItemSize(outer_rect); + return false; + } + + // Acquire storage for the table + ImGuiTable* table = g.Tables.GetOrAddByKey(id); + const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1; + const ImGuiID instance_id = id + instance_no; + const ImGuiTableFlags table_last_flags = table->Flags; + if (instance_no > 0) + IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); + + // Acquire temporary buffers + const int table_idx = g.Tables.GetIndex(table); + if (++g.TablesTempDataStacked > g.TablesTempData.Size) + g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData()); + ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1]; + temp_data->TableIndex = table_idx; + table->DrawSplitter = &table->TempData->DrawSplitter; + table->DrawSplitter->Clear(); + + // Fix flags + table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0; + flags = TableFixFlags(flags, outer_window); + + // Initialize + table->ID = id; + table->Flags = flags; + table->InstanceCurrent = (ImS16)instance_no; + table->LastFrameActive = g.FrameCount; + table->OuterWindow = table->InnerWindow = outer_window; + table->ColumnsCount = columns_count; + table->IsLayoutLocked = false; + table->InnerWidth = inner_width; + temp_data->UserOuterSize = outer_size; + if (instance_no > 0 && table->InstanceDataExtra.Size < instance_no) + table->InstanceDataExtra.push_back(ImGuiTableInstanceData()); + + // When not using a child window, WorkRect.Max will grow as we append contents. + if (use_child_window) + { + // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent + // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing) + ImVec2 override_content_size(FLT_MAX, FLT_MAX); + if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY)) + override_content_size.y = FLT_MIN; + + // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and + // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align + // based on the right side of the child window work rect, which would require knowing ahead if we are going to + // have decoration taking horizontal spaces (typically a vertical scrollbar). + if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f) + override_content_size.x = inner_width; + + if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX) + SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); + + // Reset scroll if we are reactivating it + if ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) + SetNextWindowScroll(ImVec2(0.0f, 0.0f)); + + // Create scrolling region (without border and zero window padding) + ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; + BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags); + table->InnerWindow = g.CurrentWindow; + table->WorkRect = table->InnerWindow->WorkRect; + table->OuterRect = table->InnerWindow->Rect(); + table->InnerRect = table->InnerWindow->InnerRect; + IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); + } + else + { + // For non-scrolling tables, WorkRect == OuterRect == InnerRect. + // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). + table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; + } + + // Push a standardized ID for both child-using and not-child-using tables + PushOverrideID(instance_id); + + // Backup a copy of host window members we will modify + ImGuiWindow* inner_window = table->InnerWindow; + table->HostIndentX = inner_window->DC.Indent.x; + table->HostClipRect = inner_window->ClipRect; + table->HostSkipItems = inner_window->SkipItems; + temp_data->HostBackupWorkRect = inner_window->WorkRect; + temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; + temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; + temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; + temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; + temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; + temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth; + temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; + inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + + // Padding and Spacing + // - None ........Content..... Pad .....Content........ + // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | + // - PadInner ........Content.. Pad | Pad ..Content........ + // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad | + const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0; + const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true; + const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f; + const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f; + const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f; + table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border; + table->CellSpacingX2 = inner_spacing_explicit; + table->CellPaddingX = inner_padding_explicit; + table->CellPaddingY = g.Style.CellPadding.y; + + const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; + table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX; + + table->CurrentColumn = -1; + table->CurrentRow = -1; + table->RowBgColorCounter = 0; + table->LastRowFlags = ImGuiTableRowFlags_None; + table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; + table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width + table->InnerClipRect.ClipWithFull(table->HostClipRect); + table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y; + + table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow + table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() + table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any + table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; + table->IsUnfrozenRows = true; + table->DeclColumnsCount = 0; + + // Using opaque colors facilitate overlapping elements of the grid + table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); + table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); + + // Make table current + g.CurrentTable = table; + outer_window->DC.CurrentTableIdx = table_idx; + if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. + inner_window->DC.CurrentTableIdx = table_idx; + + if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) + table->IsResetDisplayOrderRequest = true; + + // Mark as used + if (table_idx >= g.TablesLastTimeActive.Size) + g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); + g.TablesLastTimeActive[table_idx] = (float)g.Time; + temp_data->LastTimeActive = (float)g.Time; + table->MemoryCompacted = false; + + // Setup memory buffer (clear data if columns count changed) + ImGuiTableColumn* old_columns_to_preserve = NULL; + void* old_columns_raw_data = NULL; + const int old_columns_count = table->Columns.size(); + if (old_columns_count != 0 && old_columns_count != columns_count) + { + // Attempt to preserve width on column count change (#4046) + old_columns_to_preserve = table->Columns.Data; + old_columns_raw_data = table->RawData; + table->RawData = NULL; + } + if (table->RawData == NULL) + { + TableBeginInitMemory(table, columns_count); + table->IsInitializing = table->IsSettingsRequestLoad = true; + } + if (table->IsResetAllRequest) + TableResetSettings(table); + if (table->IsInitializing) + { + // Initialize + table->SettingsOffset = -1; + table->IsSortSpecsDirty = true; + table->InstanceInteracted = -1; + table->ContextPopupColumn = -1; + table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1; + table->AutoFitSingleColumn = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + for (int n = 0; n < columns_count; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + if (old_columns_to_preserve && n < old_columns_count) + { + // FIXME: We don't attempt to preserve column order in this path. + *column = old_columns_to_preserve[n]; + } + else + { + float width_auto = column->WidthAuto; + *column = ImGuiTableColumn(); + column->WidthAuto = width_auto; + column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker + column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true; + } + column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; + } + } + if (old_columns_raw_data) + IM_FREE(old_columns_raw_data); + + // Load settings + if (table->IsSettingsRequestLoad) + TableLoadSettings(table); + + // Handle DPI/font resize + // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well. + // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition. + // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory. + // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path. + const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ? + if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) + { + const float scale_factor = new_ref_scale_unit / table->RefScale; + //IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); + for (int n = 0; n < columns_count; n++) + table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; + } + table->RefScale = new_ref_scale_unit; + + // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call.. + // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user. + // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option. + inner_window->SkipItems = true; + + // Clear names + // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn() + if (table->ColumnsNames.Buf.Size > 0) + table->ColumnsNames.Buf.resize(0); + + // Apply queued resizing/reordering/hiding requests + TableBeginApplyRequests(table); + + return true; +} + +// For reference, the average total _allocation count_ for a table is: +// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables) +// + 1 (for table->RawData allocated below) +// + 1 (for table->ColumnsNames, if names are used) +// Shared allocations per number of nested tables +// + 1 (for table->Splitter._Channels) +// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) +// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details. +// Unused channels don't perform their +2 allocations. +void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) +{ + // Allocate single buffer for our arrays + ImSpanAllocator<3> span_allocator; + span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); + span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); + span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); + table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); + memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); + span_allocator.SetArenaBasePtr(table->RawData); + span_allocator.GetSpan(0, &table->Columns); + span_allocator.GetSpan(1, &table->DisplayOrderToIndex); + span_allocator.GetSpan(2, &table->RowCellData); +} + +// Apply queued resizing/reordering/hiding requests +void ImGui::TableBeginApplyRequests(ImGuiTable* table) +{ + // Handle resizing request + // (We process this at the first TableBegin of the frame) + // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling? + if (table->InstanceCurrent == 0) + { + if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX) + TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth); + table->LastResizedColumn = table->ResizedColumn; + table->ResizedColumnNextWidth = FLT_MAX; + table->ResizedColumn = -1; + + // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy. + // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings. + if (table->AutoFitSingleColumn != -1) + { + TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto); + table->AutoFitSingleColumn = -1; + } + } + + // Handle reordering request + // Note: we don't clear ReorderColumn after handling the request. + if (table->InstanceCurrent == 0) + { + if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) + table->ReorderColumn = -1; + table->HeldHeaderColumn = -1; + if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0) + { + // We need to handle reordering across hidden columns. + // In the configuration below, moving C to the right of E will lead to: + // ... C [D] E ---> ... [D] E C (Column name/index) + // ... 2 3 4 ... 2 3 4 (Display order) + const int reorder_dir = table->ReorderColumnDir; + IM_ASSERT(reorder_dir == -1 || reorder_dir == +1); + IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable); + ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn]; + ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn]; + IM_UNUSED(dst_column); + const int src_order = src_column->DisplayOrder; + const int dst_order = dst_column->DisplayOrder; + src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order; + for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) + table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; + IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); + + // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[], + // rebuild the later from the former. + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; + table->ReorderColumnDir = 0; + table->IsSettingsDirty = true; + } + } + + // Handle display order reset request + if (table->IsResetDisplayOrderRequest) + { + for (int n = 0; n < table->ColumnsCount; n++) + table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n; + table->IsResetDisplayOrderRequest = false; + table->IsSettingsDirty = true; + } +} + +// Adjust flags: default width mode + stretch columns are not allowed when auto extending +static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in) +{ + ImGuiTableColumnFlags flags = flags_in; + + // Sizing Policy + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) + { + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + else + flags |= ImGuiTableColumnFlags_WidthStretch; + } + else + { + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. + } + + // Resize + if ((table->Flags & ImGuiTableFlags_Resizable) == 0) + flags |= ImGuiTableColumnFlags_NoResize; + + // Sorting + if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending)) + flags |= ImGuiTableColumnFlags_NoSort; + + // Indentation + if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0) + flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable; + + // Alignment + //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) + // flags |= ImGuiTableColumnFlags_AlignCenter; + //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. + + // Preserve status flags + column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_); + + // Build an ordered list of available sort directions + column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0; + if (table->Flags & ImGuiTableFlags_Sortable) + { + int count = 0, mask = 0, list = 0; + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; } + column->SortDirectionsAvailList = (ImU8)list; + column->SortDirectionsAvailMask = (ImU8)mask; + column->SortDirectionsAvailCount = (ImU8)count; + ImGui::TableFixColumnSortDirection(table, column); + } +} + +// Layout columns for the frame. This is in essence the followup to BeginTable(). +// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() to be called first. +// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns. +// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns? +void ImGui::TableUpdateLayout(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->IsLayoutLocked == false); + + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + table->IsDefaultDisplayOrder = true; + table->ColumnsEnabledCount = 0; + table->EnabledMaskByIndex = 0x00; + table->EnabledMaskByDisplayOrder = 0x00; + table->LeftMostEnabledColumn = -1; + table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE + + // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. + // Process columns in their visible orders as we are building the Prev/Next indices. + int count_fixed = 0; // Number of columns that have fixed sizing policies + int count_stretch = 0; // Number of columns that have stretch sizing policies + int prev_visible_column_idx = -1; + bool has_auto_fit_request = false; + bool has_resizable = false; + float stretch_sum_width_auto = 0.0f; + float fixed_max_width_auto = 0.0f; + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + if (column_n != order_n) + table->IsDefaultDisplayOrder = false; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame. + // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway. + // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect. + if (table->DeclColumnsCount <= column_n) + { + TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None); + column->NameOffset = -1; + column->UserID = 0; + column->InitStretchWeightOrWidth = -1.0f; + } + + // Update Enabled state, mark settings and sort specs dirty + if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) + column->IsUserEnabledNextFrame = true; + if (column->IsUserEnabled != column->IsUserEnabledNextFrame) + { + column->IsUserEnabled = column->IsUserEnabledNextFrame; + table->IsSettingsDirty = true; + } + column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0; + + if (column->SortOrder != -1 && !column->IsEnabled) + table->IsSortSpecsDirty = true; + if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti)) + table->IsSortSpecsDirty = true; + + // Auto-fit unsized columns + const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f); + if (start_auto_fit) + column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames + + if (!column->IsEnabled) + { + column->IndexWithinEnabledSet = -1; + continue; + } + + // Mark as enabled and link to previous/next enabled column + column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + column->NextEnabledColumn = -1; + if (prev_visible_column_idx != -1) + table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; + else + table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n; + column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; + table->EnabledMaskByIndex |= (ImU64)1 << column_n; + table->EnabledMaskByDisplayOrder |= (ImU64)1 << column->DisplayOrder; + prev_visible_column_idx = column_n; + IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); + + // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) + // Combine width from regular rows + width from headers unless requested not to. + if (!column->IsPreserveWidthAuto) + column->WidthAuto = TableGetColumnWidthAuto(table, column); + + // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column_is_resizable) + has_resizable = true; + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable) + column->WidthAuto = column->InitStretchWeightOrWidth; + + if (column->AutoFitQueue != 0x00) + has_auto_fit_request = true; + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + stretch_sum_width_auto += column->WidthAuto; + count_stretch++; + } + else + { + fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto); + count_fixed++; + } + } + if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + table->IsSortSpecsDirty = true; + table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0); + + // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible + // to avoid the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). + // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time. + if (has_auto_fit_request && table->OuterWindow != table->InnerWindow) + table->InnerWindow->SkipItems = false; + if (has_auto_fit_request) + table->IsSettingsDirty = true; + + // [Part 3] Fix column flags and record a few extra information. + float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. + float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. + table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n))) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + { + // Apply same widths policy + float width_auto = column->WidthAuto; + if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable)) + width_auto = fixed_max_width_auto; + + // Apply automatic width + // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) + if (column->AutoFitQueue != 0x00) + column->WidthRequest = width_auto; + else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n))) + column->WidthRequest = width_auto; + + // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets + // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very + // large height (= first frame scrollbar display very off + clipper would skip lots of items). + // This is merely making the side-effect less extreme, but doesn't properly fixes it. + // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? + // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. + if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) + column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? + sum_width_requests += column->WidthRequest; + } + else + { + // Initialize stretch weight + if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable) + { + if (column->InitStretchWeightOrWidth > 0.0f) + column->StretchWeight = column->InitStretchWeightOrWidth; + else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp) + column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch; + else + column->StretchWeight = 1.0f; + } + + stretch_sum_weights += column->StretchWeight; + if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder) + table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder) + table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + } + column->IsPreserveWidthAuto = false; + sum_width_requests += table->CellPaddingX * 2.0f; + } + table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; + table->ColumnsStretchSumWeights = stretch_sum_weights; + + // [Part 4] Apply final widths based on requested widths + const ImRect work_rect = table->WorkRect; + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + const float width_avail = ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth(); + const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; + float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; + table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n))) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest) + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + float weight_ratio = column->StretchWeight / stretch_sum_weights; + column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); + width_remaining_for_stretched_columns -= column->WidthRequest; + } + + // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column + // See additional comments in TableSetColumnWidth(). + if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1) + column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; + + // Assign final width, record width in case we will need to shrink + column->WidthGiven = ImFloor(ImMax(column->WidthRequest, table->MinColumnWidth)); + table->ColumnsGivenWidth += column->WidthGiven; + } + + // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column). + // Using right-to-left distribution (more likely to match resizing cursor). + if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths)) + for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) + { + if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) + continue; + ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]]; + if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->WidthRequest += 1.0f; + column->WidthGiven += 1.0f; + width_remaining_for_stretched_columns -= 1.0f; + } + + // Determine if table is hovered which will be used to flag columns as hovered. + // - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + // but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily + // clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem). + // - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table->HoveredColumnBody = -1; + table->HoveredColumnBorder = -1; + const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight)); + const ImGuiID backup_active_id = g.ActiveId; + g.ActiveId = 0; + const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0); + g.ActiveId = backup_active_id; + + // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column + // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. + int visible_n = 0; + bool offset_x_frozen = (table->FreezeColumnsCount > 0); + float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1; + ImRect host_clip_rect = table->InnerClipRect; + //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; + table->VisibleMaskByIndex = 0x00; + table->RequestOutputMaskByIndex = 0x00; + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + + column->NavLayerCurrent = (ImS8)((table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); + + if (offset_x_frozen && table->FreezeColumnsCount == visible_n) + { + offset_x += work_rect.Min.x - table->OuterRect.Min.x; + offset_x_frozen = false; + } + + // Clear status flags + column->Flags &= ~ImGuiTableColumnFlags_StatusMask_; + + if ((table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)) == 0) + { + // Hidden column: clear a few fields and we are done with it for the remainder of the function. + // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. + column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x; + column->WidthGiven = 0.0f; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false; + column->IsSkipItems = true; + column->ItemWidth = 1.0f; + continue; + } + + // Detect hovered column + if (is_hovering_table && g.IO.MousePos.x >= column->ClipRect.Min.x && g.IO.MousePos.x < column->ClipRect.Max.x) + table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; + + // Lock start position + column->MinX = offset_x; + + // Lock width based on start position and minimum/maximum width for this position + float max_width = TableGetMaxColumnWidth(table, column_n); + column->WidthGiven = ImMin(column->WidthGiven, max_width); + column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); + column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + + // Lock other positions + // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. + // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. + // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. + // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. + column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; + column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max + column->ItemWidth = ImFloor(column->WidthGiven * 0.65f); + column->ClipRect.Min.x = column->MinX; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + + // Mark column as Clipped (not in sight) + // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables. + // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY. + // Taking advantage of LastOuterHeight would yield good results there... + // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x, + // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else). + // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small. + column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x); + column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y); + const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY; + if (is_visible) + table->VisibleMaskByIndex |= ((ImU64)1 << column_n); + + // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output. + column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0; + if (column->IsRequestOutput) + table->RequestOutputMaskByIndex |= ((ImU64)1 << column_n); + + // Mark column as SkipItems (ignoring all items/layout) + column->IsSkipItems = !column->IsEnabled || table->HostSkipItems; + if (column->IsSkipItems) + IM_ASSERT(!is_visible); + + // Update status flags + column->Flags |= ImGuiTableColumnFlags_IsEnabled; + if (is_visible) + column->Flags |= ImGuiTableColumnFlags_IsVisible; + if (column->SortOrder != -1) + column->Flags |= ImGuiTableColumnFlags_IsSorted; + if (table->HoveredColumnBody == column_n) + column->Flags |= ImGuiTableColumnFlags_IsHovered; + + // Alignment + // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in + // many cases (to be able to honor this we might be able to store a log of cells width, per row, for + // visible rows, but nav/programmatic scroll would have visible artifacts.) + //if (column->Flags & ImGuiTableColumnFlags_AlignRight) + // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen); + //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) + // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); + + // Reset content width variables + column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX; + column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX; + + // Don't decrement auto-fit counters until container window got a chance to submit its items + if (table->HostSkipItems == false) + { + column->AutoFitQueue >>= 1; + column->CannotSkipItemsQueue >>= 1; + } + + if (visible_n < table->FreezeColumnsCount) + host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x); + + offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + visible_n++; + } + + // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) + // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either + // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. + const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x); + if (is_hovering_table && table->HoveredColumnBody == -1) + { + if (g.IO.MousePos.x >= unused_x1) + table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount; + } + if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) + table->Flags &= ~ImGuiTableFlags_Resizable; + + // [Part 8] Lock actual OuterRect/WorkRect right-most position. + // This is done late to handle the case of fixed-columns tables not claiming more widths that they need. + // Because of this we are careful with uses of WorkRect and InnerClipRect before this point. + if (table->RightMostStretchedColumn != -1) + table->Flags &= ~ImGuiTableFlags_NoHostExtendX; + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1; + table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); + } + table->InnerWindow->ParentWorkRect = table->WorkRect; + table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f); + table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f); + + // [Part 9] Allocate draw channels and setup background cliprect + TableSetupDrawChannels(table); + + // [Part 10] Hit testing on borders + if (table->Flags & ImGuiTableFlags_Resizable) + TableUpdateBorders(table); + table_instance->LastFirstRowHeight = 0.0f; + table->IsLayoutLocked = true; + table->IsUsingHeaders = false; + + // [Part 11] Context menu + if (TableBeginContextMenuPopup(table)) + { + TableDrawContextMenu(table); + EndPopup(); + } + + // [Part 13] Sanitize and build sort specs before we have a change to use them for display. + // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) + if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) + TableSortSpecsBuild(table); + + // Initial state + ImGuiWindow* inner_window = table->InnerWindow; + if (table->Flags & ImGuiTableFlags_NoClip) + table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + else + inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false); +} + +// Process hit-testing on resizing borders. Actual size change will be applied in EndTable() +// - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise +// - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets +// overlapping the same area. +void ImGui::TableUpdateBorders(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable); + + // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and + // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not + // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). + // Actual columns highlight/render will be performed in EndTable() and not be affected. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; + const float hit_y1 = table->OuterRect.Min.y; + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight); + const float hit_y2_head = hit_y1 + table_instance->LastFirstRowHeight; + + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) + continue; + + // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders() + const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body; + if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) + continue; + + if (!column->IsVisibleX && table->LastResizedColumn != column_n) + continue; + + ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); + ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); + ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav); + //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); + + bool hovered = false, held = false; + bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); + if (pressed && IsMouseDoubleClicked(0)) + { + TableSetColumnWidthAutoSingle(table, column_n); + ClearActiveID(); + held = hovered = false; + } + if (held) + { + if (table->LastResizedColumn == -1) + table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX; + table->ResizedColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + } + if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held) + { + table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n; + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + } + } +} + +void ImGui::EndTable() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!"); + + // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some + // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) + //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); + + // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our + // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + const ImGuiTableFlags flags = table->Flags; + ImGuiWindow* inner_window = table->InnerWindow; + ImGuiWindow* outer_window = table->OuterWindow; + ImGuiTableTempData* temp_data = table->TempData; + IM_ASSERT(inner_window == g.CurrentWindow); + IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); + + if (table->IsInsideRow) + TableEndRow(table); + + // Context menu in columns body + if (flags & ImGuiTableFlags_ContextMenuInBody) + if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + TableOpenContextMenu((int)table->HoveredColumnBody); + + // Finalize table height + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; + inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; + inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; + const float inner_content_max_y = table->RowPosY2; + IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); + if (inner_window != outer_window) + inner_window->DC.CursorMaxPos.y = inner_content_max_y; + else if (!(flags & ImGuiTableFlags_NoHostExtendY)) + table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height + table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); + table_instance->LastOuterHeight = table->OuterRect.GetHeight(); + + // Setup inner scrolling range + // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, + // but since the later is likely to be impossible to do we'd rather update both axises together. + if (table->Flags & ImGuiTableFlags_ScrollX) + { + const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x; + if (table->RightMostEnabledColumn != -1) + max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); + if (table->ResizedColumn != -1) + max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); + table->InnerWindow->DC.CursorMaxPos.x = max_pos_x; + } + + // Pop clipping rect + if (!(flags & ImGuiTableFlags_NoClip)) + inner_window->DrawList->PopClipRect(); + inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); + + // Draw borders + if ((flags & ImGuiTableFlags_Borders) != 0) + TableDrawBorders(table); + +#if 0 + // Strip out dummy channel draw calls + // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out) + // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway. + // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices. + if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1) + { + ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel]; + dummy_channel->_CmdBuffer.resize(0); + dummy_channel->_IdxBuffer.resize(0); + } +#endif + + // Flatten channels and merge draw calls + ImDrawListSplitter* splitter = table->DrawSplitter; + splitter->SetCurrentChannel(inner_window->DrawList, 0); + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + TableMergeDrawChannels(table); + splitter->Merge(inner_window->DrawList); + + // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() + float auto_fit_width_for_fixed = 0.0f; + float auto_fit_width_for_stretched = 0.0f; + float auto_fit_width_for_stretched_min = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (table->EnabledMaskByIndex & ((ImU64)1 << column_n)) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column); + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + auto_fit_width_for_fixed += column_width_request; + else + auto_fit_width_for_stretched += column_width_request; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0) + auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights)); + } + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min); + + // Update scroll + if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) + { + inner_window->Scroll.x = 0.0f; + } + else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent) + { + // When releasing a column being resized, scroll to keep the resulting column in sight + const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f; + ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; + if (column->MaxX < table->InnerClipRect.Min.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f); + else if (column->MaxX > table->InnerClipRect.Max.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f); + } + + // Apply resizing/dragging at the end of the frame + if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted) + { + ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; + const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS); + const float new_width = ImFloor(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); + table->ResizedColumnNextWidth = new_width; + } + + // Pop from id stack + IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, "Mismatching PushID/PopID!"); + IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); + PopID(); + + // Restore window data that we modified + const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; + inner_window->WorkRect = temp_data->HostBackupWorkRect; + inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect; + inner_window->SkipItems = table->HostSkipItems; + outer_window->DC.CursorPos = table->OuterRect.Min; + outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; + outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize; + outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset; + + // Layout in outer window + // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding + // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) + if (inner_window != outer_window) + { + EndChild(); + } + else + { + ItemSize(table->OuterRect.GetSize()); + ItemAdd(table->OuterRect, 0); + } + + // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + // FIXME-TABLE: Could we remove this section? + // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents + IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); + } + else if (temp_data->UserOuterSize.x <= 0.0f) + { + const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f; + outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth)); + } + else + { + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x); + } + if (temp_data->UserOuterSize.y <= 0.0f) + { + const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f; + outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y)); + } + else + { + // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set) + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y); + } + + // Save settings + if (table->IsSettingsDirty) + TableSaveSettings(table); + table->IsInitializing = false; + + // Clear or restore current table, if any + IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); + IM_ASSERT(g.TablesTempDataStacked > 0); + temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL; + g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; + if (g.CurrentTable) + { + g.CurrentTable->TempData = temp_data; + g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter; + } + outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; +} + +// See "COLUMN SIZING POLICIES" comments at the top of this file +// If (init_width_or_weight <= 0.0f) it is ignored +void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); + IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!"); + IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()"); + if (table->DeclColumnsCount >= table->ColumnsCount) + { + IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!"); + return; + } + + ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount]; + table->DeclColumnsCount++; + + // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. + // Give a grace to users of ImGuiTableFlags_ScrollX. + if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0) + IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); + + // When passing a width automatically enforce WidthFixed policy + // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable) + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) + if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + + TableSetupColumnFlags(table, column, flags); + column->UserID = user_id; + flags = column->Flags; + + // Initialize defaults + column->InitStretchWeightOrWidth = init_width_or_weight; + if (table->IsInitializing) + { + // Init width or weight + if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) + { + if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) + column->WidthRequest = init_width_or_weight; + if (flags & ImGuiTableColumnFlags_WidthStretch) + column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; + + // Disable auto-fit if an explicit width/weight has been specified + if (init_width_or_weight > 0.0f) + column->AutoFitQueue = 0x00; + } + + // Init default visibility/sort state + if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) + column->IsUserEnabled = column->IsUserEnabledNextFrame = false; + if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) + { + column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. + column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); + } + } + + // Store name (append with zero-terminator in contiguous buffer) + column->NameOffset = -1; + if (label != NULL && label[0] != 0) + { + column->NameOffset = (ImS16)table->ColumnsNames.size(); + table->ColumnsNames.append(label, label + strlen(label) + 1); + } +} + +// [Public] +void ImGui::TableSetupScrollFreeze(int columns, int rows) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); + IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit + + table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0; + table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; + table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; + table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; + table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b + + // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered. + // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section) + for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++) + { + int order_n = table->DisplayOrderToIndex[column_n]; + if (order_n != column_n && order_n >= table->FreezeColumnsRequest) + { + ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder); + ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Simple accessors +//----------------------------------------------------------------------------- +// - TableGetColumnCount() +// - TableGetColumnName() +// - TableGetColumnName() [Internal] +// - TableSetColumnEnabled() +// - TableGetColumnFlags() +// - TableGetCellBgRect() [Internal] +// - TableGetColumnResizeID() [Internal] +// - TableGetHoveredColumn() [Internal] +// - TableSetBgColor() +//----------------------------------------------------------------------------- + +int ImGui::TableGetColumnCount() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + return table ? table->ColumnsCount : 0; +} + +const char* ImGui::TableGetColumnName(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return NULL; + if (column_n < 0) + column_n = table->CurrentColumn; + return TableGetColumnName(table, column_n); +} + +const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) +{ + if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount) + return ""; // NameOffset is invalid at this point + const ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->NameOffset == -1) + return ""; + return &table->ColumnsNames.Buf[column->NameOffset]; +} + +// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view) +// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) +// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state. +// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable(). +// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0. +// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu. +void ImGui::TableSetColumnEnabled(int column_n, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + if (!table) + return; + IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above + if (column_n < 0) + column_n = table->CurrentColumn; + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column = &table->Columns[column_n]; + column->IsUserEnabledNextFrame = enabled; +} + +// We allow querying for an extra column in order to poll the IsHovered state of the right-most section +ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return ImGuiTableColumnFlags_None; + if (column_n < 0) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) + return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None; + return table->Columns[column_n].Flags; +} + +// Return the cell rectangle based on currently known height. +// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. +// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height. +// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right +// columns report a small offset so their CellBgRect can extend up to the outer border. +// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling. +ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float x1 = column->MinX; + float x2 = column->MaxX; + //if (column->PrevEnabledColumn == -1) + // x1 -= table->OuterPaddingX; + //if (column->NextEnabledColumn == -1) + // x2 += table->OuterPaddingX; + x1 = ImMax(x1, table->WorkRect.Min.x); + x2 = ImMin(x2, table->WorkRect.Max.x); + return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); +} + +// Return the resizing ID for the right-side of the given column. +ImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no) +{ + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiID id = table->ID + 1 + (instance_no * table->ColumnsCount) + column_n; + return id; +} + +// Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. +int ImGui::TableGetHoveredColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + return (int)table->HoveredColumnBody; +} + +void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(target != ImGuiTableBgTarget_None); + + if (color == IM_COL32_DISABLE) + color = 0; + + // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. + switch (target) + { + case ImGuiTableBgTarget_CellBg: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + if (column_n == -1) + column_n = table->CurrentColumn; + if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0) + return; + if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) + table->RowCellDataCurrent++; + ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; + cell_data->BgColor = color; + cell_data->Column = (ImGuiTableColumnIdx)column_n; + break; + } + case ImGuiTableBgTarget_RowBg0: + case ImGuiTableBgTarget_RowBg1: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + IM_ASSERT(column_n == -1); + int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; + table->RowBgColor[bg_idx] = color; + break; + } + default: + IM_ASSERT(0); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Row changes +//------------------------------------------------------------------------- +// - TableGetRowIndex() +// - TableNextRow() +// - TableBeginRow() [Internal] +// - TableEndRow() [Internal] +//------------------------------------------------------------------------- + +// [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows +int ImGui::TableGetRowIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentRow; +} + +// [Public] Starts into the first cell of a new row +void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + if (table->IsInsideRow) + TableEndRow(table); + + table->LastRowFlags = table->RowFlags; + table->RowFlags = row_flags; + table->RowMinHeight = row_min_height; + TableBeginRow(table); + + // We honor min_row_height requested by user, but cannot guarantee per-row maximum height, + // because that would essentially require a unique clipping rectangle per-cell. + table->RowPosY2 += table->CellPaddingY * 2.0f; + table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); + + // Disable output until user calls TableNextColumn() + table->InnerWindow->SkipItems = true; +} + +// [Internal] Called by TableNextRow() +void ImGui::TableBeginRow(ImGuiTable* table) +{ + ImGuiWindow* window = table->InnerWindow; + IM_ASSERT(!table->IsInsideRow); + + // New row + table->CurrentRow++; + table->CurrentColumn = -1; + table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE; + table->RowCellDataCurrent = -1; + table->IsInsideRow = true; + + // Begin frozen rows + float next_y1 = table->RowPosY2; + if (table->CurrentRow == 0 && table->FreezeRowsCount > 0) + next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y; + + table->RowPosY1 = table->RowPosY2 = next_y1; + table->RowTextBaseline = 0.0f; + table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent + window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.IsSameLine = window->DC.IsSetPos = false; + window->DC.CursorMaxPos.y = next_y1; + + // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. + if (table->RowFlags & ImGuiTableRowFlags_Headers) + { + TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg)); + if (table->CurrentRow == 0) + table->IsUsingHeaders = true; + } +} + +// [Internal] Called by TableNextRow() +void ImGui::TableEndRow(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window == table->InnerWindow); + IM_ASSERT(table->IsInsideRow); + + if (table->CurrentColumn != -1) + TableEndCell(table); + + // Logging + if (g.LogEnabled) + LogRenderedText(NULL, "|"); + + // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is + // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. + window->DC.CursorPos.y = table->RowPosY2; + + // Row background fill + const float bg_y1 = table->RowPosY1; + const float bg_y2 = table->RowPosY2; + const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); + const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); + if (table->CurrentRow == 0) + TableGetInstanceData(table, table->InstanceCurrent)->LastFirstRowHeight = bg_y2 - bg_y1; + + const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); + if (is_visible) + { + // Decide of background color for the row + ImU32 bg_col0 = 0; + ImU32 bg_col1 = 0; + if (table->RowBgColor[0] != IM_COL32_DISABLE) + bg_col0 = table->RowBgColor[0]; + else if (table->Flags & ImGuiTableFlags_RowBg) + bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg); + if (table->RowBgColor[1] != IM_COL32_DISABLE) + bg_col1 = table->RowBgColor[1]; + + // Decide of top border color + ImU32 border_col = 0; + const float border_size = TABLE_BORDER_SIZE; + if (table->CurrentRow > 0 || table->InnerWindow == table->OuterWindow) + if (table->Flags & ImGuiTableFlags_BordersInnerH) + border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; + + const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; + const bool draw_strong_bottom_border = unfreeze_rows_actual; + if ((bg_col0 | bg_col1 | border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) + { + // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is + // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4(); + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); + } + + // Draw row background + // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle + if (bg_col0 || bg_col1) + { + ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2); + row_rect.ClipWith(table->BgClipRect); + if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0); + if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1); + } + + // Draw cell background color + if (draw_cell_bg_color) + { + ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; + for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) + { + // As we render the BG here we need to clip things (for layout we would not) + // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling. + const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; + ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); + cell_bg_rect.ClipWith(table->BgClipRect); + cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling + cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); + window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); + } + } + + // Draw top border + if (border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), border_col, border_size); + + // Draw bottom border at the row unfreezing mark (always strong) + if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size); + } + + // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) + // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and + // get the new cursor position. + if (unfreeze_rows_request) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->NavLayerCurrent = (ImS8)((column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); + } + if (unfreeze_rows_actual) + { + IM_ASSERT(table->IsUnfrozenRows == false); + table->IsUnfrozenRows = true; + + // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect + float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); + table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y); + table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y; + table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; + IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); + + float row_height = table->RowPosY2 - table->RowPosY1; + table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; + table->RowPosY1 = table->RowPosY2 - row_height; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->DrawChannelCurrent = column->DrawChannelUnfrozen; + column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; + } + + // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y + SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + } + + if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) + table->RowBgColorCounter++; + table->IsInsideRow = false; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns changes +//------------------------------------------------------------------------- +// - TableGetColumnIndex() +// - TableSetColumnIndex() +// - TableNextColumn() +// - TableBeginCell() [Internal] +// - TableEndCell() [Internal] +//------------------------------------------------------------------------- + +int ImGui::TableGetColumnIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentColumn; +} + +// [Public] Append into a specific column +bool ImGui::TableSetColumnIndex(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->CurrentColumn != column_n) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + IM_ASSERT(column_n >= 0 && table->ColumnsCount); + TableBeginCell(table, column_n); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0; +} + +// [Public] Append into the next column, wrap and create a new row when already on last column +bool ImGui::TableNextColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + TableBeginCell(table, table->CurrentColumn + 1); + } + else + { + TableNextRow(); + TableBeginCell(table, 0); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + int column_n = table->CurrentColumn; + return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0; +} + + +// [Internal] Called by TableSetColumnIndex()/TableNextColumn() +// This is called very frequently, so we need to be mindful of unnecessary overhead. +// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. +void ImGui::TableBeginCell(ImGuiTable* table, int column_n) +{ + ImGuiTableColumn* column = &table->Columns[column_n]; + ImGuiWindow* window = table->InnerWindow; + table->CurrentColumn = column_n; + + // Start position is roughly ~~ CellRect.Min + CellPadding + Indent + float start_x = column->WorkMinX; + if (column->Flags & ImGuiTableColumnFlags_IndentEnable) + start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. + + window->DC.CursorPos.x = start_x; + window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY; + window->DC.CursorMaxPos.x = window->DC.CursorPos.x; + window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT + window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; + window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; + + window->WorkRect.Min.y = window->DC.CursorPos.y; + window->WorkRect.Min.x = column->WorkMinX; + window->WorkRect.Max.x = column->WorkMaxX; + window->DC.ItemWidth = column->ItemWidth; + + // To allow ImGuiListClipper to function we propagate our row height + if (!column->IsEnabled) + window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2); + + window->SkipItems = column->IsSkipItems; + if (column->IsSkipItems) + { + ImGuiContext& g = *GImGui; + g.LastItemData.ID = 0; + g.LastItemData.StatusFlags = 0; + } + + if (table->Flags & ImGuiTableFlags_NoClip) + { + // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); + } + else + { + // FIXME-TABLE: Could avoid this if draw channel is dummy channel? + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + } + + // Logging + ImGuiContext& g = *GImGui; + if (g.LogEnabled && !column->IsSkipItems) + { + LogRenderedText(&window->DC.CursorPos, "|"); + g.LogLinePosY = FLT_MAX; + } +} + +// [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn() +void ImGui::TableEndCell(ImGuiTable* table) +{ + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + ImGuiWindow* window = table->InnerWindow; + + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + + // Report maximum position so we can infer content size per column. + float* p_max_pos_x; + if (table->RowFlags & ImGuiTableRowFlags_Headers) + p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call + else + p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; + *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); + table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY); + column->ItemWidth = window->DC.ItemWidth; + + // Propagate text baseline for the entire row + // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one. + table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns width management +//------------------------------------------------------------------------- +// - TableGetMaxColumnWidth() [Internal] +// - TableGetColumnWidthAuto() [Internal] +// - TableSetColumnWidth() +// - TableSetColumnWidthAutoSingle() [Internal] +// - TableSetColumnWidthAutoAll() [Internal] +// - TableUpdateColumnsWeightFromWidth() [Internal] +//------------------------------------------------------------------------- + +// Maximum column content width given current layout. Use column->MinX so this value on a per-column basis. +float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float max_width = FLT_MAX; + const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2; + if (table->Flags & ImGuiTableFlags_ScrollX) + { + // Frozen columns can't reach beyond visible width else scrolling will naturally break. + // (we use DisplayOrder as within a set of multiple frozen column reordering is possible) + if (column->DisplayOrder < table->FreezeColumnsRequest) + { + max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX; + max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2; + } + } + else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0) + { + // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make + // sure they are all visible. Because of this we also know that all of the columns will always fit in + // table->WorkRect and therefore in table->InnerRect (because ScrollX is off) + // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match. + // See "table_width_distrib" and "table_width_keep_visible" tests + max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX; + //max_width -= table->CellSpacingX1; + max_width -= table->CellSpacingX2; + max_width -= table->CellPaddingX * 2.0f; + max_width -= table->OuterPaddingX; + } + return max_width; +} + +// Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field +float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column) +{ + const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX; + const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX; + float width_auto = content_width_body; + if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) + width_auto = ImMax(width_auto, content_width_headers); + + // Non-resizable fixed columns preserve their requested width + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f) + if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize)) + width_auto = column->InitStretchWeightOrWidth; + + return ImMax(width_auto, table->MinColumnWidth); +} + +// 'width' = inner column width, without padding +void ImGui::TableSetColumnWidth(int column_n, float width) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && table->IsLayoutLocked == false); + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column_0 = &table->Columns[column_n]; + float column_0_width = width; + + // Apply constraints early + // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) + IM_ASSERT(table->MinColumnWidth > 0.0f); + const float min_width = table->MinColumnWidth; + const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n)); + column_0_width = ImClamp(column_0_width, min_width, max_width); + if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) + return; + + //IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); + ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; + + // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. + // - All fixed: easy. + // - All stretch: easy. + // - One or more fixed + one stretch: easy. + // - One or more fixed + more than one stretch: tricky. + // Qt when manual resize is enabled only support a single _trailing_ stretch column. + + // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. + // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. + // Scenarios: + // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset. + // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered. + // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size. + // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 W3 resize from W1| or W2| --> ok + // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 F3 resize from W1| or W2| --> ok + // - W1 F2 W3 resize from W1| or F2| --> ok + // - F1 W2 F3 resize from W2| --> ok + // - F1 W3 F2 resize from W3| --> ok + // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. + // - W1 F2 F3 resize from F2| --> ok + // All resizes from a Wx columns are locking other columns. + + // Possible improvements: + // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns. + // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix. + + // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). + + // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize. + // This is the preferred resize path + if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed) + if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder) + { + column_0->WidthRequest = column_0_width; + table->IsSettingsDirty = true; + return; + } + + // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column) + if (column_1 == NULL) + column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL; + if (column_1 == NULL) + return; + + // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column. + // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) + float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width); + column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; + IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f); + column_0->WidthRequest = column_0_width; + column_1->WidthRequest = column_1_width; + if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch) + TableUpdateColumnsWeightFromWidth(table); + table->IsSettingsDirty = true; +} + +// Disable clipping then auto-fit, will take 2 frames +// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns) +void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n) +{ + // Single auto width uses auto-fit + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled) + return; + column->CannotSkipItemsQueue = (1 << 0); + table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n; +} + +void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table) +{ + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column + continue; + column->CannotSkipItemsQueue = (1 << 0); + column->AutoFitQueue = (1 << 1); + } +} + +void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1); + + // Measure existing quantity + float visible_weight = 0.0f; + float visible_width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + IM_ASSERT(column->StretchWeight > 0.0f); + visible_weight += column->StretchWeight; + visible_width += column->WidthRequest; + } + IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f); + + // Apply new weights + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight; + IM_ASSERT(column->StretchWeight > 0.0f); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Drawing +//------------------------------------------------------------------------- +// - TablePushBackgroundChannel() [Internal] +// - TablePopBackgroundChannel() [Internal] +// - TableSetupDrawChannels() [Internal] +// - TableMergeDrawChannels() [Internal] +// - TableDrawBorders() [Internal] +//------------------------------------------------------------------------- + +// Bg2 is used by Selectable (and possibly other widgets) to render to the background. +// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. +void ImGui::TablePushBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + table->HostBackupInnerClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); +} + +void ImGui::TablePopBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); +} + +// Allocate draw channels. Called by TableUpdateLayout() +// - We allocate them following storage order instead of display order so reordering columns won't needlessly +// increase overall dormant memory cost. +// - We isolate headers draw commands in their own channels instead of just altering clip rects. +// This is in order to facilitate merging of draw commands. +// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels. +// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other +// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged. +// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for +// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4). +// Draw channel allocation (before merging): +// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call) +// - Clip --> 2+D+N channels +// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) +// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero) +// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. +void ImGui::TableSetupDrawChannels(ImGuiTable* table) +{ + const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; + const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount; + const int channels_for_bg = 1 + 1 * freeze_row_multiplier; + const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || table->VisibleMaskByIndex != table->EnabledMaskByIndex) ? +1 : 0; + const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; + table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); + table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); + table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN; + table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); + + int draw_channel_current = 2; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsVisibleX && column->IsVisibleY) + { + column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current); + column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); + if (!(table->Flags & ImGuiTableFlags_NoClip)) + draw_channel_current++; + } + else + { + column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel; + } + column->DrawChannelCurrent = column->DrawChannelFrozen; + } + + // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default. + // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect. + // (This technically isn't part of setting up draw channels, but is reasonably related to be done here) + table->BgClipRect = table->InnerClipRect; + table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect; + table->Bg2ClipRectForDrawCmd = table->HostClipRect; + IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y); +} + +// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable(). +// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect, +// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels(). +// +// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve +// this we merge their clip rect and make them contiguous in the channel list, so they can be merged +// by the call to DrawSplitter.Merge() following to the call to this function. +// We reorder draw commands by arranging them into a maximum of 4 distinct groups: +// +// 1 group: 2 groups: 2 groups: 4 groups: +// [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze +// [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll +// +// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled). +// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group +// based on its position (within frozen rows/columns groups or not). +// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect. +// This function assume that each column are pointing to a distinct draw channel, +// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask. +// +// Column channels will not be merged into one of the 1-4 groups in the following cases: +// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value). +// Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds +// matches, by e.g. calling SetCursorScreenPos(). +// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here.. +// we could do better but it's going to be rare and probably not worth the hassle. +// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd. +// +// This function is particularly tricky to understand.. take a breath. +void ImGui::TableMergeDrawChannels(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImDrawListSplitter* splitter = table->DrawSplitter; + const bool has_freeze_v = (table->FreezeRowsCount > 0); + const bool has_freeze_h = (table->FreezeColumnsCount > 0); + IM_ASSERT(splitter->_Current == 0); + + // Track which groups we are going to attempt to merge, and which channels goes into each group. + struct MergeGroup + { + ImRect ClipRect; + int ChannelsCount; + ImBitArray ChannelsMask; + + MergeGroup() { ChannelsCount = 0; } + }; + int merge_group_mask = 0x00; + MergeGroup merge_groups[4]; + + // 1. Scan channels and take note of those which can be merged + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const int merge_group_sub_count = has_freeze_v ? 2 : 1; + for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++) + { + const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen; + + // Don't attempt to merge if there are multiple draw calls within the column + ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; + if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + src_channel->_CmdBuffer.pop_back(); + if (src_channel->_CmdBuffer.Size != 1) + continue; + + // Find out the width of this merge group and check if it will fit in our column + // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it) + if (!(column->Flags & ImGuiTableColumnFlags_NoClip)) + { + float content_max_x; + if (!has_freeze_v) + content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze + else if (merge_group_sub_n == 0) + content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze + else + content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze + if (content_max_x > column->ClipRect.Max.x) + continue; + } + + const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); + IM_ASSERT(channel_no < IMGUI_TABLE_MAX_DRAW_CHANNELS); + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + merge_group->ChannelsMask.SetBit(channel_no); + merge_group->ChannelsCount++; + merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect); + merge_group_mask |= (1 << merge_group_n); + } + + // Invalidate current draw channel + // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) + column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1; + } + + // [DEBUG] Display merge groups +#if 0 + if (g.IO.KeyShift) + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + continue; + char buf[32]; + ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount); + ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4); + ImVec2 text_size = CalcTextSize(buf, NULL); + GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255)); + GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL); + GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255)); + } +#endif + + // 2. Rewrite channel list in our preferred order + if (merge_group_mask != 0) + { + // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels(). + const int LEADING_DRAW_CHANNELS = 2; + g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized + ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; + ImBitArray remaining_mask; // We need 132-bit of storage + remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count); + remaining_mask.ClearBit(table->Bg2DrawChannelUnfrozen); + IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); + int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); + //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; + ImRect host_rect = table->HostClipRect; + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + ImRect merge_clip_rect = merge_group->ClipRect; + + // Extend outer-most clip limits to match those of host, so draw calls can be merged even if + // outer-most columns have some outer padding offsetting them from their parent ClipRect. + // The principal cases this is dealing with are: + // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge + // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge + // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit + // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect. + if ((merge_group_n & 1) == 0 || !has_freeze_h) + merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x); + if ((merge_group_n & 2) == 0 || !has_freeze_v) + merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y); + if ((merge_group_n & 1) != 0) + merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x); + if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) + merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); +#if 0 + GetOverlayDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); + GetOverlayDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); + GetOverlayDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); +#endif + remaining_count -= merge_group->ChannelsCount; + for (int n = 0; n < IM_ARRAYSIZE(remaining_mask.Storage); n++) + remaining_mask.Storage[n] &= ~merge_group->ChannelsMask.Storage[n]; + for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) + { + // Copy + overwrite new clip rect + if (!merge_group->ChannelsMask.TestBit(n)) + continue; + merge_group->ChannelsMask.ClearBit(n); + merge_channels_count--; + + ImDrawChannel* channel = &splitter->_Channels[n]; + IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); + channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4(); + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + } + } + + // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1) + if (merge_group_n == 1 && has_freeze_v) + memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel)); + } + + // Append unmergeable channels that we didn't reorder at the end of the list + for (int n = 0; n < splitter->_Count && remaining_count != 0; n++) + { + if (!remaining_mask.TestBit(n)) + continue; + ImDrawChannel* channel = &splitter->_Channels[n]; + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + remaining_count--; + } + IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size); + memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel)); + } +} + +// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow) +void ImGui::TableDrawBorders(ImGuiTable* table) +{ + ImGuiWindow* inner_window = table->InnerWindow; + if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect)) + return; + + ImDrawList* inner_drawlist = inner_window->DrawList; + table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); + inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); + + // Draw inner border and resizing feedback + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + const float border_size = TABLE_BORDER_SIZE; + const float draw_y1 = table->InnerRect.Min.y; + const float draw_y2_body = table->InnerRect.Max.y; + const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastFirstRowHeight) : draw_y1; + if (table->Flags & ImGuiTableFlags_BordersInnerV) + { + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (column->MaxX > table->InnerClipRect.Max.x && !is_resized) + continue; + + // Decide whether right-most column is visible + if (column->NextEnabledColumn == -1 && !is_resizable) + if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX)) + continue; + if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. + continue; + + // Draw in outer window so right-most column won't be clipped + // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. + ImU32 col; + float draw_y2; + if (is_hovered || is_resized || is_frozen_separator) + { + draw_y2 = draw_y2_body; + col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong; + } + else + { + draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body; + col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight; + } + + if (draw_y2 > draw_y1) + inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, border_size); + } + } + + // Draw outer border + // FIXME: could use AddRect or explicit VLine/HLine helper? + if (table->Flags & ImGuiTableFlags_BordersOuter) + { + // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call + // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their + // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part + // of it in inner window, and the part that's over scrollbars in the outer window..) + // Either solution currently won't allow us to use a larger border size: the border would clipped. + const ImRect outer_border = table->OuterRect; + const ImU32 outer_col = table->BorderColorStrong; + if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) + { + inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterV) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterH) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size); + } + } + if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y) + { + // Draw bottom-most row border + const float border_y = table->RowPosY2; + if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y) + inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size); + } + + inner_drawlist->PopClipRect(); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Sorting +//------------------------------------------------------------------------- +// - TableGetSortSpecs() +// - TableFixColumnSortDirection() [Internal] +// - TableGetColumnNextSortDirection() [Internal] +// - TableSetColumnSortDirection() [Internal] +// - TableSortSpecsSanitize() [Internal] +// - TableSortSpecsBuild() [Internal] +//------------------------------------------------------------------------- + +// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) +// You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since +// last call, or the first time. +// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! +ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + + if (!(table->Flags & ImGuiTableFlags_Sortable)) + return NULL; + + // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + TableSortSpecsBuild(table); + + return &table->SortSpecs; +} + +static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n) +{ + IM_ASSERT(n < column->SortDirectionsAvailCount); + return (column->SortDirectionsAvailList >> (n << 1)) & 0x03; +} + +// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) +void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column) +{ + if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0) + return; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + table->IsSortSpecsDirty = true; +} + +// Calculate next sort direction that would be set after clicking the column +// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click. +// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op. +IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2); +ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + IM_ASSERT(column->SortDirectionsAvailCount > 0); + if (column->SortOrder == -1) + return TableGetColumnAvailSortDirection(column, 0); + for (int n = 0; n < 3; n++) + if (column->SortDirection == TableGetColumnAvailSortDirection(column, n)) + return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount); + IM_ASSERT(0); + return ImGuiSortDirection_None; +} + +// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert +// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. +void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!(table->Flags & ImGuiTableFlags_SortMulti)) + append_to_sort_specs = false; + if (!(table->Flags & ImGuiTableFlags_SortTristate)) + IM_ASSERT(sort_direction != ImGuiSortDirection_None); + + ImGuiTableColumnIdx sort_order_max = 0; + if (append_to_sort_specs) + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); + + ImGuiTableColumn* column = &table->Columns[column_n]; + column->SortDirection = (ImU8)sort_direction; + if (column->SortDirection == ImGuiSortDirection_None) + column->SortOrder = -1; + else if (column->SortOrder == -1 || !append_to_sort_specs) + column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0; + + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column != column && !append_to_sort_specs) + other_column->SortOrder = -1; + TableFixColumnSortDirection(table, other_column); + } + table->IsSettingsDirty = true; + table->IsSortSpecsDirty = true; +} + +void ImGui::TableSortSpecsSanitize(ImGuiTable* table) +{ + IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); + + // Clear SortOrder from hidden column and verify that there's no gap or duplicate. + int sort_order_count = 0; + ImU64 sort_order_mask = 0x00; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder != -1 && !column->IsEnabled) + column->SortOrder = -1; + if (column->SortOrder == -1) + continue; + sort_order_count++; + sort_order_mask |= ((ImU64)1 << column->SortOrder); + IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); + } + + const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); + const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti); + if (need_fix_linearize || need_fix_single_sort_order) + { + ImU64 fixed_mask = 0x00; + for (int sort_n = 0; sort_n < sort_order_count; sort_n++) + { + // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. + // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) + int column_with_smallest_sort_order = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) + if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) + column_with_smallest_sort_order = column_n; + IM_ASSERT(column_with_smallest_sort_order != -1); + fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); + table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n; + + // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. + if (need_fix_single_sort_order) + { + sort_order_count = 1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (column_n != column_with_smallest_sort_order) + table->Columns[column_n].SortOrder = -1; + break; + } + } + } + + // Fallback default sort order (if no column had the ImGuiTableColumnFlags_DefaultSort flag) + if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + sort_order_count = 1; + column->SortOrder = 0; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + break; + } + } + + table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count; +} + +void ImGui::TableSortSpecsBuild(ImGuiTable* table) +{ + bool dirty = table->IsSortSpecsDirty; + if (dirty) + { + TableSortSpecsSanitize(table); + table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); + table->SortSpecs.SpecsDirty = true; // Mark as dirty for user + table->IsSortSpecsDirty = false; // Mark as not dirty for us + } + + // Write output + ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; + if (dirty && sort_specs != NULL) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder == -1) + continue; + IM_ASSERT(column->SortOrder < table->SortSpecsCount); + ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder]; + sort_spec->ColumnUserID = column->UserID; + sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; + sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; + sort_spec->SortDirection = column->SortDirection; + } + + table->SortSpecs.Specs = sort_specs; + table->SortSpecs.SpecsCount = table->SortSpecsCount; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Headers +//------------------------------------------------------------------------- +// - TableGetHeaderRowHeight() [Internal] +// - TableHeadersRow() +// - TableHeader() +//------------------------------------------------------------------------- + +float ImGui::TableGetHeaderRowHeight() +{ + // Caring for a minor edge case: + // Calculate row height, for the unlikely case that some labels may be taller than others. + // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. + // In your custom header row you may omit this all together and just call TableNextRow() without a height... + float row_height = GetTextLineHeight(); + int columns_count = TableGetColumnCount(); + for (int column_n = 0; column_n < columns_count; column_n++) + { + ImGuiTableColumnFlags flags = TableGetColumnFlags(column_n); + if ((flags & ImGuiTableColumnFlags_IsEnabled) && !(flags & ImGuiTableColumnFlags_NoHeaderLabel)) + row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y); + } + row_height += GetStyle().CellPadding.y * 2.0f; + return row_height; +} + +// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). +// The intent is that advanced users willing to create customized headers would not need to use this helper +// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets. +// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. +// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy. +// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. +void ImGui::TableHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!"); + + // Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout) + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + // Open row + const float row_y1 = GetCursorScreenPos().y; + const float row_height = TableGetHeaderRowHeight(); + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. + return; + + const int columns_count = TableGetColumnCount(); + for (int column_n = 0; column_n < columns_count; column_n++) + { + if (!TableSetColumnIndex(column_n)) + continue; + + // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them) + // - in your own code you may omit the PushID/PopID all-together, provided you know they won't collide + // - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier. + const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); + PushID(table->InstanceCurrent * table->ColumnsCount + column_n); + TableHeader(name); + PopID(); + } + + // Allow opening popup from the right-most section after the last column. + ImVec2 mouse_pos = ImGui::GetMousePos(); + if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) + if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) + TableOpenContextMenu(-1); // Will open a non-column-specific popup. +} + +// Emit a column header (text + optional sort order) +// We cpu-clip text here so that all columns headers can be merged into a same draw call. +// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader() +void ImGui::TableHeader(const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!"); + IM_ASSERT(table->CurrentColumn != -1); + const int column_n = table->CurrentColumn; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Label + if (label == NULL) + label = ""; + const char* label_end = FindRenderedTextEnd(label); + ImVec2 label_size = CalcTextSize(label, label_end, true); + ImVec2 label_pos = window->DC.CursorPos; + + // If we already got a row height, there's use that. + // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect? + ImRect cell_r = TableGetCellBgRect(table, column_n); + float label_height = ImMax(label_size.y, table->RowMinHeight - table->CellPaddingY * 2.0f); + + // Calculate ideal size for sort order arrow + float w_arrow = 0.0f; + float w_sort_text = 0.0f; + char sort_order_suf[4] = ""; + const float ARROW_SCALE = 0.65f; + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); + if (column->SortOrder > 0) + { + ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); + w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x; + } + } + + // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging. + float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; + column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX); + column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); + + // Keep header highlighted when context menu is open. + const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent); + ImGuiID id = window->GetID(label); + ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); + ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal + if (!ItemAdd(bb, id)) + return; + + //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + + // Using AllowItemOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowItemOverlap); + if (g.ActiveId != id) + SetItemAllowOverlap(); + if (held || hovered || selected) + { + const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); + } + else + { + // Submit single cell bg color in the case we didn't submit a full header row + if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); + } + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + if (held) + table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; + window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; + + // Drag and drop to re-order columns. + // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. + if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) + { + // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x + table->ReorderColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + + // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder. + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) + if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL) + if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = -1; + if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) + if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL) + if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = +1; + } + + // Sort order arrow + const float ellipsis_max = cell_r.Max.x - w_arrow - w_sort_text; + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + if (column->SortOrder != -1) + { + float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text); + float y = label_pos.y; + if (column->SortOrder > 0) + { + PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f)); + RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf); + PopStyleColor(); + x += w_sort_text; + } + RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); + } + + // Handle clicking on column header to adjust Sort Order + if (pressed && table->ReorderColumn != column_n) + { + ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column); + TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift); + } + } + + // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will + // be merged into a single draw call. + //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); + + const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); + if (text_clipped && hovered && g.ActiveId == 0 && IsItemHovered(ImGuiHoveredFlags_DelayNormal)) + SetTooltip("%.*s", (int)(label_end - label), label); + + // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden + if (IsMouseReleased(1) && IsItemHovered()) + TableOpenContextMenu(column_n); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Context Menu +//------------------------------------------------------------------------- +// - TableOpenContextMenu() [Internal] +// - TableDrawContextMenu() [Internal] +//------------------------------------------------------------------------- + +// Use -1 to open menu not specific to a given column. +void ImGui::TableOpenContextMenu(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn() + column_n = -1; + IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount); + if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + table->IsContextPopupOpen = true; + table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + OpenPopupEx(context_menu_id, ImGuiPopupFlags_None); + } +} + +bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table) +{ + if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted) + return false; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) + return true; + table->IsContextPopupOpen = false; + return false; +} + +// Output context menu into current window (generally a popup) +// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? +void ImGui::TableDrawContextMenu(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + bool want_separator = false; + const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; + ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; + + // Sizing + if (table->Flags & ImGuiTableFlags_Resizable) + { + if (column != NULL) + { + const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; + if (MenuItem("Size column to fit###SizeOne", NULL, false, can_resize)) + TableSetColumnWidthAutoSingle(table, column_n); + } + + const char* size_all_desc; + if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) + size_all_desc = "Size all columns to fit###SizeAll"; // All fixed + else + size_all_desc = "Size all columns to default###SizeAll"; // All stretch or mixed + if (MenuItem(size_all_desc, NULL)) + TableSetColumnWidthAutoAll(table); + want_separator = true; + } + + // Ordering + if (table->Flags & ImGuiTableFlags_Reorderable) + { + if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder)) + table->IsResetDisplayOrderRequest = true; + want_separator = true; + } + + // Reset all (should work but seems unnecessary/noisy to expose?) + //if (MenuItem("Reset all")) + // table->IsResetAllRequest = true; + + // Sorting + // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) +#if 0 + if ((table->Flags & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) + { + if (want_separator) + Separator(); + want_separator = true; + + bool append_to_sort_specs = g.IO.KeyShift; + if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs); + if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs); + } +#endif + + // Hiding / Visibility + if (table->Flags & ImGuiTableFlags_Hideable) + { + if (want_separator) + Separator(); + want_separator = true; + + PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true); + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column->Flags & ImGuiTableColumnFlags_Disabled) + continue; + + const char* name = TableGetColumnName(table, other_column_n); + if (name == NULL || name[0] == 0) + name = ""; + + // Make sure we can't hide the last active column + bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; + if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1) + menu_item_active = false; + if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active)) + other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled; + } + PopItemFlag(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Settings (.ini data) +//------------------------------------------------------------------------- +// FIXME: The binding/finding/creating flow are too confusing. +//------------------------------------------------------------------------- +// - TableSettingsInit() [Internal] +// - TableSettingsCalcChunkSize() [Internal] +// - TableSettingsCreate() [Internal] +// - TableSettingsFindByID() [Internal] +// - TableGetBoundSettings() [Internal] +// - TableResetSettings() +// - TableSaveSettings() [Internal] +// - TableLoadSettings() [Internal] +// - TableSettingsHandler_ClearAll() [Internal] +// - TableSettingsHandler_ApplyAll() [Internal] +// - TableSettingsHandler_ReadOpen() [Internal] +// - TableSettingsHandler_ReadLine() [Internal] +// - TableSettingsHandler_WriteAll() [Internal] +// - TableSettingsInstallHandler() [Internal] +//------------------------------------------------------------------------- +// [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings. +// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table. +// [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty. +// [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file. +//------------------------------------------------------------------------- + +// Clear and initialize empty settings instance +static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max) +{ + IM_PLACEMENT_NEW(settings) ImGuiTableSettings(); + ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings(); + for (int n = 0; n < columns_count_max; n++, settings_column++) + IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings(); + settings->ID = id; + settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count; + settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max; + settings->WantApply = true; +} + +static size_t TableSettingsCalcChunkSize(int columns_count) +{ + return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings); +} + +ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count)); + TableSettingsInit(settings, id, columns_count, columns_count); + return settings; +} + +// Find existing settings +ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id) +{ + // FIXME-OPT: Might want to store a lookup map for this? + ImGuiContext& g = *GImGui; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID == id) + return settings; + return NULL; +} + +// Get settings for a given table, NULL if none +ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table) +{ + if (table->SettingsOffset != -1) + { + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); + IM_ASSERT(settings->ID == table->ID); + if (settings->ColumnsCountMax >= table->ColumnsCount) + return settings; // OK + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return NULL; +} + +// Restore initial state of table (with or without saved settings) +void ImGui::TableResetSettings(ImGuiTable* table) +{ + table->IsInitializing = table->IsSettingsDirty = true; + table->IsResetAllRequest = false; + table->IsSettingsRequestLoad = false; // Don't reload from ini + table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative +} + +void ImGui::TableSaveSettings(ImGuiTable* table) +{ + table->IsSettingsDirty = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind or create settings data + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = TableGetBoundSettings(table); + if (settings == NULL) + { + settings = TableSettingsCreate(table->ID, table->ColumnsCount); + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount; + + // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings + IM_ASSERT(settings->ID == table->ID); + IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount); + ImGuiTableColumn* column = table->Columns.Data; + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + + bool save_ref_scale = false; + settings->SaveFlags = ImGuiTableFlags_None; + for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) + { + const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest; + column_settings->WidthOrWeight = width_or_weight; + column_settings->Index = (ImGuiTableColumnIdx)n; + column_settings->DisplayOrder = column->DisplayOrder; + column_settings->SortOrder = column->SortOrder; + column_settings->SortDirection = column->SortDirection; + column_settings->IsEnabled = column->IsUserEnabled; + column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) + save_ref_scale = true; + + // We skip saving some data in the .ini file when they are unnecessary to restore our state. + // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f. + // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. + if (width_or_weight != column->InitStretchWeightOrWidth) + settings->SaveFlags |= ImGuiTableFlags_Resizable; + if (column->DisplayOrder != n) + settings->SaveFlags |= ImGuiTableFlags_Reorderable; + if (column->SortOrder != -1) + settings->SaveFlags |= ImGuiTableFlags_Sortable; + if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) + settings->SaveFlags |= ImGuiTableFlags_Hideable; + } + settings->SaveFlags &= table->Flags; + settings->RefScale = save_ref_scale ? table->RefScale : 0.0f; + + MarkIniSettingsDirty(); +} + +void ImGui::TableLoadSettings(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + table->IsSettingsRequestLoad = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind settings + ImGuiTableSettings* settings; + if (table->SettingsOffset == -1) + { + settings = TableSettingsFindByID(table->ID); + if (settings == NULL) + return; + if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return... + table->IsSettingsDirty = true; + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + else + { + settings = TableGetBoundSettings(table); + } + + table->SettingsLoadedFlags = settings->SaveFlags; + table->RefScale = settings->RefScale; + + // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + ImU64 display_order_mask = 0; + for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++) + { + int column_n = column_settings->Index; + if (column_n < 0 || column_n >= table->ColumnsCount) + continue; + + ImGuiTableColumn* column = &table->Columns[column_n]; + if (settings->SaveFlags & ImGuiTableFlags_Resizable) + { + if (column_settings->IsStretch) + column->StretchWeight = column_settings->WidthOrWeight; + else + column->WidthRequest = column_settings->WidthOrWeight; + column->AutoFitQueue = 0x00; + } + if (settings->SaveFlags & ImGuiTableFlags_Reorderable) + column->DisplayOrder = column_settings->DisplayOrder; + else + column->DisplayOrder = (ImGuiTableColumnIdx)column_n; + display_order_mask |= (ImU64)1 << column->DisplayOrder; + column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled; + column->SortOrder = column_settings->SortOrder; + column->SortDirection = column_settings->SortDirection; + } + + // Validate and fix invalid display order data + const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1; + if (display_order_mask != expected_display_order_mask) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n; + + // Rebuild index + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; +} + +static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + table->SettingsOffset = -1; + g.SettingsTables.clear(); +} + +// Apply to existing windows (if any) +static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + { + table->IsSettingsRequestLoad = true; + table->SettingsOffset = -1; + } +} + +static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = 0; + int columns_count = 0; + if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2) + return NULL; + + if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id)) + { + if (settings->ColumnsCountMax >= columns_count) + { + TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle + return settings; + } + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return ImGui::TableSettingsCreate(id, columns_count); +} + +static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + ImGuiTableSettings* settings = (ImGuiTableSettings*)entry; + float f = 0.0f; + int column_n = 0, r = 0, n = 0; + + if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; } + + if (sscanf(line, "Column %d%n", &column_n, &r) == 1) + { + if (column_n < 0 || column_n >= settings->ColumnsCount) + return; + line = ImStrSkipBlank(line + r); + char c = 0; + ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n; + column->Index = (ImGuiTableColumnIdx)column_n; + if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; } + if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; } + if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; } + if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; } + } +} + +static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + { + if (settings->ID == 0) // Skip ditched settings + continue; + + // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped + // (e.g. Order was unchanged) + const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0; + const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; + const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; + const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; + if (!save_size && !save_visible && !save_order && !save_sort) + continue; + + buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve + buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); + if (settings->RefScale != 0.0f) + buf->appendf("RefScale=%g\n", settings->RefScale); + ImGuiTableColumnSettings* column = settings->GetColumnSettings(); + for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) + { + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1); + if (!save_column) + continue; + buf->appendf("Column %-2d", column_n); + if (column->UserID != 0) buf->appendf(" UserID=%08X", column->UserID); + if (save_size && column->IsStretch) buf->appendf(" Weight=%.4f", column->WidthOrWeight); + if (save_size && !column->IsStretch) buf->appendf(" Width=%d", (int)column->WidthOrWeight); + if (save_visible) buf->appendf(" Visible=%d", column->IsEnabled); + if (save_order) buf->appendf(" Order=%d", column->DisplayOrder); + if (save_sort && column->SortOrder != -1) buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); + buf->append("\n"); + } + buf->append("\n"); + } +} + +void ImGui::TableSettingsAddSettingsHandler() +{ + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Table"; + ini_handler.TypeHash = ImHashStr("Table"); + ini_handler.ClearAllFn = TableSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Garbage Collection +//------------------------------------------------------------------------- +// - TableRemove() [Internal] +// - TableGcCompactTransientBuffers() [Internal] +// - TableGcCompactSettings() [Internal] +//------------------------------------------------------------------------- + +// Remove Table (currently only used by TestEngine) +void ImGui::TableRemove(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + int table_idx = g.Tables.GetIndex(table); + //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); + //memset(table, 0, sizeof(ImGuiTable)); + g.Tables.Remove(table->ID, table); + g.TablesLastTimeActive[table_idx] = -1.0f; +} + +// Free up/compact internal Table buffers for when it gets unused +void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) +{ + //IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + IM_ASSERT(table->MemoryCompacted == false); + table->SortSpecs.Specs = NULL; + table->SortSpecsMulti.clear(); + table->IsSortSpecsDirty = true; // FIXME: shouldn't have to leak into user performing a sort + table->ColumnsNames.clear(); + table->MemoryCompacted = true; + for (int n = 0; n < table->ColumnsCount; n++) + table->Columns[n].NameOffset = -1; + g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; +} + +void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data) +{ + temp_data->DrawSplitter.ClearFreeMemory(); + temp_data->LastTimeActive = -1.0f; +} + +// Compact and remove unused settings data (currently only used by TestEngine) +void ImGui::TableGcCompactSettings() +{ + ImGuiContext& g = *GImGui; + int required_memory = 0; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount); + if (required_memory == g.SettingsTables.Buf.Size) + return; + ImChunkStream new_chunk_stream; + new_chunk_stream.Buf.reserve(required_memory); + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount)); + g.SettingsTables.swap(new_chunk_stream); +} + + +//------------------------------------------------------------------------- +// [SECTION] Tables: Debugging +//------------------------------------------------------------------------- +// - DebugNodeTable() [Internal] +//------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + +static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) +{ + sizing_policy &= ImGuiTableFlags_SizingMask_; + if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; } + if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; } + return "N/A"; +} + +void ImGui::DebugNodeTable(ImGuiTable* table) +{ + char buf[512]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + const bool is_active = (table->LastFrameActive >= ImGui::GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + ImFormatString(p, buf_end - p, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(table, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); + if (IsItemVisible() && table->HoveredColumnBody != -1) + GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + if (!open) + return; + if (table->InstanceCurrent > 0) + ImGui::Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1); + bool clear_settings = SmallButton("Clear settings"); + BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); + BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); + BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); + BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); + BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); + //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); + float sum_weights = 0.0f; + for (int n = 0; n < table->ColumnsCount; n++) + if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch) + sum_weights += table->Columns[n].StretchWeight; + for (int n = 0; n < table->ColumnsCount; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + const char* name = TableGetColumnName(table, n); + ImFormatString(buf, IM_ARRAYSIZE(buf), + "Column %d order %d '%s': offset %+.2f to %+.2f%s\n" + "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" + "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n" + "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n" + "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n" + "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..", + n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "", + column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen, + column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f, + column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x, + column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX, + column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags, + (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", + (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", + (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); + Bullet(); + Selectable(buf); + if (IsItemHovered()) + { + ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); + GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); + } + } + if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) + DebugNodeTableSettings(settings); + if (clear_settings) + table->IsResetAllRequest = true; + TreePop(); +} + +void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings) +{ + if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount)) + return; + BulletText("SaveFlags: 0x%08X", settings->SaveFlags); + BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax); + for (int n = 0; n < settings->ColumnsCount; n++) + { + ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n]; + ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None; + BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X", + n, column_settings->DisplayOrder, column_settings->SortOrder, + (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", + column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID); + } + TreePop(); +} + +#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS + +void ImGui::DebugNodeTable(ImGuiTable*) {} +void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} + +#endif + + +//------------------------------------------------------------------------- +// [SECTION] Columns, BeginColumns, EndColumns, etc. +// (This is a legacy API, prefer using BeginTable/EndTable!) +//------------------------------------------------------------------------- +// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.) +//------------------------------------------------------------------------- +// - SetWindowClipRectBeforeSetChannel() [Internal] +// - GetColumnIndex() +// - GetColumnsCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, +// they would meddle many times with the underlying ImDrawCmd. +// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let +// the subsequent single call to SetCurrentChannel() does it things once. +void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) +{ + ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); + window->ClipRect = clip_rect; + window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; + window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; +} + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; + +static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return 0.0f; + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return GetContentRegionAvail().x; + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiOldColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + columns->HostBackupClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, 0); +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); +} + +ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiOldColumns()); + ImGuiOldColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiOldColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostInitialClipRect = window->ClipRect; + columns->HostBackupParentWorkRect = window->ParentWorkRect; + window->ParentWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiOldColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiOldColumnData* column = &columns->Columns[n]; + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWithFull(window->ClipRect); + } + + if (columns->Count > 1) + { + columns->Splitter.Split(window->DrawList, 1 + columns->Count); + columns->Splitter.SetCurrentChannel(window->DrawList, 1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + + // Next column + if (++columns->Current == columns->Count) + columns->Current = 0; + + PopItemWidth(); + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() + // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), + ImGuiOldColumnData* column = &columns->Columns[columns->Current]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (columns->Current > 0) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + } + else + { + // New row/line: column 0 honor IndentX. + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.IsSameLine = false; + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + columns->Splitter.Merge(window->DrawList); + } + + const ImGuiOldColumnFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiOldColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); + if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav)) + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiOldColumnFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + g.MouseCursor = ImGuiMouseCursor_ResizeEW; + if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = IM_FLOOR(x); + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = window->ParentWorkRect; + window->ParentWorkRect = columns->HostBackupParentWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); +} + +void ImGui::Columns(int columns_count, const char* id, bool border) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder); + //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/Dependencies/imgui/imgui_widgets.cpp b/Dependencies/imgui/imgui_widgets.cpp new file mode 100644 index 000000000..953de9a7a --- /dev/null +++ b/Dependencies/imgui/imgui_widgets.cpp @@ -0,0 +1,8416 @@ +// dear imgui, v1.89 +// (widgets code) + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Widgets: Text, etc. +// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.) +// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.) +// [SECTION] Widgets: ComboBox +// [SECTION] Data Type and Data Formatting Helpers +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +// [SECTION] Widgets: InputText, InputTextMultiline +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +// [SECTION] Widgets: Selectable +// [SECTION] Widgets: ListBox +// [SECTION] Widgets: PlotLines, PlotHistogram +// [SECTION] Widgets: Value helpers +// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +// System includes +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +//------------------------------------------------------------------------- +// Warnings +//------------------------------------------------------------------------- + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#endif + +//------------------------------------------------------------------------- +// Data +//------------------------------------------------------------------------- + +// Widgets +static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior. +static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags. + +// Those MIN/MAX values are not define because we need to point to them +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; +static const unsigned short IM_U16_MIN = 0; +static const unsigned short IM_U16_MAX = 0xFFFF; +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +#ifdef LLONG_MIN +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +#else +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; +#endif +static const ImU64 IM_U64_MIN = 0; +#ifdef ULLONG_MAX +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +#else +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +#endif + +//------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//------------------------------------------------------------------------- + +// For InputTextEx() +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source); +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); +static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Text, etc. +//------------------------------------------------------------------------- +// - TextEx() [Internal] +// - TextUnformatted() +// - Text() +// - TextV() +// - TextColored() +// - TextColoredV() +// - TextDisabled() +// - TextDisabledV() +// - TextWrapped() +// - TextWrappedV() +// - LabelText() +// - LabelTextV() +// - BulletText() +// - BulletTextV() +//------------------------------------------------------------------------- + +void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Accept null ranges + if (text == text_end) + text = text_end = ""; + + // Calculate length + const char* text_begin = text; + if (text_end == NULL) + text_end = text + strlen(text); // FIXME-OPT + + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + const float wrap_pos_x = window->DC.TextWrapPos; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); + if (text_end - text <= 2000 || wrap_enabled) + { + // Common case + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } + else + { + // Long text! + // Perform manual coarse clipping to optimize for long multi-line text + // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. + const char* line = text; + const float line_height = GetTextLineHeight(); + ImVec2 text_size(0, 0); + + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) + { + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) + { + int lines_skipped = 0; + while (line < text_end && lines_skipped < lines_skippable) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + } + + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0)) + break; + + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + text_size.y = (pos - text_pos).y; + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + ItemAdd(bb, 0); + } +} + +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::Text(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextV(fmt, args); + va_end(args); +} + +void ImGui::TextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + // FIXME-OPT: Handle the %s shortcut? + const char* text, *text_end; + ImFormatStringToTempBufferV(&text, &text_end, fmt, args); + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextColoredV(col, fmt, args); + va_end(args); +} + +void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, col); + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting + else + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextDisabled(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextDisabledV(fmt, args); + va_end(args); +} + +void ImGui::TextDisabledV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting + else + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextWrapped(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextWrappedV(fmt, args); + va_end(args); +} + +void ImGui::TextWrappedV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + if (need_backup) + PushTextWrapPos(0.0f); + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting + else + TextV(fmt, args); + if (need_backup) + PopTextWrapPos(); +} + +void ImGui::LabelText(const char* label, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LabelTextV(label, fmt, args); + va_end(args); +} + +// Add a label+text combo aligned to other label+value widgets +void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float w = CalcItemWidth(); + + const char* value_text_begin, *value_text_end; + ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args); + const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const ImVec2 pos = window->DC.CursorPos; + const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)); + const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0)) + return; + + // Render + RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); +} + +void ImGui::BulletText(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + BulletTextV(fmt, args); + va_end(args); +} + +// Text with a little bullet aligned to the typical tree node. +void ImGui::BulletTextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const char* text_begin, *text_end; + ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args); + const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); + const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(total_size, 0.0f); + const ImRect bb(pos, pos + total_size); + if (!ItemAdd(bb, 0)) + return; + + // Render + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col); + RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Main +//------------------------------------------------------------------------- +// - ButtonBehavior() [Internal] +// - Button() +// - SmallButton() +// - InvisibleButton() +// - ArrowButton() +// - CloseButton() [Internal] +// - CollapseButton() [Internal] +// - GetWindowScrollbarID() [Internal] +// - GetWindowScrollbarRect() [Internal] +// - Scrollbar() [Internal] +// - ScrollbarEx() [Internal] +// - Image() +// - ImageButton() +// - Checkbox() +// - CheckboxFlagsT() [Internal] +// - CheckboxFlags() +// - RadioButton() +// - ProgressBar() +// - Bullet() +//------------------------------------------------------------------------- + +// The ButtonBehavior() function is key to many interactions and used by many/most widgets. +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. +//------------------------------------------------------------------------------------------------------------------------------------------------ +// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set: +// Repeat+ Repeat+ Repeat+ Repeat+ +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick +//------------------------------------------------------------------------------------------------------------------------------------------------- +// Frame N+0 (mouse button is down) - true - true +// ... - - - - +// Frame N + RepeatDelay true true - true +// ... - - - - +// Frame N + RepeatDelay + RepeatRate*N true true - true +//------------------------------------------------------------------------------------------------------------------------------------------------- + +bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + // Default only reacts to left mouse button + if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) + flags |= ImGuiButtonFlags_MouseButtonDefault_; + + // Default behavior requires click + release inside bounding box + if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) + flags |= ImGuiButtonFlags_PressedOnDefault_; + + ImGuiWindow* backup_hovered_window = g.HoveredWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window; + if (flatten_hovered_children) + g.HoveredWindow = window; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0 && g.LastItemData.ID != id) + IMGUI_TEST_ENGINE_ITEM_ADD(bb, id); +#endif + + bool pressed = false; + bool hovered = ItemHoverable(bb, id); + + // Drag source doesn't report as hovered + if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + hovered = false; + + // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button + if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) + if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + { + hovered = true; + SetHoveredID(id); + if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) + { + pressed = true; + g.DragDropHoldJustPressedId = id; + FocusWindow(window); + } + } + + if (flatten_hovered_children) + g.HoveredWindow = backup_hovered_window; + + // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one. + if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) + hovered = false; + + // Mouse handling + const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id; + if (hovered) + { + if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) + { + // Poll buttons + int mouse_button_clicked = -1; + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && IsMouseClicked(0, test_owner_id)) { mouse_button_clicked = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && IsMouseClicked(1, test_owner_id)) { mouse_button_clicked = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && IsMouseClicked(2, test_owner_id)) { mouse_button_clicked = 2; } + if (mouse_button_clicked != -1 && g.ActiveId != id) + { + if (!(flags & ImGuiButtonFlags_NoSetKeyOwner)) + SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id); + if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) + { + SetActiveID(id, window); + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + FocusWindow(window); + } + if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2)) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveId) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + g.ActiveIdMouseButton = mouse_button_clicked; + FocusWindow(window); + } + } + if (flags & ImGuiButtonFlags_PressedOnRelease) + { + int mouse_button_released = -1; + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && IsMouseReleased(0, test_owner_id)) { mouse_button_released = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && IsMouseReleased(1, test_owner_id)) { mouse_button_released = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && IsMouseReleased(2, test_owner_id)) { mouse_button_released = 2; } + if (mouse_button_released != -1) + { + const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior + if (!has_repeated_at_least_once) + pressed = true; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + ClearActiveID(); + } + } + + // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). + // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. + if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, test_owner_id, ImGuiInputFlags_Repeat)) + pressed = true; + } + + if (pressed) + g.NavDisableHighlight = true; + } + + // Gamepad/Keyboard navigation + // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) + if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) + hovered = true; + if (g.NavActivateDownId == id) + { + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = (g.NavActivatePressedId == id); + if (!nav_activated_by_inputs && (flags & ImGuiButtonFlags_Repeat)) + { + // Avoid pressing both keys from triggering double amount of repeat events + const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); + const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_NavGamepadActivate); + const float t1 = ImMax(key1->DownDuration, key2->DownDuration); + nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + } + if (nav_activated_by_code || nav_activated_by_inputs) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + pressed = true; + SetActiveID(id, window); + g.ActiveIdSource = ImGuiInputSource_Nav; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + } + } + + // Process while held + bool held = false; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; + + const int mouse_button = g.ActiveIdMouseButton; + if (IsMouseDown(mouse_button, test_owner_id)) + { + held = true; + } + else + { + bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; + if ((release_in || release_anywhere) && !g.DragDropActive) + { + // Report as pressed when releasing the mouse (this is the most common path) + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2; + bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id); + if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned) + pressed = true; + } + ClearActiveID(); + } + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + g.NavDisableHighlight = true; + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + // When activated using Nav, we hold on the ActiveID until activation button is released + if (g.NavActivateDownId != id) + ClearActiveID(); + } + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; + } + + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + + return pressed; +} + +bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImVec2 pos = window->DC.CursorPos; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; + ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + + const ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, id)) + return false; + + if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat) + flags |= ImGuiButtonFlags_Repeat; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + + if (g.LogEnabled) + LogSetNextTextDecoration("[", "]"); + RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); + + // Automatically close popups + //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) + // CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::Button(const char* label, const ImVec2& size_arg) +{ + return ButtonEx(label, size_arg, ImGuiButtonFlags_None); +} + +// Small buttons fits within text without additional vertical spacing. +bool ImGui::SmallButton(const char* label) +{ + ImGuiContext& g = *GImGui; + float backup_padding_y = g.Style.FramePadding.y; + g.Style.FramePadding.y = 0.0f; + bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); + g.Style.FramePadding.y = backup_padding_y; + return pressed; +} + +// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. +// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. + IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); + + const ImGuiID id = window->GetID(str_id); + ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiID id = window->GetID(str_id); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + const float default_size = GetFrameHeight(); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); + if (!ItemAdd(bb, id)) + return false; + + if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat) + flags |= ImGuiButtonFlags_Repeat; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +{ + float sz = GetFrameHeight(); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None); +} + +// Button to close a window +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) + // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); + ImRect bb_interact = bb; + const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); + if (area_to_visible_ratio < 1.5f) + bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f)); + + // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. + // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). + bool is_clipped = !ItemAdd(bb_interact, id); + + bool hovered, held; + bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held); + if (is_clipped) + return pressed; + + // Render + // FIXME: Clarify this mess + ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); + ImVec2 center = bb.GetCenter(); + if (hovered) + window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12); + + float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; + ImU32 cross_col = GetColorU32(ImGuiCol_Text); + center -= ImVec2(0.5f, 0.5f); + window->DrawList->AddLine(center + ImVec2(+cross_extent, +cross_extent), center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(center + ImVec2(+cross_extent, -cross_extent), center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f); + + return pressed; +} + +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); + ItemAdd(bb, id); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + + // Render + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + if (hovered || held) + window->DrawList->AddCircleFilled(bb.GetCenter()/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12); + RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + + // Switch to moving the window after mouse is moved beyond the initial drag threshold + if (IsItemActive() && IsMouseDragging(0)) + StartMouseMovingWindow(window); + + return pressed; +} + +ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +{ + return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); +} + +// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. +ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) +{ + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float border_size = window->WindowBorderSize; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) + IM_ASSERT(scrollbar_size > 0.0f); + if (axis == ImGuiAxis_X) + return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x, outer_rect.Max.y); + else + return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x, inner_rect.Max.y); +} + +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = GetWindowScrollbarID(window, axis); + + // Calculate scrollbar bounding box + ImRect bb = GetWindowScrollbarRect(window, axis); + ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; + if (axis == ImGuiAxis_X) + { + rounding_corners |= ImDrawFlags_RoundCornersBottomLeft; + if (!window->ScrollbarY) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + else + { + if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) + rounding_corners |= ImDrawFlags_RoundCornersTopRight; + if (!window->ScrollbarX) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; + float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; + ImS64 scroll = (ImS64)window->Scroll[axis]; + ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_avail, (ImS64)size_contents, rounding_corners); + window->Scroll[axis] = (float)scroll; +} + +// Vertical/Horizontal scrollbar +// The entire piece of code below is rather confusing because: +// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) +// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar +// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. +// Still, the code should probably be made simpler.. +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_avail_v, ImS64 size_contents_v, ImDrawFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; + + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return false; + + const ImGuiStyle& style = g.Style; + const bool allow_interaction = (alpha >= 1.0f); + + ImRect bb = bb_frame; + bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), (ImS64)1); + const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_avail_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v); + const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + + const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_v); + float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space + if (held && allow_interaction && grab_h_norm < 1.0f) + { + const float scrollbar_pos_v = bb.Min[axis]; + const float mouse_pos_v = g.IO.MousePos[axis]; + + // Click position in scrollbar normalized space (0.0f->1.0f) + const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); + SetHoveredID(id); + + bool seek_absolute = false; + if (g.ActiveIdIsJustActivated) + { + // On initial click calculate the distance between mouse and the center of the grab + seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm); + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = 0.0f; + else + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); + + // Update values for rendering + scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + + // Update distance to grab now that we have seeked and saturated + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Render + const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags); + ImRect grab_rect; + if (axis == ImGuiAxis_X) + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); + else + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + if (border_col.w > 0.0f) + bb.Max += ImVec2(2, 2); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + if (border_col.w > 0.0f) + { + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f); + window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col)); + } + else + { + window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col)); + } +} + +// ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390) +// We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API. +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImVec2 padding = g.Style.FramePadding; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2.0f); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); + window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + + return pressed; +} + +bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + return ImageButtonEx(window->GetID(str_id), user_texture_id, size, uv0, uv1, bg_col, tint_col); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy API obsoleted in 1.89. Two differences with new ImageButton() +// - new ImageButton() requires an explicit 'const char* str_id' Old ImageButton() used opaque imTextureId (created issue with: multiple buttons with same image, transient texture id values, opaque computation of ID) +// - new ImageButton() always use style.FramePadding Old ImageButton() had an override argument. +// If you need to change padding with new ImageButton() you can use PushStyleVar(ImGuiStyleVar_FramePadding, value), consistent with other Button functions. +bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + // Default to using texture ID as ID. User can still push string/integer prefixes. + PushID((void*)(intptr_t)user_texture_id); + const ImGuiID id = window->GetID("#image"); + PopID(); + + if (frame_padding >= 0) + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding)); + bool ret = ImageButtonEx(id, user_texture_id, size, uv0, uv1, bg_col, tint_col); + if (frame_padding >= 0) + PopStyleVar(); + return ret; +} +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImGui::Checkbox(const char* label, bool* v) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + { + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return false; + } + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + { + *v = !(*v); + MarkItemEdited(id); + } + + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + RenderNavHighlight(total_bb, id); + RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + bool mixed_value = (g.LastItemData.InFlags & ImGuiItemFlags_MixedValue) != 0; + if (mixed_value) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) + ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) + { + const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); + RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); + } + + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); + if (label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +template +bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) +{ + bool all_on = (*flags & flags_value) == flags_value; + bool any_on = (*flags & flags_value) != 0; + bool pressed; + if (!all_on && any_on) + { + ImGuiContext& g = *GImGui; + ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_MixedValue; + pressed = Checkbox(label, &all_on); + g.CurrentItemFlags = backup_item_flags; + } + else + { + pressed = Checkbox(label, &all_on); + + } + if (pressed) + { + if (all_on) + *flags |= flags_value; + else + *flags &= ~flags_value; + } + return pressed; +} + +bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::RadioButton(const char* label, bool active) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + ImVec2 center = check_bb.GetCenter(); + center.x = IM_ROUND(center.x); + center.y = IM_ROUND(center.y); + const float radius = (square_sz - 1.0f) * 0.5f; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + MarkItemEdited(id); + + RenderNavHighlight(total_bb, id); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); + if (active) + { + const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16); + } + + if (style.FrameBorderSize > 0.0f) + { + window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); + window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); + } + + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, active ? "(x)" : "( )"); + if (label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. +bool ImGui::RadioButton(const char* label, int* v, int v_button) +{ + const bool pressed = RadioButton(label, *v == v_button); + if (pressed) + *v = v_button; + return pressed; +} + +// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size +void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, 0)) + return; + + // Render + fraction = ImSaturate(fraction); + RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); + const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding); + + // Default displaying the fraction as percentage string, but user can override it + char overlay_buf[32]; + if (!overlay) + { + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); + overlay = overlay_buf; + } + + ImVec2 overlay_size = CalcTextSize(overlay, NULL); + if (overlay_size.x > 0.0f) + RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); +} + +void ImGui::Bullet() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + { + SameLine(0, style.FramePadding.x * 2); + return; + } + + // Render and stay on same line + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Low-level Layout helpers +//------------------------------------------------------------------------- +// - Spacing() +// - Dummy() +// - NewLine() +// - AlignTextToFramePadding() +// - SeparatorEx() [Internal] +// - Separator() +// - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] +//------------------------------------------------------------------------- + +void ImGui::Spacing() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ItemSize(ImVec2(0, 0)); +} + +void ImGui::Dummy(const ImVec2& size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + ItemAdd(bb, 0); +} + +void ImGui::NewLine() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + ItemSize(ImVec2(0, 0)); + else + ItemSize(ImVec2(0.0f, g.FontSize)); + window->DC.LayoutType = backup_layout_type; +} + +void ImGui::AlignTextToFramePadding() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); +} + +// Horizontal/vertical separating line +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + + float thickness_draw = 1.0f; + float thickness_layout = 0.0f; + if (flags & ImGuiSeparatorFlags_Vertical) + { + // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2)); + ItemSize(ImVec2(thickness_layout, 0.0f)); + if (!ItemAdd(bb, 0)) + return; + + // Draw + window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); + } + else if (flags & ImGuiSeparatorFlags_Horizontal) + { + // Horizontal Separator + float x1 = window->Pos.x; + float x2 = window->Pos.x + window->Size.x; + + // FIXME-WORKRECT: old hack (#205) until we decide of consistent behavior with WorkRect/Indent and Separator + if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID) + x1 += window->DC.Indent.x; + + // FIXME-WORKRECT: In theory we should simply be using WorkRect.Min.x/Max.x everywhere but it isn't aesthetically what we want, + // need to introduce a variant of WorkRect for that purpose. (#4787) + if (ImGuiTable* table = g.CurrentTable) + { + x1 = table->Columns[table->CurrentColumn].MinX; + x2 = table->Columns[table->CurrentColumn].MaxX; + } + + ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + PushColumnsBackground(); + + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw)); + ItemSize(ImVec2(0.0f, thickness_layout)); + const bool item_visible = ItemAdd(bb, 0); + if (item_visible) + { + // Draw + window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------\n"); + + } + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + } +} + +void ImGui::Separator() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // Those flags should eventually be overridable by the user + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + flags |= ImGuiSeparatorFlags_SpanAllColumns; // NB: this only applies to legacy Columns() api as they relied on Separator() a lot. + SeparatorEx(flags); +} + +// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav)) + return false; + + bool hovered, held; + ImRect bb_interact = bb; + bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); + ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap); + if (hovered) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb + if (g.ActiveId != id) + SetItemAllowOverlap(); + + if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); + + ImRect bb_render = bb; + if (held) + { + ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min; + float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x; + + // Minimum pane size + float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); + float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); + if (mouse_delta < -size_1_maximum_delta) + mouse_delta = -size_1_maximum_delta; + if (mouse_delta > size_2_maximum_delta) + mouse_delta = size_2_maximum_delta; + + // Apply resize + if (mouse_delta != 0.0f) + { + if (mouse_delta < 0.0f) + IM_ASSERT(*size1 + mouse_delta >= min_size1); + if (mouse_delta > 0.0f) + IM_ASSERT(*size2 - mouse_delta >= min_size2); + *size1 += mouse_delta; + *size2 -= mouse_delta; + bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); + MarkItemEdited(id); + } + } + + // Render + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); + + return held; +} + +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +// Set items Width to -1.0f to disable shrinking this item. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +{ + if (count == 1) + { + if (items[0].Width >= 0.0f) + items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + int count_same_width = 1; + while (width_excess > 0.0f && count_same_width < count) + { + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) + count_same_width++; + float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + if (max_width_to_remove_per_item <= 0.0f) + break; + float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + for (int item_n = 0; item_n < count_same_width; item_n++) + items[item_n].Width -= width_to_remove_per_item; + width_excess -= width_to_remove_per_item * count_same_width; + } + + // Round width and redistribute remainder + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. + width_excess = 0.0f; + for (int n = 0; n < count; n++) + { + float width_rounded = ImFloor(items[n].Width); + width_excess += items[n].Width - width_rounded; + items[n].Width = width_rounded; + } + while (width_excess > 0.0f) + for (int n = 0; n < count && width_excess > 0.0f; n++) + { + float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f); + items[n].Width += width_to_add; + width_excess -= width_to_add; + } +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ComboBox +//------------------------------------------------------------------------- +// - CalcMaxPopupHeightFromItemCount() [Internal] +// - BeginCombo() +// - BeginComboPopup() [Internal] +// - EndCombo() +// - BeginComboPreview() [Internal] +// - EndComboPreview() [Internal] +// - Combo() +//------------------------------------------------------------------------- + +static float CalcMaxPopupHeightFromItemCount(int items_count) +{ + ImGuiContext& g = *GImGui; + if (items_count <= 0) + return FLT_MAX; + return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); +} + +bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags; + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + + const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth(); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &bb)) + return false; + + // Open on click + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); + bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); + if (pressed && !popup_open) + { + OpenPopupEx(popup_id, ImGuiPopupFlags_None); + popup_open = true; + } + + // Render shape + const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); + RenderNavHighlight(bb, id); + if (!(flags & ImGuiComboFlags_NoPreview)) + window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); + if (!(flags & ImGuiComboFlags_NoArrowButton)) + { + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); + if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); + } + RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); + + // Custom preview + if (flags & ImGuiComboFlags_CustomPreview) + { + g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y); + IM_ASSERT(preview_value == NULL || preview_value[0] == 0); + preview_value = NULL; + } + + // Render preview and label + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) + { + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL); + } + if (label_size.x > 0) + RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label); + + if (!popup_open) + return false; + + g.NextWindowData.Flags = backup_next_window_data_flags; + return BeginComboPopup(popup_id, bb, flags); +} + +bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); + return false; + } + + // Set popup size + float w = bb.GetWidth(); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); + } + else + { + if ((flags & ImGuiComboFlags_HeightMask_) == 0) + flags |= ImGuiComboFlags_HeightRegular; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + int popup_max_height_in_items = -1; + if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; + else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; + else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; + SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + } + + // This is essentially a specialized version of BeginPopupEx() + char name[16]; + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth + + // Set position given a custom constraint (peak into expected window size so we can position it) + // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? + // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? + if (ImGuiWindow* popup_window = FindWindowByName(name)) + if (popup_window->WasActive) + { + // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. + ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); + popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)" + ImRect r_outer = GetPopupAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox); + SetNextWindowPos(pos); + } + + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text + bool ret = Begin(name, NULL, window_flags); + PopStyleVar(); + if (!ret) + { + EndPopup(); + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + return true; +} + +void ImGui::EndCombo() +{ + EndPopup(); +} + +// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements +// (Experimental, see GitHub issues: #1658, #4168) +bool ImGui::BeginComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)) + return false; + IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag? + if (!window->ClipRect.Contains(preview_data->PreviewRect)) // Narrower test (optional) + return false; + + // FIXME: This could be contained in a PushWorkRect() api + preview_data->BackupCursorPos = window->DC.CursorPos; + preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos; + preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + preview_data->BackupLayout = window->DC.LayoutType; + window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); + + return true; +} + +void ImGui::EndComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future + ImDrawList* draw_list = window->DrawList; + if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y) + if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command + { + draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect; + draw_list->_TryMergeDrawCmds(); + } + PopClipRect(); + window->DC.CursorPos = preview_data->BackupCursorPos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos); + window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; + window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; + window->DC.LayoutType = preview_data->BackupLayout; + window->DC.IsSameLine = false; + preview_data->PreviewRect = ImRect(); +} + +// Getter for the old Combo() API: const char*[] +static bool Items_ArrayGetter(void* data, int idx, const char** out_text) +{ + const char* const* items = (const char* const*)data; + if (out_text) + *out_text = items[idx]; + return true; +} + +// Getter for the old Combo() API: "item1\0item2\0item3\0" +static bool Items_SingleStringGetter(void* data, int idx, const char** out_text) +{ + // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited. + const char* items_separated_by_zeros = (const char*)data; + int items_count = 0; + const char* p = items_separated_by_zeros; + while (*p) + { + if (idx == items_count) + break; + p += strlen(p) + 1; + items_count++; + } + if (!*p) + return false; + if (out_text) + *out_text = p; + return true; +} + +// Old API, prefer using BeginCombo() nowadays if you can. +bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Call the getter to obtain the preview string which is a parameter to BeginCombo() + const char* preview_value = NULL; + if (*current_item >= 0 && *current_item < items_count) + items_getter(data, *current_item, &preview_value); + + // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. + if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + + if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) + return false; + + // Display items + // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed) + bool value_changed = false; + for (int i = 0; i < items_count; i++) + { + PushID(i); + const bool item_selected = (i == *current_item); + const char* item_text; + if (!items_getter(data, i, &item_text)) + item_text = "*Unknown item*"; + if (Selectable(item_text, item_selected)) + { + value_changed = true; + *current_item = i; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + + EndCombo(); + + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +// Combo box helper allowing to pass an array of strings. +bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) +{ + const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); + return value_changed; +} + +// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" +bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) +{ + int items_count = 0; + const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open + while (*p) + { + p += strlen(p) + 1; + items_count++; + } + bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Data Type and Data Formatting Helpers [Internal] +//------------------------------------------------------------------------- +// - DataTypeGetInfo() +// - DataTypeFormatString() +// - DataTypeApplyOp() +// - DataTypeApplyOpFromText() +// - DataTypeCompare() +// - DataTypeClamp() +// - GetMinimumStepAtDecimalPrecision +// - RoundScalarWithFormat<>() +//------------------------------------------------------------------------- + +static const ImGuiDataTypeInfo GDataTypeInfo[] = +{ + { sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "U8", "%u", "%u" }, + { sizeof(short), "S16", "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "U16", "%u", "%u" }, + { sizeof(int), "S32", "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "U32", "%u", "%u" }, +#ifdef _MSC_VER + { sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%I64u","%I64u" }, +#else + { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%llu", "%llu" }, +#endif + { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double +}; +IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); + +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) +{ + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) +{ + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) + return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); + if (data_type == ImGuiDataType_Float) + return ImFormatString(buf, buf_size, format, *(const float*)p_data); + if (data_type == ImGuiDataType_Double) + return ImFormatString(buf, buf_size, format, *(const double*)p_data); + if (data_type == ImGuiDataType_S8) + return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); + IM_ASSERT(0); + return 0; +} + +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2) +{ + IM_ASSERT(op == '+' || op == '-'); + switch (data_type) + { + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; + case ImGuiDataType_S32: + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + return; + case ImGuiDataType_U32: + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + return; + case ImGuiDataType_S64: + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + return; + case ImGuiDataType_U64: + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + return; + case ImGuiDataType_Float: + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } + return; + case ImGuiDataType_Double: + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } + return; + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); +} + +// User can input math operators (e.g. +100) to edit a numerical values. +// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. +bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format) +{ + while (ImCharIsBlankA(*buf)) + buf++; + if (!buf[0]) + return false; + + // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + ImGuiDataTypeTempStorage data_backup; + memcpy(&data_backup, p_data, type_info->Size); + + // Sanitize format + // For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf + char format_sanitized[32]; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + format = type_info->ScanFmt; + else + format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized)); + + // Small types need a 32-bit buffer to receive the result from scanf() + int v32 = 0; + if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1) + return false; + if (type_info->Size < 4) + { + if (data_type == ImGuiDataType_S8) + *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + + return memcmp(&data_backup, p_data, type_info->Size) != 0; +} + +template +static int DataTypeCompareT(const T* lhs, const T* rhs) +{ + if (*lhs < *rhs) return -1; + if (*lhs > *rhs) return +1; + return 0; +} + +int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeCompareT((const ImS8* )arg_1, (const ImS8* )arg_2); + case ImGuiDataType_U8: return DataTypeCompareT((const ImU8* )arg_1, (const ImU8* )arg_2); + case ImGuiDataType_S16: return DataTypeCompareT((const ImS16* )arg_1, (const ImS16* )arg_2); + case ImGuiDataType_U16: return DataTypeCompareT((const ImU16* )arg_1, (const ImU16* )arg_2); + case ImGuiDataType_S32: return DataTypeCompareT((const ImS32* )arg_1, (const ImS32* )arg_2); + case ImGuiDataType_U32: return DataTypeCompareT((const ImU32* )arg_1, (const ImU32* )arg_2); + case ImGuiDataType_S64: return DataTypeCompareT((const ImS64* )arg_1, (const ImS64* )arg_2); + case ImGuiDataType_U64: return DataTypeCompareT((const ImU64* )arg_1, (const ImU64* )arg_2); + case ImGuiDataType_Float: return DataTypeCompareT((const float* )arg_1, (const float* )arg_2); + case ImGuiDataType_Double: return DataTypeCompareT((const double*)arg_1, (const double*)arg_2); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return 0; +} + +template +static bool DataTypeClampT(T* v, const T* v_min, const T* v_max) +{ + // Clamp, both sides are optional, return true if modified + if (v_min && *v < *v_min) { *v = *v_min; return true; } + if (v_max && *v > *v_max) { *v = *v_max; return true; } + return false; +} + +bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeClampT((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max); + case ImGuiDataType_U8: return DataTypeClampT((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max); + case ImGuiDataType_S16: return DataTypeClampT((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max); + case ImGuiDataType_U16: return DataTypeClampT((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max); + case ImGuiDataType_S32: return DataTypeClampT((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max); + case ImGuiDataType_U32: return DataTypeClampT((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max); + case ImGuiDataType_S64: return DataTypeClampT((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max); + case ImGuiDataType_U64: return DataTypeClampT((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max); + case ImGuiDataType_Float: return DataTypeClampT((float* )p_data, (const float* )p_min, (const float* )p_max); + case ImGuiDataType_Double: return DataTypeClampT((double*)p_data, (const double*)p_min, (const double*)p_max); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +static float GetMinimumStepAtDecimalPrecision(int decimal_precision) +{ + static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; + if (decimal_precision < 0) + return FLT_MIN; + return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); +} + +template +TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) +{ + IM_UNUSED(data_type); + IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); + const char* fmt_start = ImParseFormatFindStart(format); + if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string + return v; + + // Sanitize format + char fmt_sanitized[32]; + ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); + fmt_start = fmt_sanitized; + + // Format value with our rounding, and read back + char v_str[64]; + ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); + const char* p = v_str; + while (*p == ' ') + p++; + v = (TYPE)ImAtof(p); + + return v; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +//------------------------------------------------------------------------- +// - DragBehaviorT<>() [Internal] +// - DragBehavior() [Internal] +// - DragScalar() +// - DragScalarN() +// - DragFloat() +// - DragFloat2() +// - DragFloat3() +// - DragFloat4() +// - DragFloatRange2() +// - DragInt() +// - DragInt2() +// - DragInt3() +// - DragInt4() +// - DragIntRange2() +//------------------------------------------------------------------------- + +// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) +template +bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_clamped = (v_min < v_max); + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + + // Default tweak speed + if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX)) + v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); + + // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings + float adjust_delta = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + adjust_delta = g.IO.MouseDelta[axis]; + if (g.IO.KeyAlt) + adjust_delta *= 1.0f / 100.0f; + if (g.IO.KeyShift) + adjust_delta *= 10.0f; + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const float tweak_factor = tweak_slow ? 1.0f / 1.0f : tweak_fast ? 10.0f : 1.0f; + adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor; + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); + } + adjust_delta *= v_speed; + + // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. + if (axis == ImGuiAxis_Y) + adjust_delta = -adjust_delta; + + // For logarithmic use our range is effectively 0..1 so scale the delta into that range + if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0 + adjust_delta /= (float)(v_max - v_min); + + // Clear current value on activation + // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. + bool is_just_activated = g.ActiveIdIsJustActivated; + bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + if (is_just_activated || is_already_past_limits_and_pushing_outward) + { + g.DragCurrentAccum = 0.0f; + g.DragCurrentAccumDirty = false; + } + else if (adjust_delta != 0.0f) + { + g.DragCurrentAccum += adjust_delta; + g.DragCurrentAccumDirty = true; + } + + if (!g.DragCurrentAccumDirty) + return false; + + TYPE v_cur = *v; + FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense) + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + + // Convert to parametric space, apply delta, convert back + float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float v_new_parametric = v_old_parametric + g.DragCurrentAccum; + v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + v_old_ref_for_accum_remainder = v_old_parametric; + } + else + { + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; + } + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + + // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. + g.DragCurrentAccumDirty = false; + if (is_logarithmic) + { + // Convert to parametric space, apply delta, convert back + float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder); + } + else + { + g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); + } + + // Lose zero sign for float/double + if (v_cur == (TYPE)-0) + v_cur = (TYPE)0; + + // Clamp values (+ handle overflow/wrap-around for integer types) + if (*v != v_cur && is_clamped) + { + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) + v_cur = v_min; + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) + v_cur = v_max; + } + + // Apply result + if (*v == v_cur) + return false; + *v = v_cur; + return true; +} + +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + { + // Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation. + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + } + if (g.ActiveId != id) + return false; + if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. +// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL-clicking on Drag turns it into an InputText + const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; + const bool clicked = hovered && IsMouseClicked(0, id); + const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); + const bool make_active = (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id); + if (make_active && (clicked || double_clicked)) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id) + temp_input_is_active = true; + + // (Optional) simple click (without moving) turns Drag into an InputText + if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) + if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + g.NavActivateId = g.NavActivateInputId = id; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + temp_input_is_active = true; + } + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set + const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0 && (p_min == NULL || p_max == NULL || DataTypeCompare(data_type, p_min, p_max) < 0); + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); + if (value_changed) + MarkItemEdited(id); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return value_changed; +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + float min_min = (v_min >= v_max) ? -FLT_MAX : v_min; + float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + float max_max = (v_min >= v_max) ? FLT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +// NB: v_speed is float to allow adjusting the drag speed with more precision +bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + int min_min = (v_min >= v_max) ? INT_MIN : v_min; + int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + int max_max = (v_min >= v_max) ? INT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +//------------------------------------------------------------------------- +// - ScaleRatioFromValueT<> [Internal] +// - ScaleValueFromRatioT<> [Internal] +// - SliderBehaviorT<>() [Internal] +// - SliderBehavior() [Internal] +// - SliderScalar() +// - SliderScalarN() +// - SliderFloat() +// - SliderFloat2() +// - SliderFloat3() +// - SliderFloat4() +// - SliderAngle() +// - SliderInt() +// - SliderInt2() +// - SliderInt3() +// - SliderInt4() +// - VSliderScalar() +// - VSliderFloat() +// - VSliderInt() +//------------------------------------------------------------------------- + +// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) +template +float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + if (v_min == v_max) + return 0.0f; + IM_UNUSED(data_type); + + const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); + if (is_logarithmic) + { + bool flipped = v_max < v_min; + + if (flipped) // Handle the case where the range is backwards + ImSwap(v_min, v_max); + + // Fudge min/max to avoid getting close to log(0) + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_min == 0.0f) && (v_max < 0.0f)) + v_min_fudged = -logarithmic_zero_epsilon; + else if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float result; + if (v_clamped <= v_min_fudged) + result = 0.0f; // Workaround for values that are in-range but below our fudge + else if (v_clamped >= v_max_fudged) + result = 1.0f; // Workaround for values that are in-range but above our fudge + else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions + { + float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (v == 0.0f) + result = zero_point_center; // Special case for exactly zero + else if (v < 0.0f) + result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L; + else + result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R)); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)); + else + result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)); + + return flipped ? (1.0f - result) : result; + } + else + { + // Linear slider + return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); + } +} + +// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) +template +TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + // We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct" + // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler. + if (t <= 0.0f || v_min == v_max) + return v_min; + if (t >= 1.0f) + return v_max; + + TYPE result = (TYPE)0; + if (is_logarithmic) + { + // Fudge min/max to avoid getting silly results close to zero + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + const bool flipped = v_max < v_min; // Check if range is "backwards" + if (flipped) + ImSwap(v_min_fudged, v_max_fudged); + + // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range + + if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts + { + float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) + result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + else if (t_with_flip < zero_point_center) + result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); + else + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); + } + else + { + // Linear slider + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + if (is_floating_point) + { + result = ImLerp(v_min, v_max, t); + } + else if (t < 1.0) + { + // - For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 + // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. + FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; + result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); + } + } + + return result; +} + +// FIXME: Try to move more of the code into shared SliderBehavior() +template +bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); + + // Calculate bounds + const float grab_padding = 2.0f; // FIXME: Should be part of style. + const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; + float grab_sz = style.GrabMinSize; + if (!is_floating_point && v_range >= 0) // v_range < 0 may happen on integer overflows + grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + grab_sz = ImMin(grab_sz, slider_sz); + const float slider_usable_sz = slider_sz - grab_sz; + const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; + const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); + } + + // Process interacting with the slider + bool value_changed = false; + if (g.ActiveId == id) + { + bool set_new_value = false; + float clicked_t = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (!g.IO.MouseDown[0]) + { + ClearActiveID(); + } + else + { + const float mouse_abs_pos = g.IO.MousePos[axis]; + if (g.ActiveIdIsJustActivated) + { + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here. + g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f; + } + if (slider_usable_sz > 0.0f) + clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz); + if (axis == ImGuiAxis_Y) + clicked_t = 1.0f - clicked_t; + set_new_value = true; + } + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + if (g.ActiveIdIsJustActivated) + { + g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation + g.SliderCurrentAccumDirty = false; + } + + float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis); + if (input_delta != 0.0f) + { + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + if (decimal_precision > 0) + { + input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds + if (tweak_slow) + input_delta /= 10.0f; + } + else + { + if ((v_range >= -100.0f && v_range <= 100.0f) || tweak_slow) + input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps + else + input_delta /= 100.0f; + } + if (tweak_fast) + input_delta *= 10.0f; + + g.SliderCurrentAccum += input_delta; + g.SliderCurrentAccumDirty = true; + } + + float delta = g.SliderCurrentAccum; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + { + ClearActiveID(); + } + else if (g.SliderCurrentAccumDirty) + { + clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + { + set_new_value = false; + g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate + } + else + { + set_new_value = true; + float old_clicked_t = clicked_t; + clicked_t = ImSaturate(clicked_t + delta); + + // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if (delta > 0) + g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta); + else + g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta); + } + + g.SliderCurrentAccumDirty = false; + } + } + + if (set_new_value) + { + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + // Round to user desired precision based on format string + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + + // Apply result + if (*v != v_new) + { + *v = v_new; + value_changed = true; + } + } + } + + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } + else + { + // Output grab position so it can be displayed by the caller + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } + + return value_changed; +} + +// For 32-bit and larger types, slider bounds are limited to half the natural type range. +// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. +// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + + // Those are the things we can do easily outside the SliderBehaviorT<> template, saves code generation. + ImGuiContext& g = *GImGui; + if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: + IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U32: + IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_S64: + IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U64: + IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Float: + IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Double: + IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + // Tabbing or CTRL-clicking on Slider turns it into an input box + const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; + const bool clicked = hovered && IsMouseClicked(0, id); + const bool make_active = (input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id); + if (make_active && clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id) + temp_input_is_active = true; + + if (make_active && !temp_input_is_active) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set + const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0; + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return value_changed; +} + +// Add multiple sliders on 1 line for compact edition of multiple components +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags) +{ + if (format == NULL) + format = "%.0f deg"; + float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); + *v_rad = v_deg * (2 * IM_PI) / 360.0f; + return value_changed; +} + +bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(frame_bb, id)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + const bool hovered = ItemHoverable(frame_bb, id); + const bool clicked = hovered && IsMouseClicked(0, id); + if (clicked || g.NavActivateId == id || g.NavActivateInputId == id) + { + if (clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + // For the vertical slider we allow centered text to overlap the frame padding + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + return value_changed; +} + +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +//------------------------------------------------------------------------- +// - ImParseFormatFindStart() [Internal] +// - ImParseFormatFindEnd() [Internal] +// - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatSanitizeForPrinting() [Internal] +// - ImParseFormatSanitizeForScanning() [Internal] +// - ImParseFormatPrecision() [Internal] +// - TempInputTextScalar() [Internal] +// - InputScalar() +// - InputScalarN() +// - InputFloat() +// - InputFloat2() +// - InputFloat3() +// - InputFloat4() +// - InputInt() +// - InputInt2() +// - InputInt3() +// - InputInt4() +// - InputDouble() +//------------------------------------------------------------------------- + +// We don't use strchr() because our strings are usually very short and often start with '%' +const char* ImParseFormatFindStart(const char* fmt) +{ + while (char c = fmt[0]) + { + if (c == '%' && fmt[1] != '%') + return fmt; + else if (c == '%') + fmt++; + fmt++; + } + return fmt; +} + +const char* ImParseFormatFindEnd(const char* fmt) +{ + // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. + if (fmt[0] != '%') + return fmt; + const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); + const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); + for (char c; (c = *fmt) != 0; fmt++) + { + if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) + return fmt + 1; + if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) + return fmt + 1; + } + return fmt; +} + +// Extract the format out of a format string with leading or trailing decorations +// fmt = "blah blah" -> return fmt +// fmt = "%.3f" -> return fmt +// fmt = "hello %.3f" -> return fmt + 6 +// fmt = "%.3f hello" -> return buf written with "%.3f" +const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size) +{ + const char* fmt_start = ImParseFormatFindStart(fmt); + if (fmt_start[0] != '%') + return fmt; + const char* fmt_end = ImParseFormatFindEnd(fmt_start); + if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. + return fmt_start; + ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); + return buf; +} + +// Sanitize format +// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi +// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. +void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate +} + +// - For scanning we need to remove all width and precision fields "%3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d" +const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + const char* fmt_out_begin = fmt_out; + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + bool has_type = false; + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (!has_type && ((c >= '0' && c <= '9') || c == '.')) + continue; + has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate + return fmt_out_begin; +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + +// Parse display precision back from the display format string +// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. +int ImParseFormatPrecision(const char* fmt, int default_precision) +{ + fmt = ImParseFormatFindStart(fmt); + if (fmt[0] != '%') + return default_precision; + fmt++; + while (*fmt >= '0' && *fmt <= '9') + fmt++; + int precision = INT_MAX; + if (*fmt == '.') + { + fmt = ImAtoi(fmt + 1, &precision); + if (precision < 0 || precision > 99) + precision = default_precision; + } + if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation + precision = -1; + if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) + precision = -1; + return (precision == INT_MAX) ? default_precision : precision; +} + +// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) +// FIXME: Facilitate using this in variety of other situations. +bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags) +{ + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. + // We clear ActiveID on the first frame to allow the InputText() taking it back. + ImGuiContext& g = *GImGui; + const bool init = (g.TempInputId != id); + if (init) + ClearActiveID(); + + g.CurrentWindow->DC.CursorPos = bb.Min; + bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); + if (init) + { + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputId = g.ActiveId; + } + return value_changed; +} + +static inline ImGuiInputTextFlags InputScalar_DefaultCharsFilter(ImGuiDataType data_type, const char* format) +{ + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + return ImGuiInputTextFlags_CharsScientific; + const char format_last_char = format[0] ? format[strlen(format) - 1] : 0; + return (format_last_char == 'x' || format_last_char == 'X') ? ImGuiInputTextFlags_CharsHexadecimal : ImGuiInputTextFlags_CharsDecimal; +} + +// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! +// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. +// However this may not be ideal for all uses, as some user code may break on out of bound values. +bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) +{ + char fmt_buf[32]; + char data_buf[32]; + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); + ImStrTrimBlanks(data_buf); + + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; + flags |= InputScalar_DefaultCharsFilter(data_type, format); + + bool value_changed = false; + if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) + { + // Backup old value + size_t data_type_size = DataTypeGetInfo(data_type)->Size; + ImGuiDataTypeTempStorage data_backup; + memcpy(&data_backup, p_data, data_type_size); + + // Apply new value (or operations) then clamp + DataTypeApplyFromText(data_buf, data_type, p_data, format); + if (p_clamp_min || p_clamp_max) + { + if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) + ImSwap(p_clamp_min, p_clamp_max); + DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); + } + + // Only mark as edited if new value is different + value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; + if (value_changed) + MarkItemEdited(id); + } + return value_changed; +} + +// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. +// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + char buf[64]; + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); + + // Testing ActiveId as a minor optimization as filtering is not needed until active + if (g.ActiveId == 0 && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) + flags |= InputScalar_DefaultCharsFilter(data_type, format); + flags |= ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + + bool value_changed = false; + if (p_step != NULL) + { + const float button_size = GetFrameHeight(); + + BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() + PushID(label); + SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags); + + // Step buttons + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; + ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; + if (flags & ImGuiInputTextFlags_ReadOnly) + BeginDisabled(); + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) + { + DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("+", ImVec2(button_size, button_size), button_flags)) + { + DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + if (flags & ImGuiInputTextFlags_ReadOnly) + EndDisabled(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + style.FramePadding = backup_frame_padding; + + PopID(); + EndGroup(); + } + else + { + if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); + } + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) +{ + flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); +} + +bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) +{ + // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. + const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); +} + +bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) +{ + flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint +//------------------------------------------------------------------------- +// - InputText() +// - InputTextWithHint() +// - InputTextMultiline() +// - InputTextGetCharInfo() [Internal] +// - InputTextReindexLines() [Internal] +// - InputTextReindexLinesRange() [Internal] +// - InputTextEx() [Internal] +// - DebugNodeInputTextState() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint. + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) +{ + int line_count = 0; + const char* s = text_begin; + while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding + if (c == '\n') + line_count++; + s--; + if (s[0] != '\n' && s[0] != '\r') + line_count++; + *out_text_end = s; + return line_count; +} + +static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) +{ + ImGuiContext& g = *GImGui; + ImFont* font = g.Font; + const float line_height = g.FontSize; + const float scale = line_height / font->FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const ImWchar* s = text_begin; + while (s < text_end) + { + unsigned int c = (unsigned int)(*s++); + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (stop_on_new_line) + break; + continue; + } + if (c == '\r') + continue; + + const float char_width = font->GetCharAdvance((ImWchar)c) * scale; + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (out_offset) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) +namespace ImStb +{ + +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenW; } +static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { return obj->TextW[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } +static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; } +static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) +{ + const ImWchar* text = obj->TextW.Data; + const ImWchar* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); + r->x0 = 0.0f; + r->x1 = size.x; + r->baseline_y_delta = size.y; + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = (int)(text_remaining - (text + line_start_idx)); +} + +// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. +static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r'; } +static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; } +static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx])) : 1; } +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { if (ImGui::GetIO().ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); } +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL + +static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) +{ + ImWchar* dst = obj->TextW.Data + pos; + + // We maintain our buffer length in both UTF-8 and wchar formats + obj->Edited = true; + obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); + obj->CurLenW -= n; + + // Offset remaining text (FIXME-OPT: Use memmove) + const ImWchar* src = obj->TextW.Data + pos + n; + while (ImWchar c = *src++) + *dst++ = c; + *dst = '\0'; +} + +static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len) +{ + const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int text_len = obj->CurLenW; + IM_ASSERT(pos <= text_len); + + const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len); + if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA)) + return false; + + // Grow internal buffer if needed + if (new_text_len + text_len + 1 > obj->TextW.Size) + { + if (!is_resizable) + return false; + IM_ASSERT(text_len < obj->TextW.Size); + obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1); + } + + ImWchar* text = obj->TextW.Data; + if (pos != text_len) + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); + memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); + + obj->Edited = true; + obj->CurLenW += new_text_len; + obj->CurLenA += new_text_len_utf8; + obj->TextW[obj->CurLenW] = '\0'; + + return true; +} + +// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page +#define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page +#define STB_TEXTEDIT_K_SHIFT 0x400000 + +#define STB_TEXTEDIT_IMPLEMENTATION +#include "imstb_textedit.h" + +// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling +// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) +static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); + ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW); + state->cursor = state->select_start = state->select_end = 0; + if (text_len <= 0) + return; + if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) + { + state->cursor = state->select_start = state->select_end = text_len; + state->has_preferred_x = 0; + return; + } + IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() +} + +} // namespace ImStb + +void ImGuiInputTextState::OnKeyPressed(int key) +{ + stb_textedit_key(this, &Stb, key); + CursorFollow = true; + CursorAnimReset(); +} + +ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() +{ + memset(this, 0, sizeof(*this)); +} + +// Public API to manipulate UTF-8 text +// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar) +// FIXME: The existence of this rarely exercised code path is a bit of a nuisance. +void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) +{ + IM_ASSERT(pos + bytes_count <= BufTextLen); + char* dst = Buf + pos; + const char* src = Buf + pos + bytes_count; + while (char c = *src++) + *dst++ = c; + *dst = '\0'; + + if (CursorPos >= pos + bytes_count) + CursorPos -= bytes_count; + else if (CursorPos >= pos) + CursorPos = pos; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen -= bytes_count; +} + +void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) +{ + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); + if (new_text_len + BufTextLen >= BufSize) + { + if (!is_resizable) + return; + + // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!) + ImGuiContext& g = *GImGui; + ImGuiInputTextState* edit_state = &g.InputTextState; + IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); + IM_ASSERT(Buf == edit_state->TextA.Data); + int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; + edit_state->TextA.reserve(new_buf_size + 1); + Buf = edit_state->TextA.Data; + BufSize = edit_state->BufCapacityA = new_buf_size; + } + + if (BufTextLen != pos) + memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); + memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); + Buf[BufTextLen + new_text_len] = '\0'; + + if (CursorPos >= pos) + CursorPos += new_text_len; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen += new_text_len; +} + +// Return false to discard a character. +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source) +{ + IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard); + unsigned int c = *p_char; + + // Filter non-printable (NB: isprint is unreliable! see #2467) + bool apply_named_filters = true; + if (c < 0x20) + { + bool pass = false; + pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) + pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); + if (!pass) + return false; + apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. + } + + if (input_source != ImGuiInputSource_Clipboard) + { + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; + + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + } + + // Filter Unicode ranges we are not handling in this build + if (c > IM_UNICODE_CODEPOINT_MAX) + return false; + + // Generic named filters + if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))) + { + // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'. + // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. + // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. + // Change the default decimal_point with: + // ImGui::GetCurrentContext()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point; + // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. + ImGuiContext& g = *GImGui; + const unsigned c_decimal_point = (unsigned int)g.PlatformLocaleDecimalPoint; + + // Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) + // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may + // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font. + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal)) + if (c >= 0xFF01 && c <= 0xFF5E) + c = c - 0xFF01 + 0x21; + + // Allow 0-9 . - + * / + if (flags & ImGuiInputTextFlags_CharsDecimal) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + return false; + + // Allow 0-9 . - + * / e E + if (flags & ImGuiInputTextFlags_CharsScientific) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + return false; + + // Allow 0-9 a-F A-F + if (flags & ImGuiInputTextFlags_CharsHexadecimal) + if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) + return false; + + // Turn a-z into A-Z + if (flags & ImGuiInputTextFlags_CharsUppercase) + if (c >= 'a' && c <= 'z') + c += (unsigned int)('A' - 'a'); + + if (flags & ImGuiInputTextFlags_CharsNoBlank) + if (ImCharIsBlankW(c)) + return false; + + *p_char = c; + } + + // Custom callback filter + if (flags & ImGuiInputTextFlags_CallbackCharFilter) + { + ImGuiInputTextCallbackData callback_data; + memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; + callback_data.EventChar = (ImWchar)c; + callback_data.Flags = flags; + callback_data.UserData = user_data; + if (callback(&callback_data) != 0) + return false; + *p_char = callback_data.EventChar; + if (!callback_data.EventChar) + return false; + } + + return true; +} + +// Find the shortest single replacement we can make to get the new text from the old text. +// Important: needs to be run before TextW is rewritten with the new characters because calling STB_TEXTEDIT_GETCHAR() at the end. +// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly. +static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* state, const char* new_buf_a, int new_length_a) +{ + ImGuiContext& g = *GImGui; + const ImWchar* old_buf = state->TextW.Data; + const int old_length = state->CurLenW; + const int new_length = ImTextCountCharsFromUtf8(new_buf_a, new_buf_a + new_length_a); + g.TempBuffer.reserve_discard((new_length + 1) * sizeof(ImWchar)); + ImWchar* new_buf = (ImWchar*)(void*)g.TempBuffer.Data; + ImTextStrFromUtf8(new_buf, new_length + 1, new_buf_a, new_buf_a + new_length_a); + + const int shorter_length = ImMin(old_length, new_length); + int first_diff; + for (first_diff = 0; first_diff < shorter_length; first_diff++) + if (old_buf[first_diff] != new_buf[first_diff]) + break; + if (first_diff == old_length && first_diff == new_length) + return; + + int old_last_diff = old_length - 1; + int new_last_diff = new_length - 1; + for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--) + if (old_buf[old_last_diff] != new_buf[new_last_diff]) + break; + + const int insert_len = new_last_diff - first_diff + 1; + const int delete_len = old_last_diff - first_diff + 1; + if (insert_len > 0 || delete_len > 0) + if (STB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb.undostate, first_diff, delete_len, insert_len)) + for (int i = 0; i < delete_len; i++) + p[i] = ImStb::STB_TEXTEDIT_GETCHAR(state, first_diff + i); +} + +// Edit a string of text +// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". +// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match +// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. +// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. +// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h +// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are +// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(buf != NULL && buf_size >= 0); + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool RENDER_SELECTION_WHEN_INACTIVE = false; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) + BeginGroup(); + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); + + ImGuiWindow* draw_window = window; + ImVec2 inner_size = frame_size; + ImGuiItemStatusFlags item_status_flags = 0; + ImGuiLastItemData item_data_backup; + if (is_multiline) + { + ImVec2 backup_pos = window->DC.CursorPos; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + { + EndGroup(); + return false; + } + item_status_flags = g.LastItemData.StatusFlags; + item_data_backup = g.LastItemData; + window->DC.CursorPos = backup_pos; + + // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. + // FIXME-NAV: Pressing NavActivate will trigger general child activation right before triggering our own below. Harmless but bizarre. + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove); + PopStyleVar(3); + PopStyleColor(); + if (!child_visible) + { + EndChild(); + EndGroup(); + return false; + } + draw_window = g.CurrentWindow; // Child window + draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.CursorPos += style.FramePadding; + inner_size.x -= draw_window->ScrollbarSizes.x; + } + else + { + // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) + ItemSize(total_bb, style.FramePadding.y); + if (!(flags & ImGuiInputTextFlags_MergedItem)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + return false; + item_status_flags = g.LastItemData.StatusFlags; + } + const bool hovered = ItemHoverable(frame_bb, id); + if (hovered) + g.MouseCursor = ImGuiMouseCursor_TextInput; + + // We are only allowed to access the state if we are already the active widget. + ImGuiInputTextState* state = GetInputTextState(id); + + const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; + const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard)); + + const bool user_clicked = hovered && io.MouseClicked[0]; + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + bool clear_active_id = false; + bool select_all = false; + + float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; + + const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); + const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_tabbing); + const bool init_state = (init_make_active || user_scroll_active); + if ((init_state && g.ActiveId != id) || init_changed_specs) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) + // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->InitialTextA.Data, buf, buf_len + 1); + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: Since we reworked this on 2022/06, may want to differenciate recycle_cursor vs recycle_undostate? + bool recycle_state = (state->ID == id && !init_changed_specs); + if (recycle_state && (state->CurLenA != buf_len || (state->TextAIsValid && strncmp(state->TextA.Data, buf, buf_len) != 0))) + recycle_state = false; + + // Start edition + const char* buf_end = NULL; + state->ID = id; + state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextA.resize(0); + state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. + + if (recycle_state) + { + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + state->CursorClamp(); + } + else + { + state->ScrollX = 0.0f; + stb_textedit_initialize_state(&state->Stb, !is_multiline); + } + + if (!is_multiline) + { + if (flags & ImGuiInputTextFlags_AutoSelectAll) + select_all = true; + if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) + select_all = true; + if (input_requested_by_tabbing || (user_clicked && io.KeyCtrl)) + select_all = true; + } + + if (flags & ImGuiInputTextFlags_AlwaysOverwrite) + state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863) + } + + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + } + if (g.ActiveId == id) + { + // Declare our inputs + if (user_clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + SetKeyOwner(ImGuiKey_Escape, id); + SetKeyOwner(ImGuiKey_NavGamepadCancel, id); + SetKeyOwner(ImGuiKey_Home, id); + SetKeyOwner(ImGuiKey_End, id); + if (is_multiline) + { + SetKeyOwner(ImGuiKey_PageUp, id); + SetKeyOwner(ImGuiKey_PageDown, id); + } + if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. + { + SetKeyOwner(ImGuiKey_Tab, id); + } + } + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + clear_active_id = true; + + // Lock the decision of whether we are going to take the path displaying the cursor or selection + bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool validated = false; + + // When read-only we always use the live data passed to the function + // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( + if (is_readonly && state != NULL && (render_cursor || render_selection)) + { + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); + state->CursorClamp(); + render_selection &= state->HasSelection(); + } + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; + const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + { + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; + password_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); + PushFont(password_font); + } + + // Process mouse inputs and character inputs + int backup_current_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + backup_current_text_length = state->CurLenA; + state->Edited = false; + state->BufCapacityA = buf_size; + state->Flags = flags; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + g.WantTextInputNextFrame = 1; + + // Edit in progress + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); + + const bool is_osx = io.ConfigMacOSXBehaviors; + if (select_all) + { + state->SelectAll(); + state->SelectedAllMouseLock = true; + } + else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) + { + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + const int multiclick_count = (io.MouseClickedCount[0] - 2); + if ((multiclick_count % 2) == 0) + { + // Double-click: Select word + // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant: + // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) + const bool is_bol = (state->Stb.cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor - 1) == '\n'; + if (STB_TEXT_HAS_SELECTION(&state->Stb) || !is_bol) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + if (!STB_TEXT_HAS_SELECTION(&state->Stb)) + ImStb::stb_textedit_prep_selection_at_cursor(&state->Stb); + state->Stb.cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb.cursor); + state->Stb.select_end = state->Stb.cursor; + ImStb::stb_textedit_clamp(state, &state->Stb); + } + else + { + // Triple-click: Select line + const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor) == '\n'; + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); + state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); + if (!is_eol && is_multiline) + { + ImSwap(state->Stb.select_start, state->Stb.select_end); + state->Stb.cursor = state->Stb.select_end; + } + state->CursorFollow = false; + } + state->CursorAnimReset(); + } + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) + { + if (hovered) + { + if (io.KeyShift) + stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + else + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; + } + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + state->SelectedAllMouseLock = false; + + // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) + // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes) + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); + if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressed(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) + state->OnKeyPressed((int)c); + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + if (io.InputQueueCharacters.Size > 0) + { + if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t') // Skip Tab, see above. + continue; + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) + state->OnKeyPressed((int)c); + } + + // Consume characters + io.InputQueueCharacters.resize(0); + } + } + + // Process other shortcuts/key-presses + bool revert_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + IM_ASSERT(state != NULL); + + const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); + state->Stb.row_count_per_page = row_count_per_page; + + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_osx = io.ConfigMacOSXBehaviors; + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + + // Using Shortcut() with ImGuiInputFlags_RouteFocused flag to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) + // Otherwise we could simply assume that we own the keys as we are active. + const ImGuiInputFlags shortcut_flags = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_Repeat; + const bool is_cut = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, shortcut_flags) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, shortcut_flags)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_C, id, shortcut_flags & ~ImGuiInputFlags_Repeat) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id, shortcut_flags & ~ImGuiInputFlags_Repeat)) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_V, id, shortcut_flags) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, shortcut_flags)) && !is_readonly; + const bool is_undo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Z, id, shortcut_flags)) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Y, id, shortcut_flags) || (is_osx && Shortcut(ImGuiMod_Shortcut | ImGuiMod_Shift | ImGuiKey_Z, id, shortcut_flags))) && !is_readonly && is_undoable; + const bool is_select_all = Shortcut(ImGuiMod_Shortcut | ImGuiKey_A, id, shortcut_flags & ~ImGuiInputFlags_Repeat); + + // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); + const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); + const bool is_cancel = Shortcut(ImGuiKey_Escape, id, shortcut_flags) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false)); + + if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } + else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly) + { + if (!state->HasSelection()) + { + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (is_enter_pressed || is_gamepad_validate) + { + // Determine if we turn Enter into a \n character + bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; + if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + { + validated = true; + if (io.ConfigInputTextEnterKeepActive && !is_multiline) + state->SelectAll(); // No need to scroll + else + clear_active_id = true; + } + else if (!is_readonly) + { + unsigned int c = '\n'; // Insert new line + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) + state->OnKeyPressed((int)c); + } + } + else if (is_cancel) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + if (state->CurLenA > 0) + { + revert_edit = true; + } + else + { + render_cursor = render_selection = false; + clear_active_id = true; + } + } + else + { + clear_active_id = revert_edit = true; + render_cursor = render_selection = false; + } + } + else if (is_undo || is_redo) + { + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); + } + else if (is_select_all) + { + state->SelectAll(); + state->CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (io.SetClipboardTextFn) + { + const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; + const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; + char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); + ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); + SetClipboardText(clipboard_data); + MemFree(clipboard_data); + } + if (is_cut) + { + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, &state->Stb); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)strlen(clipboard); + ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar)); + int clipboard_filtered_len = 0; + for (const char* s = clipboard; *s; ) + { + unsigned int c; + s += ImTextCharFromUtf8(&c, s, NULL); + if (c == 0) + break; + if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard)) + continue; + clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; + } + clipboard_filtered[clipboard_filtered_len] = 0; + if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation + { + stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); + state->CursorFollow = true; + } + MemFree(clipboard_filtered); + } + } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + } + + // Process callbacks and apply result back to user's buffer. + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + if (revert_edit && !is_readonly) + { + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + // Clear input + apply_new_text = ""; + apply_new_text_length = 0; + STB_TEXTEDIT_CHARTYPE empty_string; + stb_textedit_replace(state, &state->Stb, &empty_string, 0); + } + else if (strcmp(buf, state->InitialTextA.Data) != 0) + { + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + // Push records into the undo stack so we can CTRL+Z the revert operation itself + apply_new_text = state->InitialTextA.Data; + apply_new_text_length = state->InitialTextA.Size - 1; + ImVector w_text; + if (apply_new_text_length > 0) + { + w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1); + ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length); + } + stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0); + } + } + + // Apply ASCII value + if (!is_readonly) + { + state->TextAIsValid = true; + state->TextA.resize(state->TextW.Size * 4 + 1); + ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); + } + + // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. + // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. + // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). + const bool apply_edit_back_to_user_buffer = !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + if (apply_edit_back_to_user_buffer) + { + // Apply new value immediately - copy modified buffer back + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. + // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_None; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressed(ImGuiKey_Tab)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) + { + event_flag = ImGuiInputTextFlags_CallbackEdit; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + { + event_flag = ImGuiInputTextFlags_CallbackAlways; + } + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.EventFlag = event_flag; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; + + char* callback_buf = is_readonly ? buf : state->TextA.Data; + callback_data.EventKey = event_key; + callback_data.Buf = callback_buf; + callback_data.BufTextLen = state->CurLenA; + callback_data.BufSize = state->BufCapacityA; + callback_data.BufDirty = false; + + // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) + ImWchar* text = state->TextW.Data; + const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); + const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); + const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback + IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacityA); + IM_ASSERT(callback_data.Flags == flags); + const bool buf_dirty = callback_data.BufDirty; + if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb.select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb.cursor : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } + if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } + if (buf_dirty) + { + IM_ASSERT((flags & ImGuiInputTextFlags_ReadOnly) == 0); + IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + InputTextReconcileUndoStateAfterUserCallback(state, callback_data.Buf, callback_data.BufTextLen); // FIXME: Move the rest of this block inside function and rename to InputTextReconcileStateAfterUserCallback() ? + if (callback_data.BufTextLen > backup_current_text_length && is_resizable) + state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); // Worse case scenario resize + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); + state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); + } + } + } + + // Will copy result string if modified + if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) + { + apply_new_text = state->TextA.Data; + apply_new_text_length = state->CurLenA; + } + } + } + + // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) + if (apply_new_text != NULL) + { + // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size + // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used + // without any storage on user's side. + IM_ASSERT(apply_new_text_length >= 0); + if (is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + //IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + value_changed = true; + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + if (clear_active_id && g.ActiveId == id) + ClearActiveID(); + + // Render frame + if (!is_multiline) + { + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + } + + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) + { + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->CurLenA; + + // Render text (with cursor and selection) + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + const ImWchar* text_begin = state->TextW.Data; + ImVec2 cursor_offset, select_start_offset; + + { + // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. + const ImWchar* searches_input_ptr[2] = { NULL, NULL }; + int searches_result_line_no[2] = { -1000, -1000 }; + int searches_remaining = 0; + if (render_cursor) + { + searches_input_ptr[0] = text_begin + state->Stb.cursor; + searches_result_line_no[0] = -1; + searches_remaining++; + } + if (render_selection) + { + searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + searches_result_line_no[1] = -1; + searches_remaining++; + } + + // Iterate all lines to find our line numbers + // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. + searches_remaining += is_multiline ? 1 : 0; + int line_count = 0; + //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bit + for (const ImWchar* s = text_begin; *s != 0; s++) + if (*s == '\n') + { + line_count++; + if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } + if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } + } + line_count++; + if (searches_result_line_no[0] == -1) + searches_result_line_no[0] = line_count; + if (searches_result_line_no[1] == -1) + searches_result_line_no[1] = line_count; + + // Calculate 2d position by finding the beginning of the line and measuring distance + cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; + cursor_offset.y = searches_result_line_no[0] * g.FontSize; + if (searches_result_line_no[1] >= 0) + { + select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; + select_start_offset.y = searches_result_line_no[1] * g.FontSize; + } + + // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) + if (is_multiline) + text_size = ImVec2(inner_size.x, line_count * g.FontSize); + } + + // Scroll + if (render_cursor && state->CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = inner_size.x * 0.25f; + const float visible_width = inner_size.x - style.FramePadding.x; + if (cursor_offset.x < state->ScrollX) + state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - visible_width >= state->ScrollX) + state->ScrollX = IM_FLOOR(cursor_offset.x - visible_width + scroll_increment_x); + } + else + { + state->ScrollX = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + // Test if cursor is vertically visible + if (cursor_offset.y - g.FontSize < scroll_y) + scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y) + scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; + const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); + scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + } + + state->CursorFollow = false; + } + + // Draw selection + const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); + if (render_selection) + { + const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); + + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; + for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) + { + if (rect_pos.y > clip_rect.w + g.FontSize) + break; + if (rect_pos.y < clip_rect.y) + { + //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bit + //p = p ? p + 1 : text_selected_end; + while (p < text_selected_end) + if (*p++ == '\n') + break; + } + else + { + ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); + rect.ClipWith(clip_rect); + if (rect.Overlaps(clip_rect)) + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + } + rect_pos.x = draw_pos.x - draw_scroll.x; + rect_pos.y += g.FontSize; + } + } + + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + + // Draw blinking cursor + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = ImFloor(draw_pos + cursor_offset - draw_scroll); + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + { + g.PlatformImeData.WantVisible = true; + g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + g.PlatformImeData.InputLineHeight = g.FontSize; + } + } + } + else + { + // Render text only (no selection, no cursor) + if (is_multiline) + text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->CurLenA; + else if (!is_displaying_hint) + buf_display_end = buf_display + strlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + } + + if (is_password && !is_displaying_hint) + PopFont(); + + if (is_multiline) + { + // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (ref issue #4761)... + Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); + ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; + EndChild(); + item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); + g.CurrentItemFlags = backup_item_flags; + + // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... + // FIXME: This quite messy/tricky, should attempt to get rid of the child window. + EndGroup(); + if (g.LastItemData.ID == 0) + { + g.LastItemData.ID = id; + g.LastItemData.InFlags = item_data_backup.InFlags; + g.LastItemData.StatusFlags = item_data_backup.StatusFlags; + } + } + + // Log as text + if (g.LogEnabled && (!is_password || is_displaying_hint)) + { + LogSetNextTextDecoration("{", "}"); + LogRenderedText(&draw_pos, buf_display, buf_display_end); + } + + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) + MarkItemEdited(id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return validated; + else + return value_changed; +} + +void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + ImStb::STB_TexteditState* stb_state = &state->Stb; + ImStb::StbUndoState* undo_state = &stb_state->undostate; + Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId); + DebugLocateItemOnHover(state->ID); + Text("CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenA, state->CurLenW, stb_state->cursor, stb_state->select_start, stb_state->select_end); + Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point); + if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 15), true)) // Visualize undo state + { + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int n = 0; n < STB_TEXTEDIT_UNDOSTATECOUNT; n++) + { + ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n]; + const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' '; + if (undo_rec_type == ' ') + BeginDisabled(); + char buf[64] = ""; + if (undo_rec_type != ' ' && undo_rec->char_storage != -1) + ImTextStrToUtf8(buf, IM_ARRAYSIZE(buf), undo_state->undo_char + undo_rec->char_storage, undo_state->undo_char + undo_rec->char_storage + undo_rec->insert_length); + Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%s\"", + undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf); + if (undo_rec_type == ' ') + EndDisabled(); + } + PopStyleVar(); + } + EndChild(); +#else + IM_UNUSED(state); +#endif +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +//------------------------------------------------------------------------- +// - ColorEdit3() +// - ColorEdit4() +// - ColorPicker3() +// - RenderColorRectWithAlphaCheckerboard() [Internal] +// - ColorPicker4() +// - ColorButton() +// - SetColorEditOptions() +// - ColorTooltip() [Internal] +// - ColorEditOptionsPopup() [Internal] +// - ColorPickerOptionsPopup() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); +} + +// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation. +// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting. +static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) +{ + // This check is optional. Suppose we have two color widgets side by side, both widgets display different colors, but both colors have hue and/or saturation undefined. + // With color check: hue/saturation is preserved in one widget. Editing color in one widget would reset hue/saturation in another one. + // Without color check: common hue/saturation would be displayed in all widgets that have hue/saturation undefined. + // g.ColorEditLastColor is stored as ImU32 RGB value: this essentially gives us color equality check with reduced precision. + // Tiny external color changes would not be detected and this check would still pass. This is OK, since we only restore hue/saturation _only_ if they are undefined, + // therefore this change flipping hue/saturation from undefined to a very tiny value would still be represented in color picker. + ImGuiContext& g = *GImGui; + if (g.ColorEditLastColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + + // When S == 0, H is undefined. + // When H == 1 it wraps around to 0. + if (*S == 0.0f || (*H == 0.0f && g.ColorEditLastHue == 1)) + *H = g.ColorEditLastHue; + + // When V == 0, S is undefined. + if (*V == 0.0f) + *S = g.ColorEditLastSat; +} + +// Edit colors components (each component in 0.0f..1.0f range). +// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. +bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float square_sz = GetFrameHeight(); + const float w_full = CalcItemWidth(); + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = w_full - w_button; + const char* label_display_end = FindRenderedTextEnd(label); + g.NextItemData.ClearFlags(); + + BeginGroup(); + PushID(label); + + // If we're not showing any slider there's no point in doing any HSV conversions + const ImGuiColorEditFlags flags_untouched = flags; + if (flags & ImGuiColorEditFlags_NoInputs) + flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; + + // Context menu: display and modify options (before defaults are applied) + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorEditOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_DisplayMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_); + if (!(flags & ImGuiColorEditFlags_DataTypeMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_); + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_); + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + + const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; + const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; + const int components = alpha ? 4 : 3; + + // Convert to the formats we need + float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { + // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + ColorEditRestoreHS(col, &f[0], &f[1], &f[2]); + } + int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; + + bool value_changed = false; + bool value_changed_as_float = false; + + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB/HSV 0..255 Sliders + const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); + const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); + + const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = + { + { "%3d", "%3d", "%3d", "%3d" }, // Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA + }; + static const char* fmt_table_float[3][4] = + { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA + }; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; + + for (int n = 0; n < components; n++) + { + if (n > 0) + SameLine(0, style.ItemInnerSpacing.x); + SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); + + // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. + if (flags & ImGuiColorEditFlags_Float) + { + value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed_as_float |= value_changed; + } + else + { + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + } + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB Hexadecimal Input + char buf[64]; + if (alpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); + SetNextItemWidth(w_inputs); + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) + { + value_changed = true; + char* p = buf; + while (*p == '#' || ImCharIsBlankA(*p)) + p++; + i[0] = i[1] = i[2] = 0; + i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) + int r; + if (alpha) + r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + else + r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + + ImGuiWindow* picker_active_window = NULL; + if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) + { + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); + + const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); + if (ColorButton("##ColorButton", col_v4, flags)) + { + if (!(flags & ImGuiColorEditFlags_NoPicker)) + { + // Store current color and open a picker + g.ColorPickerRef = col_v4; + OpenPopup("picker"); + SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y)); + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + if (BeginPopup("picker")) + { + if (g.CurrentWindow->BeginCount == 1) + { + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextEx(label, label_display_end); + Spacing(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); + } + EndPopup(); + } + } + + if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) + { + SameLine(0.0f, style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + + // Convert back + if (value_changed && picker_active_window == NULL) + { + if (!value_changed_as_float) + for (int n = 0; n < 4; n++) + f[n] = i[n] / 255.0f; + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + { + g.ColorEditLastHue = f[0]; + g.ColorEditLastSat = f[1]; + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0)); + } + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; + } + + PopID(); + EndGroup(); + + // Drag and Drop Target + // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + { + bool accepted_drag_drop = false; + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 //-V1086 + value_changed = accepted_drag_drop = true; + } + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * components); + value_changed = accepted_drag_drop = true; + } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); + EndDragDropTarget(); + } + + // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). + if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) + g.LastItemData.ID = g.ActiveId; + + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + float col4[4] = { col[0], col[1], col[2], 1.0f }; + if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) + return false; + col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; + return true; +} + +// Helper for ColorPicker4() +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) +{ + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); +} + +// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) +// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) +bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImDrawList* draw_list = window->DrawList; + ImGuiStyle& style = g.Style; + ImGuiIO& io = g.IO; + + const float width = CalcItemWidth(); + g.NextItemData.ClearFlags(); + + PushID(label); + BeginGroup(); + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + flags |= ImGuiColorEditFlags_NoSmallPreview; + + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorPickerOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_; + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); + + // Setup + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; + bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); + ImVec2 picker_pos = window->DC.CursorPos; + float square_sz = GetFrameHeight(); + float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; + float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; + float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f); + + float backup_initial_col[4]; + memcpy(backup_initial_col, col, components * sizeof(float)); + + float wheel_thickness = sv_picker_size * 0.08f; + float wheel_r_outer = sv_picker_size * 0.50f; + float wheel_r_inner = wheel_r_outer - wheel_thickness; + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f); + + // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. + float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); + ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. + ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. + ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. + + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + { + // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + + bool value_changed = false, value_changed_h = false, value_changed_sv = false; + + PushItemFlag(ImGuiItemFlags_NoNav, true); + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Hue wheel + SV triangle logic + InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); + if (IsItemActive()) + { + ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; + ImVec2 current_off = g.IO.MousePos - wheel_center; + float initial_dist2 = ImLengthSqr(initial_off); + if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1)) + { + // Interactive with Hue wheel + H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f; + if (H < 0.0f) + H += 1.0f; + value_changed = value_changed_h = true; + } + float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); + if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) + { + // Interacting with SV triangle + ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); + if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) + current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); + float uu, vv, ww; + ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); + V = ImClamp(1.0f - vv, 0.0001f, 1.0f); + S = ImClamp(uu / V, 0.0001f, 1.0f); + value_changed = value_changed_sv = true; + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // SV rectangle logic + InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); + if (IsItemActive()) + { + S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); + V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + + // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. + if (g.ColorEditLastColor == ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + H = g.ColorEditLastHue; + value_changed = value_changed_sv = true; + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + // Hue bar logic + SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); + InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = value_changed_h = true; + } + } + + // Alpha bar logic + if (alpha_bar) + { + SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); + InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = true; + } + } + PopItemFlag(); // ImGuiItemFlags_NoNav + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + SameLine(0, style.ItemInnerSpacing.x); + BeginGroup(); + } + + if (!(flags & ImGuiColorEditFlags_NoLabel)) + { + const char* label_display_end = FindRenderedTextEnd(label); + if (label != label_display_end) + { + if ((flags & ImGuiColorEditFlags_NoSidePreview)) + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + } + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if ((flags & ImGuiColorEditFlags_NoLabel)) + Text("Current"); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); + if (ref_col != NULL) + { + Text("Original"); + ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) + { + memcpy(col, ref_col, components * sizeof(float)); + value_changed = true; + } + } + PopItemFlag(); + EndGroup(); + } + + // Convert back color to RGB + if (value_changed_h || value_changed_sv) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]); + g.ColorEditLastHue = H; + g.ColorEditLastSat = S; + g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } + + // R,G,B and H,S,V slider color editor + bool value_changed_fix_hue_wrap = false; + if ((flags & ImGuiColorEditFlags_NoInputs) == 0) + { + PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) + { + // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) + value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); + value_changed = true; + } + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); + PopItemWidth(); + } + + // Try to cancel hue wrap (after ColorEdit4 call), if any + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) + { + float new_H, new_S, new_V; + ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); + if (new_H <= 0 && H > 0) + { + if (new_V <= 0 && V != new_V) + ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); + else if (new_S <= 0) + ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); + } + } + + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately. + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! + + ImVec2 sv_cursor_pos; + + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Render Hue Wheel + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); + for (int n = 0; n < 6; n++) + { + const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; + const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; + const int vert_start_idx = draw_list->VtxBuffer.Size; + draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); + draw_list->PathStroke(col_white, 0, wheel_thickness); + const int vert_end_idx = draw_list->VtxBuffer.Size; + + // Paint colors over existing vertices + ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); + ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]); + } + + // Render Cursor + preview on Hue Wheel + float cos_hue_angle = ImCos(H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(H * 2.0f * IM_PI); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); + float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; + int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); + draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); + + // Render SV triangle (rotated according to hue) + ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); + ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); + ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); + ImVec2 uv_white = GetFontTexUvWhitePixel(); + draw_list->PrimReserve(6, 6); + draw_list->PrimVtx(tra, uv_white, hue_color32); + draw_list->PrimVtx(trb, uv_white, hue_color32); + draw_list->PrimVtx(trc, uv_white, col_white); + draw_list->PrimVtx(tra, uv_white, 0); + draw_list->PrimVtx(trb, uv_white, col_black); + draw_list->PrimVtx(trc, uv_white, 0); + draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); + sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // Render SV Square + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + + // Render Hue Bar + for (int i = 0; i < 6; ++i) + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); + float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); + RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) + float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12); + + // Render alpha bar + if (alpha_bar) + { + float alpha = ImSaturate(col[3]); + ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); + RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); + RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + EndGroup(); + + if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) + value_changed = false; + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); + + PopID(); + + return value_changed; +} + +// A little color square. Return true when clicked. +// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. +// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. +// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(desc_id); + const float default_size = GetFrameHeight(); + const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + if (flags & ImGuiColorEditFlags_NoAlpha) + flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); + + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); + float grid_step = ImMin(size.x, size.y) / 2.99f; + float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); + ImRect bb_inner = bb; + float off = 0.0f; + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. + bb_inner.Expand(off); + } + if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) + { + float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); + } + else + { + // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; + if (col_source.w < 1.0f) + RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); + else + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); + } + RenderNavHighlight(bb, id); + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + } + + // Drag and Drop Source + // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. + if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); + else + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); + ColorButton(desc_id, col, flags); + SameLine(); + TextEx("Color"); + EndDragDropSource(); + } + + // Tooltip + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + + return pressed; +} + +// Initialize/override default color options +void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_; + if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_; + if ((flags & ImGuiColorEditFlags_PickerMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_; + if ((flags & ImGuiColorEditFlags_InputMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check only 1 option is selected + g.ColorEditOptions = flags; +} + +// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + + BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None); + const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; + if (text_end > text) + { + TextEx(text, text_end); + Separator(); + } + + ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + SameLine(); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } + EndTooltip(); +} + +void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) +{ + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_); + bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_); + if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) + return; + ImGuiContext& g = *GImGui; + ImGuiColorEditFlags opts = g.ColorEditOptions; + if (allow_opt_inputs) + { + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex; + } + if (allow_opt_datatype) + { + if (allow_opt_inputs) Separator(); + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float; + } + + if (allow_opt_inputs || allow_opt_datatype) + Separator(); + if (Button("Copy as..", ImVec2(-1, 0))) + OpenPopup("Copy"); + if (BeginPopup("Copy")) + { + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + char buf[64]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb); + if (Selectable(buf)) + SetClipboardText(buf); + if (!(flags & ImGuiColorEditFlags_NoAlpha)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + } + EndPopup(); + } + + g.ColorEditOptions = opts; + EndPopup(); +} + +void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) +{ + bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_); + bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); + if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) + return; + ImGuiContext& g = *GImGui; + if (allow_opt_picker) + { + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + PushItemWidth(picker_size.x); + for (int picker_type = 0; picker_type < 2; picker_type++) + { + // Draw small/thumbnail version of each picker type (over an invisible button for selection) + if (picker_type > 0) Separator(); + PushID(picker_type); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha); + if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; + ImVec2 backup_pos = GetCursorScreenPos(); + if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup + g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_); + SetCursorScreenPos(backup_pos); + ImVec4 previewing_ref_col; + memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); + PopID(); + } + PopItemWidth(); + } + if (allow_opt_alpha_bar) + { + if (allow_opt_picker) Separator(); + CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + } + EndPopup(); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +//------------------------------------------------------------------------- +// - TreeNode() +// - TreeNodeV() +// - TreeNodeEx() +// - TreeNodeExV() +// - TreeNodeBehavior() [Internal] +// - TreePush() +// - TreePop() +// - GetTreeNodeToLabelSpacing() +// - SetNextItemOpen() +// - CollapsingHeader() +//------------------------------------------------------------------------- + +bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + return TreeNodeBehavior(window->GetID(label), 0, label, NULL); +} + +bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) +{ + return TreeNodeExV(str_id, 0, fmt, args); +} + +bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) +{ + return TreeNodeExV(ptr_id, 0, fmt, args); +} + +bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + return TreeNodeBehavior(window->GetID(label), flags, label, NULL); +} + +bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(window->GetID(str_id), flags, label, label_end); +} + +bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(window->GetID(ptr_id), flags, label, label_end); +} + +void ImGui::TreeNodeSetOpen(ImGuiID id, bool open) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + storage->SetInt(id, open ? 1 : 0); +} + +bool ImGui::TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags) +{ + if (flags & ImGuiTreeNodeFlags_Leaf) + return true; + + // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function) + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStorage* storage = window->DC.StateStorage; + + bool is_open; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen) + { + if (g.NextItemData.OpenCond & ImGuiCond_Always) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(id, is_open); + } + else + { + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. + const int stored_value = storage->GetInt(id, -1); + if (stored_value == -1) + { + is_open = g.NextItemData.OpenVal; + TreeNodeSetOpen(id, is_open); + } + else + { + is_open = stored_value != 0; + } + } + } + else + { + is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + } + + // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). + // NB- If we are above max depth we still allow manually opened nodes to be logged. + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) + is_open = true; + + return is_open; +} + +bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); + + if (!label_end) + label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + // We vertically grow up to current line height up the typical widget height. + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); + ImRect frame_bb; + frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.Max.x = window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + frame_height; + if (display_frame) + { + // Framed header expand a little outside the default padding, to the edge of InnerClipRect + // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) + frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f); + frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f); + } + + const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapser arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapser + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), padding.y); + + // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing + ImRect interact_bb = frame_bb; + if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; + + // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + bool is_open = TreeNodeUpdateNextOpen(id, flags); + if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); + + bool item_add = ItemAdd(interact_bb, id); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + g.LastItemData.DisplayRect = frame_bb; + + if (!item_add) + { + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; + } + + ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; + if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) + button_flags |= ImGuiButtonFlags_AllowItemOverlap; + if (!is_leaf) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + + // We allow clicking on the arrow section with keyboard modifiers held, in order to easily + // allow browsing a tree while preserving selection with code implementing multi-selection patterns. + // When clicking on the rest of the tree node we always disallow keyboard modifiers. + const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; + const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); + if (window != g.HoveredWindow || !is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_NoKeyModifiers; + + // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. + // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. + // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) + // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) + // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) + // It is rather standard that arrow click react on Down rather than Up. + // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. + if (is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_PressedOnClick; + else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + + bool hovered, held; + bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + bool toggled = false; + if (!is_leaf) + { + if (pressed && g.DragDropHoldJustPressedId != id) + { + if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id)) + toggled = true; + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) + toggled = true; + } + else if (pressed && g.DragDropHoldJustPressedId == id) + { + IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); + if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = true; + } + + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) + { + toggled = true; + NavMoveRequestCancel(); + } + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? + { + toggled = true; + NavMoveRequestCancel(); + } + + if (toggled) + { + is_open = !is_open; + window->DC.StateStorage->SetInt(id, is_open); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; + } + } + if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) + SetItemAllowOverlap(); + + // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; + if (display_frame) + { + // Framed type + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + + if (g.LogEnabled) + LogSetNextTextDecoration("###", "###"); + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + } + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + } + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogSetNextTextDecoration(">", NULL); + RenderText(text_pos, label, label_end, false); + } + + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; +} + +void ImGui::TreePush(const char* str_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(str_id); +} + +void ImGui::TreePush(const void* ptr_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(ptr_id); +} + +void ImGui::TreePushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Indent(); + window->DC.TreeDepth++; + PushOverrideID(id); +} + +void ImGui::TreePop() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Unindent(); + + window->DC.TreeDepth--; + ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); + + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask)) + { + SetNavID(window->IDStack.back(), g.NavLayer, 0, ImRect()); + NavMoveRequestCancel(); + } + window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; + + IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. + PopID(); +} + +// Horizontal distance preceding label when using TreeNode() or Bullet() +float ImGui::GetTreeNodeToLabelSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + (g.Style.FramePadding.x * 2.0f); +} + +// Set next TreeNode/CollapsingHeader open state. +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always; +} + +// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). +// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). +bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label); +} + +// p_visible == NULL : regular collapsing header +// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false +// p_visible != NULL && *p_visible == false : do not show the header at all +// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen. +bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (p_visible && !*p_visible) + return false; + + ImGuiID id = window->GetID(label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader; + if (p_visible) + flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton; + bool is_open = TreeNodeBehavior(id, flags, label); + if (p_visible != NULL) + { + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. + ImGuiContext& g = *GImGui; + ImGuiLastItemData last_item_backup = g.LastItemData; + float button_size = g.FontSize; + float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); + float button_y = g.LastItemData.Rect.Min.y; + ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); + if (CloseButton(close_button_id, ImVec2(button_x, button_y))) + *p_visible = false; + g.LastItemData = last_item_backup; + } + + return is_open; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Selectable +//------------------------------------------------------------------------- +// - Selectable() +//------------------------------------------------------------------------- + +// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. +// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. +// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowItemOverlap are also frequently used flags. +// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. +bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. + ImGuiID id = window->GetID(label); + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(size, 0.0f); + + // Fill horizontal space + // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. + const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; + const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; + const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) + size.x = ImMax(label_size.x, max_x - min_x); + + // Text stays at the submission position, but bounding box may be extended on both sides + const ImVec2 text_min = pos; + const ImVec2 text_max(min_x + size.x, pos.y + size.y); + + // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. + ImRect bb(min_x, pos.y, text_max.x, text_max.y); + if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) + { + const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = IM_FLOOR(spacing_x * 0.50f); + const float spacing_U = IM_FLOOR(spacing_y * 0.50f); + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + } + //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } + + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + if (span_all_columns) + { + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + } + + const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; + const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? ImGuiItemFlags_Disabled : ImGuiItemFlags_None); + if (span_all_columns) + { + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + + if (!item_add) + return false; + + const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (disabled_item && !disabled_global) // Only testing this as an optimization + BeginDisabled(); + + // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, + // which would be advantageous since most selectable are not selected. + if (span_all_columns && window->DC.CurrentColumns) + PushColumnsBackground(); + else if (span_all_columns && g.CurrentTable) + TablePushBackgroundChannel(); + + // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries + ImGuiButtonFlags button_flags = 0; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } + if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; } + if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } + if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } + if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } + if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; } + + const bool was_selected = selected; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + + // Auto-select when moved into + // - This will be more fully fleshed in the range-select branch + // - This is not exposed as it won't nicely work with some user side handling of shift/control + // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons + // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) + // - (2) usage will fail with clipped items + // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. + if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId) + if (g.NavJustMovedToId == id) + selected = pressed = true; + + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard + if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) + { + if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + { + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect) + g.NavDisableHighlight = true; + } + } + if (pressed) + MarkItemEdited(id); + + if (flags & ImGuiSelectableFlags_AllowItemOverlap) + SetItemAllowOverlap(); + + // In this branch, Selectable() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld)) + hovered = true; + if (hovered || selected) + { + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + } + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + + if (span_all_columns && window->DC.CurrentColumns) + PopColumnsBackground(); + else if (span_all_columns && g.CurrentTable) + TablePopBackgroundChannel(); + + RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); + + // Automatically close popups + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.LastItemData.InFlags & ImGuiItemFlags_SelectableDontClosePopup)) + CloseCurrentPopup(); + + if (disabled_item && !disabled_global) + EndDisabled(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; //-V1020 +} + +bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + if (Selectable(label, *p_selected, flags, size_arg)) + { + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ListBox +//------------------------------------------------------------------------- +// - BeginListBox() +// - EndListBox() +// - ListBox() +//------------------------------------------------------------------------- + +// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" +// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height). +bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Size default to hold ~7.25 items. + // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = ImFloor(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); + ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); + ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + g.NextItemData.ClearFlags(); + + if (!IsRectVisible(bb.Min, bb.Max)) + { + ItemSize(bb.GetSize(), style.FramePadding.y); + ItemAdd(bb, 0, &frame_bb); + return false; + } + + // FIXME-OPT: We could omit the BeginGroup() if label_size.x but would need to omit the EndGroup() as well. + BeginGroup(); + if (label_size.x > 0.0f) + { + ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); + RenderText(label_pos, label); + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); + } + + BeginChildFrame(id, frame_bb.GetSize()); + return true; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// OBSOLETED in 1.81 (from February 2021) +bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) +{ + // If height_in_items == -1, default height is maximum 7. + ImGuiContext& g = *GImGui; + float height_in_items_f = (height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f; + ImVec2 size; + size.x = 0.0f; + size.y = GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f; + return BeginListBox(label, size); +} +#endif + +void ImGui::EndListBox() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); + IM_UNUSED(window); + + EndChildFrame(); + EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label +} + +bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) +{ + const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); + return value_changed; +} + +// This is merely a helper around BeginListBox(), EndListBox(). +// Considering using those directly to submit custom data or store selection differently. +bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Calculate size from "height_in_items" + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + float height_in_items_f = height_in_items + 0.25f; + ImVec2 size(0.0f, ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); + + if (!BeginListBox(label, size)) + return false; + + // Assume all items have even height (= 1 line of text). If you need items of different height, + // you can create a custom version of ListBox() in your code without using the clipper. + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text; + if (!items_getter(data, i, &item_text)) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected)) + { + *current_item = i; + value_changed = true; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + EndListBox(); + + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: PlotLines, PlotHistogram +//------------------------------------------------------------------------- +// - PlotEx() [Internal] +// - PlotLines() +// - PlotHistogram() +//------------------------------------------------------------------------- +// Plot/Graph widgets are not very good. +// Consider writing your own, or using a third-party one, see: +// - ImPlot https://github.com/epezent/implot +// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions +//------------------------------------------------------------------------- + +int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return -1; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + if (frame_size.x == 0.0f) + frame_size.x = CalcItemWidth(); + if (frame_size.y == 0.0f) + frame_size.y = label_size.y + (style.FramePadding.y * 2); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0, &frame_bb)) + return -1; + const bool hovered = ItemHoverable(frame_bb, id); + + // Determine scale from values if not specified + if (scale_min == FLT_MAX || scale_max == FLT_MAX) + { + float v_min = FLT_MAX; + float v_max = -FLT_MAX; + for (int i = 0; i < values_count; i++) + { + const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; + v_min = ImMin(v_min, v); + v_max = ImMax(v_max, v); + } + if (scale_min == FLT_MAX) + scale_min = v_min; + if (scale_max == FLT_MAX) + scale_max = v_max; + } + + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + + const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + int idx_hovered = -1; + if (values_count >= values_count_min) + { + int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + + // Tooltip on hover + if (hovered && inner_bb.Contains(g.IO.MousePos)) + { + const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); + const int v_idx = (int)(t * item_count); + IM_ASSERT(v_idx >= 0 && v_idx < values_count); + + const float v0 = values_getter(data, (v_idx + values_offset) % values_count); + const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); + if (plot_type == ImGuiPlotType_Lines) + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1); + else if (plot_type == ImGuiPlotType_Histogram) + SetTooltip("%d: %8.4g", v_idx, v0); + idx_hovered = v_idx; + } + + const float t_step = 1.0f / (float)res_w; + const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); + + float v0 = values_getter(data, (0 + values_offset) % values_count); + float t0 = 0.0f; + ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + + const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); + const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); + + for (int n = 0; n < res_w; n++) + { + const float t1 = t0 + t_step; + const int v1_idx = (int)(t0 * item_count + 0.5f); + IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); + const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); + + // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. + ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); + ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); + if (plot_type == ImGuiPlotType_Lines) + { + window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + else if (plot_type == ImGuiPlotType_Histogram) + { + if (pos1.x >= pos0.x + 2.0f) + pos1.x -= 1.0f; + window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + + t0 = t1; + tp0 = tp1; + } + } + + // Text overlay + if (overlay_text) + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); + + // Return hovered index or -1 if none are hovered. + // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx(). + return idx_hovered; +} + +struct ImGuiPlotArrayGetterData +{ + const float* Values; + int Stride; + + ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } +}; + +static float Plot_ArrayGetter(void* data, int idx) +{ + ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + return v; +} + +void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Value helpers +// Those is not very useful, legacy API. +//------------------------------------------------------------------------- +// - Value() +//------------------------------------------------------------------------- + +void ImGui::Value(const char* prefix, bool b) +{ + Text("%s: %s", prefix, (b ? "true" : "false")); +} + +void ImGui::Value(const char* prefix, int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, unsigned int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, float v, const char* float_format) +{ + if (float_format) + { + char fmt[64]; + ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); + Text(fmt, prefix, v); + } + else + { + Text("%s: %.3f", prefix, v); + } +} + +//------------------------------------------------------------------------- +// [SECTION] MenuItem, BeginMenu, EndMenu, etc. +//------------------------------------------------------------------------- +// - ImGuiMenuColumns [Internal] +// - BeginMenuBar() +// - EndMenuBar() +// - BeginMainMenuBar() +// - EndMainMenuBar() +// - BeginMenu() +// - EndMenu() +// - MenuItemEx() [Internal] +// - MenuItem() +//------------------------------------------------------------------------- + +// Helpers for internal use +void ImGuiMenuColumns::Update(float spacing, bool window_reappearing) +{ + if (window_reappearing) + memset(Widths, 0, sizeof(Widths)); + Spacing = (ImU16)spacing; + CalcNextTotalWidth(true); + memset(Widths, 0, sizeof(Widths)); + TotalWidth = NextTotalWidth; + NextTotalWidth = 0; +} + +void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets) +{ + ImU16 offset = 0; + bool want_spacing = false; + for (int i = 0; i < IM_ARRAYSIZE(Widths); i++) + { + ImU16 width = Widths[i]; + if (want_spacing && width > 0) + offset += Spacing; + want_spacing |= (width > 0); + if (update_offsets) + { + if (i == 1) { OffsetLabel = offset; } + if (i == 2) { OffsetShortcut = offset; } + if (i == 3) { OffsetMark = offset; } + } + offset += width; + } + NextTotalWidth = offset; +} + +float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark) +{ + Widths[0] = ImMax(Widths[0], (ImU16)w_icon); + Widths[1] = ImMax(Widths[1], (ImU16)w_label); + Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut); + Widths[3] = ImMax(Widths[3], (ImU16)w_mark); + CalcNextTotalWidth(false); + return (float)ImMax(TotalWidth, NextTotalWidth); +} + +// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. +bool ImGui::BeginMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + if (!(window->Flags & ImGuiWindowFlags_MenuBar)) + return false; + + IM_ASSERT(!window->DC.MenuBarAppending); + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore + PushID("##menubar"); + + // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + ImRect bar_rect = window->MenuBarRect(); + ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y)); + clip_rect.ClipWith(window->OuterRectClipped); + PushClipRect(clip_rect.Min, clip_rect.Max, false); + + // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). + window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.MenuBarAppending = true; + AlignTextToFramePadding(); + return true; +} + +void ImGui::EndMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. + if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + { + // Try to find out if the request is for one of our child menu + ImGuiWindow* nav_earliest_child = g.NavWindow; + while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) + nav_earliest_child = nav_earliest_child->ParentWindow; + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + { + // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. + // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering) + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary) + FocusWindow(window); + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. + g.NavDisableMouseHover = g.NavMousePosDirty = true; + NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat + } + } + + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); + IM_ASSERT(window->DC.MenuBarAppending); + PopClipRect(); + PopID(); + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + g.GroupStack.back().EmitItem = false; + EndGroup(); // Restore position on layer 0 + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.MenuBarAppending = false; +} + +// Important: calling order matters! +// FIXME: Somehow overlapping with docking tech. +// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts) +bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags) +{ + IM_ASSERT(dir != ImGuiDir_None); + + ImGuiWindow* bar_window = FindWindowByName(name); + if (bar_window == NULL || bar_window->BeginCount == 0) + { + // Calculate and set window size/position + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); + ImRect avail_rect = viewport->GetBuildWorkRect(); + ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + ImVec2 pos = avail_rect.Min; + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + pos[axis] = avail_rect.Max[axis] - axis_size; + ImVec2 size = avail_rect.GetSize(); + size[axis] = axis_size; + SetNextWindowPos(pos); + SetNextWindowSize(size); + + // Report our size into work area (for next frame) using actual window size + if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) + viewport->BuildWorkOffsetMin[axis] += axis_size; + else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) + viewport->BuildWorkOffsetMax[axis] -= axis_size; + } + + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint + bool is_open = Begin(name, NULL, window_flags); + PopStyleVar(2); + + return is_open; +} + +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + + // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. + // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea? + // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + float height = GetFrameHeight(); + bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + + if (is_open) + BeginMenuBar(); + else + End(); + return is_open; +} + +void ImGui::EndMainMenuBar() +{ + EndMenuBar(); + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + ImGuiContext& g = *GImGui; + if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) + FocusTopMostWindowUnderOne(g.NavWindow, NULL); + + End(); +} + +static bool IsRootOfOpenMenuSet() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu)) + return false; + + // Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others + // (e.g. inside menu bar vs loose menu items) based on parent ID. + // This would however prevent the use of e.g. PuhsID() user code submitting menus. + // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag, + // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. + // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup + // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu. + // In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer. + // This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still + // open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart + // it likely won't be a problem anyone runs into. + const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; + return (window->DC.NavLayerCurrent == upper_popup->ParentNavLayer && upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu)); +} + +bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); + + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + // The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + window_flags |= ImGuiWindowFlags_ChildWindow; + + // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). + // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. + // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used. + if (g.MenusIdSubmittedThisFrame.contains(id)) + { + if (menu_is_open) + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + else + g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values + return menu_is_open; + } + + // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu + g.MenusIdSubmittedThisFrame.push_back(id); + + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window) + // This is only done for items for the menu set and not the full parent window. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. + ImVec2 popup_pos, pos = window->DC.CursorPos; + PushID(label); + if (!enabled) + BeginDisabled(); + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + bool pressed; + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Menu inside an horizontal menu bar + // Selectable extend their highlight by half ItemSpacing in each direction. + // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() + popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); + float w = label_size.x; + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, 0.0f)); + RenderText(text_pos, label); + PopStyleVar(); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu inside a regular/vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); + RenderText(text_pos, label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); + } + if (!enabled) + EndDisabled(); + + const bool hovered = (g.HoveredId == id) && enabled && !g.NavDisableMouseHover; + if (menuset_is_open) + PopItemFlag(); + + bool want_open = false; + bool want_close = false; + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + { + // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu + // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. + bool moving_toward_child_menu = false; + ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below) + ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL) + { + float ref_unit = g.FontSize; // FIXME-DPI + float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f; + ImRect next_window_rect = child_menu_window->Rect(); + ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); + ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // add a bit of extra slack. + ta.x += child_dir * -0.5f; + tb.x += child_dir * ref_unit; + tc.x += child_dir * ref_unit; + tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -ref_unit * 8.0f); // triangle has maximum height to limit the slope and the bias toward large sub-menus + tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +ref_unit * 8.0f); + moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + } + + // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not) + // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon. + // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.) + if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavDisableMouseHover) + want_close = true; + + // Open + if (!menu_is_open && pressed) // Click/activate to open + want_open = true; + else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open + want_open = true; + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + else + { + // Menu bar + if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it + { + want_close = true; + want_open = menu_is_open = false; + } + else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others + { + want_open = true; + } + else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + + if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' + want_close = true; + if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + PopID(); + + if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) + { + // Don't reopen/recycle same menu level in the same frame, first close the other menu and yield for a frame. + OpenPopup(label); + } + else if (want_open) + { + menu_is_open = true; + OpenPopup(label); + } + + if (menu_is_open) + { + ImGuiLastItemData last_item_in_parent = g.LastItemData; + SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos. + PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + PopStyleVar(); + if (menu_is_open) + { + // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu() + // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck) + g.LastItemData = last_item_in_parent; + if (g.HoveredWindow == window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + } + else + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + } + + return menu_is_open; +} + +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + return BeginMenuEx(label, NULL, enabled); +} + +void ImGui::EndMenu() +{ + // Nav: When a left move request our menu failed, close ourselves. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginMenu()/EndMenu() calls + ImGuiWindow* parent_window = window->ParentWindow; // Should always be != NULL is we passed assert. + if (window->BeginCount == window->BeginCountPreviousFrame) + if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet()) + if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical) + { + ClosePopupToLevel(g.BeginPopupStack.Size - 1, true); + NavMoveRequestCancel(); + } + + EndPopup(); +} + +bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 pos = window->DC.CursorPos; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // See BeginMenuEx() for comments about this. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. + bool pressed; + PushID(label); + if (!enabled) + BeginDisabled(); + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover; + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful + // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. + float w = label_size.x; + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); + pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); + PopStyleVar(); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + RenderText(text_pos, label); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu item inside a vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; + float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame + float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + { + RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + if (shortcut_w > 0.0f) + { + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); + } + } + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + if (!enabled) + EndDisabled(); + PopID(); + if (menuset_is_open) + PopItemFlag(); + + return pressed; +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + return MenuItemEx(label, NULL, shortcut, selected, enabled); +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) +{ + if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled)) + { + if (p_selected) + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +//------------------------------------------------------------------------- +// - BeginTabBar() +// - BeginTabBarEx() [Internal] +// - EndTabBar() +// - TabBarLayout() [Internal] +// - TabBarCalcTabID() [Internal] +// - TabBarCalcMaxTabWidth() [Internal] +// - TabBarFindTabById() [Internal] +// - TabBarRemoveTab() [Internal] +// - TabBarCloseTab() [Internal] +// - TabBarScrollClamp() [Internal] +// - TabBarScrollToTab() [Internal] +// - TabBarQueueChangeTabOrder() [Internal] +// - TabBarScrollingButtons() [Internal] +// - TabBarTabListPopupButton() [Internal] +//------------------------------------------------------------------------- + +struct ImGuiTabBarSection +{ + int TabCount; // Number of tabs in this section. + float Width; // Sum of width of tabs in this section (after shrinking down) + float Spacing; // Horizontal spacing at the end of the section. + + ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); } +}; + +namespace ImGui +{ + static void TabBarLayout(ImGuiTabBar* tab_bar); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label); + static float TabBarCalcMaxTabWidth(); + static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); + static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); +} + +ImGuiTabBar::ImGuiTabBar() +{ + memset(this, 0, sizeof(*this)); + CurrFrameVisible = PrevFrameVisible = -1; + LastTabItemIdx = -1; +} + +static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab) +{ + return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; +} + +static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + const int a_section = TabItemGetSectionIdx(a); + const int b_section = TabItemGetSectionIdx(b); + if (a_section != b_section) + return a_section - b_section; + return (int)(a->IndexDuringLayout - b->IndexDuringLayout); +} + +static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->BeginOrder - b->BeginOrder); +} + +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) +{ + ImGuiContext& g = *GImGui; + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); +} + +static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); +} + +bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + tab_bar->ID = id; + return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused); +} + +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + if ((flags & ImGuiTabBarFlags_DockNode) == 0) + PushOverrideID(tab_bar->ID); + + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; + + // Append with multiple BeginTabBar()/EndTabBar() pairs. + tab_bar->BackupCursorPos = window->DC.CursorPos; + if (tab_bar->CurrFrameVisible == g.FrameCount) + { + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + tab_bar->BeginCount++; + return true; + } + + // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable + if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); + tab_bar->TabsAddedNew = false; + + // Flags + if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + + tab_bar->Flags = flags; + tab_bar->BarRect = tab_bar_bb; + tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() + tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; + tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight; + tab_bar->CurrTabsContentsHeight = 0.0f; + tab_bar->ItemSpacingY = g.Style.ItemSpacing.y; + tab_bar->FramePadding = g.Style.FramePadding; + tab_bar->TabsActiveCount = 0; + tab_bar->BeginCount = 1; + + // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + + // Draw separator + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); + const float y = tab_bar->BarRect.Max.y - 1.0f; + { + const float separator_min_x = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f); + const float separator_max_x = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f); + window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); + } + return true; +} + +void ImGui::EndTabBar() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); + return; + } + + // Fallback in case no TabItem have been submitted + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) + { + tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight); + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight; + } + else + { + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight; + } + if (tab_bar->BeginCount > 1) + window->DC.CursorPos = tab_bar->BackupCursorPos; + + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + PopID(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); +} + +// This is called only once a frame before by the first call to ItemTab() +// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. +static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + tab_bar->WantLayout = false; + + // Garbage collect by compacting list + // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section) + int tab_dst_n = 0; + bool need_sort_by_section = false; + ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing + for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose) + { + // Remove tab + if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; } + continue; + } + if (tab_dst_n != tab_src_n) + tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + + tab = &tab_bar->Tabs[tab_dst_n]; + tab->IndexDuringLayout = (ImS16)tab_dst_n; + + // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) + int curr_tab_section_n = TabItemGetSectionIdx(tab); + if (tab_dst_n > 0) + { + ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; + int prev_tab_section_n = TabItemGetSectionIdx(prev_tab); + if (curr_tab_section_n == 0 && prev_tab_section_n != 0) + need_sort_by_section = true; + if (prev_tab_section_n == 2 && curr_tab_section_n != 2) + need_sort_by_section = true; + } + + sections[curr_tab_section_n].TabCount++; + tab_dst_n++; + } + if (tab_bar->Tabs.Size != tab_dst_n) + tab_bar->Tabs.resize(tab_dst_n); + + if (need_sort_by_section) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection); + + // Calculate spacing between sections + sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + + // Setup next selected tab + ImGuiID scroll_to_tab_id = 0; + if (tab_bar->NextSelectedTabId) + { + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; + tab_bar->NextSelectedTabId = 0; + scroll_to_tab_id = tab_bar->SelectedTabId; + } + + // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). + if (tab_bar->ReorderRequestTabId != 0) + { + if (TabBarProcessReorder(tab_bar)) + if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) + scroll_to_tab_id = tab_bar->ReorderRequestTabId; + tab_bar->ReorderRequestTabId = 0; + } + + // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) + const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; + if (tab_list_popup_button) + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! + scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central + // (whereas our tabs are stored as: leading, central, trailing) + int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); + + // Compute ideal tabs widths + store them into shrink buffer + ImGuiTabItem* most_recently_selected_tab = NULL; + int curr_section_n = -1; + bool found_selected_tab_id = false; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); + + if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button)) + most_recently_selected_tab = tab; + if (tab->ID == tab_bar->SelectedTabId) + found_selected_tab_id = true; + if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_to_tab_id = tab->ID; + + // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. + // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, + // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. + const char* tab_name = tab_bar->GetTabName(tab); + const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x; + + int section_n = TabItemGetSectionIdx(tab); + ImGuiTabBarSection* section = §ions[section_n]; + section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); + curr_section_n = section_n; + + // Store data so we can build an array sorted by width if we need to shrink tabs down + IM_MSVC_WARNING_SUPPRESS(6385); + ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++]; + shrink_width_item->Index = tab_n; + shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth; + tab->Width = ImMax(tab->ContentWidth, 1.0f); + } + + // Compute total ideal width (used for e.g. auto-resizing a window) + tab_bar->WidthAllTabsIdeal = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing; + + // Horizontal scrolling buttons + // (note that TabBarScrollButtons() will alter BarRect.Max.x) + if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) + if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) + { + scroll_to_tab_id = scroll_and_select_tab->ID; + if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab_bar->SelectedTabId = scroll_to_tab_id; + } + + // Shrink widths if full tabs don't fit in their allocated space + float section_0_w = sections[0].Width + sections[0].Spacing; + float section_1_w = sections[1].Width + sections[1].Spacing; + float section_2_w = sections[2].Width + sections[2].Spacing; + bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth(); + float width_excess; + if (central_section_is_visible) + width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section + else + width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section + + // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore + if (width_excess >= 1.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) + { + int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); + int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); + ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess); + + // Apply shrunk values into tabs and sections + for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index]; + float shrinked_width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width); + if (shrinked_width < 0.0f) + continue; + + shrinked_width = ImMax(1.0f, shrinked_width); + int section_n = TabItemGetSectionIdx(tab); + sections[section_n].Width -= (tab->Width - shrinked_width); + tab->Width = shrinked_width; + } + } + + // Layout all active tabs + int section_tab_index = 0; + float tab_offset = 0.0f; + tab_bar->WidthAllTabs = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + { + ImGuiTabBarSection* section = §ions[section_n]; + if (section_n == 2) + tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset); + + for (int tab_n = 0; tab_n < section->TabCount; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; + tab->Offset = tab_offset; + tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f); + } + tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f); + tab_offset += section->Spacing; + section_tab_index += section->TabCount; + } + + // If we have lost the selected tab, select the next most recently active one + if (found_selected_tab_id == false) + tab_bar->SelectedTabId = 0; + if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) + scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + + // Lock in visible tab + tab_bar->VisibleTabId = tab_bar->SelectedTabId; + tab_bar->VisibleTabWasSubmitted = false; + + // Update scrolling + if (scroll_to_tab_id != 0) + TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); + tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); + if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } + tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; + tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; + + // Clear name buffers + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + tab_bar->TabsNames.Buf.resize(0); + + // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos = tab_bar->BarRect.Min; + ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal); +} + +// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack. +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label) +{ + if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) + { + ImGuiID id = ImHashStr(label); + KeepAliveID(id); + return id; + } + else + { + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(label); + } +} + +static float ImGui::TabBarCalcMaxTabWidth() +{ + ImGuiContext& g = *GImGui; + return g.FontSize * 20.0f; +} + +ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (tab_id != 0) + for (int n = 0; n < tab_bar->Tabs.Size; n++) + if (tab_bar->Tabs[n].ID == tab_id) + return &tab_bar->Tabs[n]; + return NULL; +} + +// The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. +void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab_bar->Tabs.erase(tab); + if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } +} + +// Called on manual closure attempt +void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->Flags & ImGuiTabItemFlags_Button) + return; // A button appended with TabItemButton(). + + if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + { + // This will remove a frame of lag for selecting another tab on closure. + // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure + tab->WantClose = true; + if (tab_bar->VisibleTabId == tab->ID) + { + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } + } + else + { + // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup) + if (tab_bar->VisibleTabId != tab->ID) + tab_bar->NextSelectedTabId = tab->ID; + } +} + +static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) +{ + scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth()); + return ImMax(scrolling, 0.0f); +} + +// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections) +{ + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id); + if (tab == NULL) + return; + if (tab->Flags & ImGuiTabItemFlags_SectionMask_) + return; + + ImGuiContext& g = *GImGui; + float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) + int order = tab_bar->GetTabOrder(tab); + + // Scrolling happens only in the central section (leading/trailing sections are not scrolling) + // FIXME: This is all confusing. + float scrollable_width = tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; + + // We make all tabs positions all relative Sections[0].Width to make code simpler + float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f); + float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width)) + { + // Scroll to the left + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); + tab_bar->ScrollingTarget = tab_x1; + } + else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width) + { + // Scroll to the right + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - scrollable_width; + } +} + +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset) +{ + IM_ASSERT(offset != 0); + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + tab_bar->ReorderRequestTabId = tab->ID; + tab_bar->ReorderRequestOffset = (ImS16)offset; +} + +void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* src_tab, ImVec2 mouse_pos) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0) + return; + + const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); + + // Count number of contiguous tabs we are crossing over + const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; + const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab); + int dst_idx = src_idx; + for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir) + { + // Reordered tabs must share the same section + const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i]; + if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder) + break; + if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_)) + break; + dst_idx = i; + + // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. + const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x; + const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x; + //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255)); + if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) + break; + } + + if (dst_idx != src_idx) + TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx); +} + +bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId); + if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder)) + return false; + + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestOffset; + if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) + return false; + + // Reordered tabs must share the same section + // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too) + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + if (tab2->Flags & ImGuiTabItemFlags_NoReorder) + return false; + if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_)) + return false; + + ImGuiTabItem item_tmp = *tab1; + ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2; + ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1; + const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; + memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem)); + *tab2 = item_tmp; + + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + return true; +} + +static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); + const float scrolling_buttons_width = arrow_button_size.x * 2.0f; + + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); + + int select_dir = 0; + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + const float backup_repeat_delay = g.IO.KeyRepeatDelay; + const float backup_repeat_rate = g.IO.KeyRepeatRate; + g.IO.KeyRepeatDelay = 0.250f; + g.IO.KeyRepeatRate = 0.200f; + float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width); + window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + select_dir = -1; + window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + select_dir = +1; + PopStyleColor(2); + g.IO.KeyRepeatRate = backup_repeat_rate; + g.IO.KeyRepeatDelay = backup_repeat_delay; + + ImGuiTabItem* tab_to_scroll_to = NULL; + if (select_dir != 0) + if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + { + int selected_order = tab_bar->GetTabOrder(tab_item); + int target_order = selected_order + select_dir; + + // Skip tab item buttons until another tab item is found or end is reached + while (tab_to_scroll_to == NULL) + { + // If we are at the end of the list, still scroll to make our tab visible + tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; + + // Cross through buttons + // (even if first/last item is a button, return it so we can update the scroll) + if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button) + { + target_order += select_dir; + selected_order += select_dir; + tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; + } + } + } + window->DC.CursorPos = backup_cursor_pos; + tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; + + return tab_to_scroll_to; +} + +static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We use g.Style.FramePadding.y to match the square ArrowButton size + const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); + tab_bar->BarRect.Min.x += tab_list_popup_button_width; + + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest); + PopStyleColor(2); + + ImGuiTabItem* tab_to_select = NULL; + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + + const char* tab_name = tab_bar->GetTabName(tab); + if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) + tab_to_select = tab; + } + EndCombo(); + } + + window->DC.CursorPos = backup_cursor_pos; + return tab_to_select; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +//------------------------------------------------------------------------- +// - BeginTabItem() +// - EndTabItem() +// - TabItemButton() +// - TabItemEx() [Internal] +// - SetTabItemClosed() +// - TabItemCalcSize() [Internal] +// - TabItemBackground() [Internal] +// - TabItemLabelAndCloseButton() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! + + bool ret = TabItemEx(tab_bar, label, p_open, flags); + if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + } + return ret; +} + +void ImGui::EndTabItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) + PopID(); +} + +bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder); +} + +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + // Layout whole tab bar if not already done + ImGuiContext& g = *GImGui; + if (tab_bar->WantLayout) + { + ImGuiNextItemData backup_next_item_data = g.NextItemData; + TabBarLayout(tab_bar); + g.NextItemData = backup_next_item_data; + } + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = TabBarCalcTabID(tab_bar, label); + + // If the user called us with *p_open == false, we early out and don't render. + // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + if (p_open && !*p_open) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + return false; + } + + IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button)); + IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing + + // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) + if (flags & ImGuiTabItemFlags_NoCloseButton) + p_open = NULL; + else if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + + // Acquire tab data + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); + bool tab_is_new = false; + if (tab == NULL) + { + tab_bar->Tabs.push_back(ImGuiTabItem()); + tab = &tab_bar->Tabs.back(); + tab->ID = id; + tab_bar->TabsAddedNew = tab_is_new = true; + } + tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument)); + tab->RequestedWidth = -1.0f; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + size.x = tab->RequestedWidth = g.NextItemData.Width; + if (tab_is_new) + tab->Width = ImMax(1.0f, size.x); + tab->ContentWidth = size.x; + tab->BeginOrder = tab_bar->TabsActiveCount++; + + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; + const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; + tab->LastFrameVisible = g.FrameCount; + tab->Flags = flags; + + // Append name with zero-terminator + tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + strlen(label) + 1); + + // Update selected tab + if (!is_tab_button) + { + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) + tab_bar->NextSelectedTabId = id; // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar + tab_bar->NextSelectedTabId = id; + } + + // Lock visibility + // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) + bool tab_contents_visible = (tab_bar->VisibleTabId == id); + if (tab_contents_visible) + tab_bar->VisibleTabWasSubmitted = true; + + // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing) + if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) + tab_contents_visible = true; + + // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted + // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. + if (tab_appearing && (!tab_bar_appearing || tab_is_new)) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); + if (is_tab_button) + return false; + return tab_contents_visible; + } + + if (tab_bar->SelectedTabId == id) + tab->LastFrameSelected = g.FrameCount; + + // Backup current layout position + const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; + + // Layout + const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + size.x = tab->Width; + if (is_central_section) + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + else + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f); + ImVec2 pos = window->DC.CursorPos; + ImRect bb(pos, pos + size); + + // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) + const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX); + if (want_clip_rect) + PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true); + + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + + if (!ItemAdd(bb, id)) + { + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + return tab_contents_visible; + } + + // Click to Select a tab + ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowItemOverlap); + if (g.DragDropActive) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (pressed && !is_tab_button) + tab_bar->NextSelectedTabId = id; + + // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered) + if (g.ActiveId != id) + SetItemAllowOverlap(); + + // Drag and drop: re-order tabs + if (held && !tab_appearing && IsMouseDragging(0)) + { + if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)) + { + // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) + { + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) + { + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + } + } + +#if 0 + if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) + { + // Enlarge tab display when hovering + bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); + display_draw_list = GetForegroundDrawList(window); + TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); + } +#endif + + // Render tab shape + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + RenderNavHighlight(bb, id); + + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1))) + if (!is_tab_button) + tab_bar->NextSelectedTabId = id; + + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0; + bool just_closed; + bool text_clipped; + TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Restore main window position so user can draw there + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + + // Tooltip + // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) + // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) + // FIXME: This is a mess. + // FIXME: We may want disabled tab to still display the tooltip? + if (text_clipped && g.HoveredId == id && !held) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) + if (IsItemHovered(ImGuiHoveredFlags_DelayNormal)) + SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + + IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected + if (is_tab_button) + return pressed; + return tab_contents_visible; +} + +// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. +// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar(). +// Tabs closed by the close button will automatically be flagged to avoid this issue. +void ImGui::SetTabItemClosed(const char* label) +{ + ImGuiContext& g = *GImGui; + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); + if (is_within_manual_tab_bar) + { + ImGuiTabBar* tab_bar = g.CurrentTabBar; + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label); + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab->WantClose = true; // Will be processed by next call to TabBarLayout() + } +} + +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); + if (has_close_button_or_unsaved_marker) + size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. + else + size.x += g.Style.FramePadding.x + 1.0f; + return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); +} + +void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) +{ + // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. + ImGuiContext& g = *GImGui; + const float width = bb.GetWidth(); + IM_UNUSED(flags); + IM_ASSERT(width > 0.0f); + const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f)); + const float y1 = bb.Min.y + 1.0f; + const float y2 = bb.Max.y - 1.0f; + draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); + draw_list->PathFillConvex(col); + if (g.Style.TabBorderSize > 0.0f) + { + draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize); + } +} + +// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic +// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. +void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + if (out_just_closed) + *out_just_closed = false; + if (out_text_clipped) + *out_text_clipped = false; + + if (bb.GetWidth() <= 1.0f) + return; + + // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) + // But right now if you want to alter text color of tabs this is what you need to do. +#if 0 + const float backup_alpha = g.Style.Alpha; + if (!is_contents_visible) + g.Style.Alpha *= 0.7f; +#endif + + // Render text label (with clipping + alpha gradient) + unsaved marker + ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); + ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + + // Return clipped state ignoring the close button + if (out_text_clipped) + { + *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x; + //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); + } + + const float button_sz = g.FontSize; + const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x * 2.0f - button_sz), bb.Min.y); + + // Close Button & Unsaved Marker + // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() + // 'hovered' will be true when hovering the Tab but NOT when hovering the close button + // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button + // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false + bool close_button_pressed = false; + bool close_button_visible = false; + if (close_button_id != 0) + if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton)) + if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) + close_button_visible = true; + bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); + + if (close_button_visible) + { + ImGuiLastItemData last_item_backup = g.LastItemData; + PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); + if (CloseButton(close_button_id, button_pos)) + close_button_pressed = true; + PopStyleVar(); + g.LastItemData = last_item_backup; + + // Close with middle mouse button + if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + close_button_pressed = true; + } + else if (unsaved_marker_visible) + { + const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz) + g.Style.FramePadding * 2.0f); + RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); + } + + // This is all rather complicated + // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) + // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. + float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + if (close_button_visible || unsaved_marker_visible) + { + text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f); + text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f; + ellipsis_max_x = text_pixel_clip_bb.Max.x; + } + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); + +#if 0 + if (!is_contents_visible) + g.Style.Alpha = backup_alpha; +#endif + + if (out_just_closed) + *out_just_closed = close_button_pressed; +} + + +#endif // #ifndef IMGUI_DISABLE diff --git a/Dependencies/imgui/imstb_rectpack.h b/Dependencies/imgui/imstb_rectpack.h new file mode 100644 index 000000000..f6917e7a6 --- /dev/null +++ b/Dependencies/imgui/imstb_rectpack.h @@ -0,0 +1,627 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_rect_pack.h 1.01. +// Grep for [DEAR IMGUI] to find the changes. +// +// stb_rect_pack.h - v1.01 - public domain - rectangle packing +// Sean Barrett 2014 +// +// Useful for e.g. packing rectangular textures into an atlas. +// Does not do rotation. +// +// Before #including, +// +// #define STB_RECT_PACK_IMPLEMENTATION +// +// in the file that you want to have the implementation. +// +// Not necessarily the awesomest packing method, but better than +// the totally naive one in stb_truetype (which is primarily what +// this is meant to replace). +// +// Has only had a few tests run, may have issues. +// +// More docs to come. +// +// No memory allocations; uses qsort() and assert() from stdlib. +// Can override those by defining STBRP_SORT and STBRP_ASSERT. +// +// This library currently uses the Skyline Bottom-Left algorithm. +// +// Please note: better rectangle packers are welcome! Please +// implement them to the same API, but with a different init +// function. +// +// Credits +// +// Library +// Sean Barrett +// Minor features +// Martins Mozeiko +// github:IntellectualKitty +// +// Bugfixes / warning fixes +// Jeremy Jaussaud +// Fabian Giesen +// +// Version history: +// +// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section +// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles +// 0.99 (2019-02-07) warning fixes +// 0.11 (2017-03-03) return packing success/fail result +// 0.10 (2016-10-25) remove cast-away-const to avoid warnings +// 0.09 (2016-08-27) fix compiler warnings +// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0) +// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0) +// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort +// 0.05: added STBRP_ASSERT to allow replacing assert +// 0.04: fixed minor bug in STBRP_LARGE_RECTS support +// 0.01: initial release +// +// LICENSE +// +// See end of file for license information. + +////////////////////////////////////////////////////////////////////////////// +// +// INCLUDE SECTION +// + +#ifndef STB_INCLUDE_STB_RECT_PACK_H +#define STB_INCLUDE_STB_RECT_PACK_H + +#define STB_RECT_PACK_VERSION 1 + +#ifdef STBRP_STATIC +#define STBRP_DEF static +#else +#define STBRP_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +typedef struct stbrp_context stbrp_context; +typedef struct stbrp_node stbrp_node; +typedef struct stbrp_rect stbrp_rect; + +typedef int stbrp_coord; + +#define STBRP__MAXVAL 0x7fffffff +// Mostly for internal use, but this is the maximum supported coordinate value. + +STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); +// Assign packed locations to rectangles. The rectangles are of type +// 'stbrp_rect' defined below, stored in the array 'rects', and there +// are 'num_rects' many of them. +// +// Rectangles which are successfully packed have the 'was_packed' flag +// set to a non-zero value and 'x' and 'y' store the minimum location +// on each axis (i.e. bottom-left in cartesian coordinates, top-left +// if you imagine y increasing downwards). Rectangles which do not fit +// have the 'was_packed' flag set to 0. +// +// You should not try to access the 'rects' array from another thread +// while this function is running, as the function temporarily reorders +// the array while it executes. +// +// To pack into another rectangle, you need to call stbrp_init_target +// again. To continue packing into the same rectangle, you can call +// this function again. Calling this multiple times with multiple rect +// arrays will probably produce worse packing results than calling it +// a single time with the full rectangle array, but the option is +// available. +// +// The function returns 1 if all of the rectangles were successfully +// packed and 0 otherwise. + +struct stbrp_rect +{ + // reserved for your use: + int id; + + // input: + stbrp_coord w, h; + + // output: + stbrp_coord x, y; + int was_packed; // non-zero if valid packing + +}; // 16 bytes, nominally + + +STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes); +// Initialize a rectangle packer to: +// pack a rectangle that is 'width' by 'height' in dimensions +// using temporary storage provided by the array 'nodes', which is 'num_nodes' long +// +// You must call this function every time you start packing into a new target. +// +// There is no "shutdown" function. The 'nodes' memory must stay valid for +// the following stbrp_pack_rects() call (or calls), but can be freed after +// the call (or calls) finish. +// +// Note: to guarantee best results, either: +// 1. make sure 'num_nodes' >= 'width' +// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1' +// +// If you don't do either of the above things, widths will be quantized to multiples +// of small integers to guarantee the algorithm doesn't run out of temporary storage. +// +// If you do #2, then the non-quantized algorithm will be used, but the algorithm +// may run out of temporary storage and be unable to pack some rectangles. + +STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem); +// Optionally call this function after init but before doing any packing to +// change the handling of the out-of-temp-memory scenario, described above. +// If you call init again, this will be reset to the default (false). + + +STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic); +// Optionally select which packing heuristic the library should use. Different +// heuristics will produce better/worse results for different data sets. +// If you call init again, this will be reset to the default. + +enum +{ + STBRP_HEURISTIC_Skyline_default=0, + STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, + STBRP_HEURISTIC_Skyline_BF_sortHeight +}; + + +////////////////////////////////////////////////////////////////////////////// +// +// the details of the following structures don't matter to you, but they must +// be visible so you can handle the memory allocations for them + +struct stbrp_node +{ + stbrp_coord x,y; + stbrp_node *next; +}; + +struct stbrp_context +{ + int width; + int height; + int align; + int init_mode; + int heuristic; + int num_nodes; + stbrp_node *active_head; + stbrp_node *free_head; + stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' +}; + +#ifdef __cplusplus +} +#endif + +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// IMPLEMENTATION SECTION +// + +#ifdef STB_RECT_PACK_IMPLEMENTATION +#ifndef STBRP_SORT +#include +#define STBRP_SORT qsort +#endif + +#ifndef STBRP_ASSERT +#include +#define STBRP_ASSERT assert +#endif + +#ifdef _MSC_VER +#define STBRP__NOTUSED(v) (void)(v) +#define STBRP__CDECL __cdecl +#else +#define STBRP__NOTUSED(v) (void)sizeof(v) +#define STBRP__CDECL +#endif + +enum +{ + STBRP__INIT_skyline = 1 +}; + +STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic) +{ + switch (context->init_mode) { + case STBRP__INIT_skyline: + STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); + context->heuristic = heuristic; + break; + default: + STBRP_ASSERT(0); + } +} + +STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem) +{ + if (allow_out_of_mem) + // if it's ok to run out of memory, then don't bother aligning them; + // this gives better packing, but may fail due to OOM (even though + // the rectangles easily fit). @TODO a smarter approach would be to only + // quantize once we've hit OOM, then we could get rid of this parameter. + context->align = 1; + else { + // if it's not ok to run out of memory, then quantize the widths + // so that num_nodes is always enough nodes. + // + // I.e. num_nodes * align >= width + // align >= width / num_nodes + // align = ceil(width/num_nodes) + + context->align = (context->width + context->num_nodes-1) / context->num_nodes; + } +} + +STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) +{ + int i; + + for (i=0; i < num_nodes-1; ++i) + nodes[i].next = &nodes[i+1]; + nodes[i].next = NULL; + context->init_mode = STBRP__INIT_skyline; + context->heuristic = STBRP_HEURISTIC_Skyline_default; + context->free_head = &nodes[0]; + context->active_head = &context->extra[0]; + context->width = width; + context->height = height; + context->num_nodes = num_nodes; + stbrp_setup_allow_out_of_mem(context, 0); + + // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) + context->extra[0].x = 0; + context->extra[0].y = 0; + context->extra[0].next = &context->extra[1]; + context->extra[1].x = (stbrp_coord) width; + context->extra[1].y = (1<<30); + context->extra[1].next = NULL; +} + +// find minimum y position if it starts at x1 +static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste) +{ + stbrp_node *node = first; + int x1 = x0 + width; + int min_y, visited_width, waste_area; + + STBRP__NOTUSED(c); + + STBRP_ASSERT(first->x <= x0); + + #if 0 + // skip in case we're past the node + while (node->next->x <= x0) + ++node; + #else + STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency + #endif + + STBRP_ASSERT(node->x <= x0); + + min_y = 0; + waste_area = 0; + visited_width = 0; + while (node->x < x1) { + if (node->y > min_y) { + // raise min_y higher. + // we've accounted for all waste up to min_y, + // but we'll now add more waste for everything we've visted + waste_area += visited_width * (node->y - min_y); + min_y = node->y; + // the first time through, visited_width might be reduced + if (node->x < x0) + visited_width += node->next->x - x0; + else + visited_width += node->next->x - node->x; + } else { + // add waste area + int under_width = node->next->x - node->x; + if (under_width + visited_width > width) + under_width = width - visited_width; + waste_area += under_width * (min_y - node->y); + visited_width += under_width; + } + node = node->next; + } + + *pwaste = waste_area; + return min_y; +} + +typedef struct +{ + int x,y; + stbrp_node **prev_link; +} stbrp__findresult; + +static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height) +{ + int best_waste = (1<<30), best_x, best_y = (1 << 30); + stbrp__findresult fr; + stbrp_node **prev, *node, *tail, **best = NULL; + + // align to multiple of c->align + width = (width + c->align - 1); + width -= width % c->align; + STBRP_ASSERT(width % c->align == 0); + + // if it can't possibly fit, bail immediately + if (width > c->width || height > c->height) { + fr.prev_link = NULL; + fr.x = fr.y = 0; + return fr; + } + + node = c->active_head; + prev = &c->active_head; + while (node->x + width <= c->width) { + int y,waste; + y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); + if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL + // bottom left + if (y < best_y) { + best_y = y; + best = prev; + } + } else { + // best-fit + if (y + height <= c->height) { + // can only use it if it first vertically + if (y < best_y || (y == best_y && waste < best_waste)) { + best_y = y; + best_waste = waste; + best = prev; + } + } + } + prev = &node->next; + node = node->next; + } + + best_x = (best == NULL) ? 0 : (*best)->x; + + // if doing best-fit (BF), we also have to try aligning right edge to each node position + // + // e.g, if fitting + // + // ____________________ + // |____________________| + // + // into + // + // | | + // | ____________| + // |____________| + // + // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned + // + // This makes BF take about 2x the time + + if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) { + tail = c->active_head; + node = c->active_head; + prev = &c->active_head; + // find first node that's admissible + while (tail->x < width) + tail = tail->next; + while (tail) { + int xpos = tail->x - width; + int y,waste; + STBRP_ASSERT(xpos >= 0); + // find the left position that matches this + while (node->next->x <= xpos) { + prev = &node->next; + node = node->next; + } + STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); + y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); + if (y + height <= c->height) { + if (y <= best_y) { + if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { + best_x = xpos; + //STBRP_ASSERT(y <= best_y); [DEAR IMGUI] + best_y = y; + best_waste = waste; + best = prev; + } + } + } + tail = tail->next; + } + } + + fr.prev_link = best; + fr.x = best_x; + fr.y = best_y; + return fr; +} + +static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height) +{ + // find best position according to heuristic + stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); + stbrp_node *node, *cur; + + // bail if: + // 1. it failed + // 2. the best node doesn't fit (we don't always check this) + // 3. we're out of memory + if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) { + res.prev_link = NULL; + return res; + } + + // on success, create new node + node = context->free_head; + node->x = (stbrp_coord) res.x; + node->y = (stbrp_coord) (res.y + height); + + context->free_head = node->next; + + // insert the new node into the right starting point, and + // let 'cur' point to the remaining nodes needing to be + // stiched back in + + cur = *res.prev_link; + if (cur->x < res.x) { + // preserve the existing one, so start testing with the next one + stbrp_node *next = cur->next; + cur->next = node; + cur = next; + } else { + *res.prev_link = node; + } + + // from here, traverse cur and free the nodes, until we get to one + // that shouldn't be freed + while (cur->next && cur->next->x <= res.x + width) { + stbrp_node *next = cur->next; + // move the current node to the free list + cur->next = context->free_head; + context->free_head = cur; + cur = next; + } + + // stitch the list back in + node->next = cur; + + if (cur->x < res.x + width) + cur->x = (stbrp_coord) (res.x + width); + +#ifdef _DEBUG + cur = context->active_head; + while (cur->x < context->width) { + STBRP_ASSERT(cur->x < cur->next->x); + cur = cur->next; + } + STBRP_ASSERT(cur->next == NULL); + + { + int count=0; + cur = context->active_head; + while (cur) { + cur = cur->next; + ++count; + } + cur = context->free_head; + while (cur) { + cur = cur->next; + ++count; + } + STBRP_ASSERT(count == context->num_nodes+2); + } +#endif + + return res; +} + +static int STBRP__CDECL rect_height_compare(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + if (p->h > q->h) + return -1; + if (p->h < q->h) + return 1; + return (p->w > q->w) ? -1 : (p->w < q->w); +} + +static int STBRP__CDECL rect_original_order(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); +} + +STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) +{ + int i, all_rects_packed = 1; + + // we use the 'was_packed' field internally to allow sorting/unsorting + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = i; + } + + // sort according to heuristic + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); + + for (i=0; i < num_rects; ++i) { + if (rects[i].w == 0 || rects[i].h == 0) { + rects[i].x = rects[i].y = 0; // empty rect needs no space + } else { + stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); + if (fr.prev_link) { + rects[i].x = (stbrp_coord) fr.x; + rects[i].y = (stbrp_coord) fr.y; + } else { + rects[i].x = rects[i].y = STBRP__MAXVAL; + } + } + } + + // unsort + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); + + // set was_packed flags and all_rects_packed status + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); + if (!rects[i].was_packed) + all_rects_packed = 0; + } + + // return the all_rects_packed status + return all_rects_packed; +} +#endif + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/Dependencies/imgui/imstb_textedit.h b/Dependencies/imgui/imstb_textedit.h new file mode 100644 index 000000000..75a159dac --- /dev/null +++ b/Dependencies/imgui/imstb_textedit.h @@ -0,0 +1,1447 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_textedit.h 1.14. +// Those changes would need to be pushed into nothings/stb: +// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) +// Grep for [DEAR IMGUI] to find the changes. + +// stb_textedit.h - v1.14 - public domain - Sean Barrett +// Development of this library was sponsored by RAD Game Tools +// +// This C header file implements the guts of a multi-line text-editing +// widget; you implement display, word-wrapping, and low-level string +// insertion/deletion, and stb_textedit will map user inputs into +// insertions & deletions, plus updates to the cursor position, +// selection state, and undo state. +// +// It is intended for use in games and other systems that need to build +// their own custom widgets and which do not have heavy text-editing +// requirements (this library is not recommended for use for editing large +// texts, as its performance does not scale and it has limited undo). +// +// Non-trivial behaviors are modelled after Windows text controls. +// +// +// LICENSE +// +// See end of file for license information. +// +// +// DEPENDENCIES +// +// Uses the C runtime function 'memmove', which you can override +// by defining STB_TEXTEDIT_memmove before the implementation. +// Uses no other functions. Performs no runtime allocations. +// +// +// VERSION HISTORY +// +// 1.14 (2021-07-11) page up/down, various fixes +// 1.13 (2019-02-07) fix bug in undo size management +// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash +// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield +// 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual +// 1.9 (2016-08-27) customizable move-by-word +// 1.8 (2016-04-02) better keyboard handling when mouse button is down +// 1.7 (2015-09-13) change y range handling in case baseline is non-0 +// 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove +// 1.5 (2014-09-10) add support for secondary keys for OS X +// 1.4 (2014-08-17) fix signed/unsigned warnings +// 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary +// 1.2 (2014-05-27) fix some RAD types that had crept into the new code +// 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE ) +// 1.0 (2012-07-26) improve documentation, initial public release +// 0.3 (2012-02-24) bugfixes, single-line mode; insert mode +// 0.2 (2011-11-28) fixes to undo/redo +// 0.1 (2010-07-08) initial version +// +// ADDITIONAL CONTRIBUTORS +// +// Ulf Winklemann: move-by-word in 1.1 +// Fabian Giesen: secondary key inputs in 1.5 +// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 +// Louis Schnellbach: page up/down in 1.14 +// +// Bugfixes: +// Scott Graham +// Daniel Keller +// Omar Cornut +// Dan Thompson +// +// USAGE +// +// This file behaves differently depending on what symbols you define +// before including it. +// +// +// Header-file mode: +// +// If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this, +// it will operate in "header file" mode. In this mode, it declares a +// single public symbol, STB_TexteditState, which encapsulates the current +// state of a text widget (except for the string, which you will store +// separately). +// +// To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a +// primitive type that defines a single character (e.g. char, wchar_t, etc). +// +// To save space or increase undo-ability, you can optionally define the +// following things that are used by the undo system: +// +// STB_TEXTEDIT_POSITIONTYPE small int type encoding a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// If you don't define these, they are set to permissive types and +// moderate sizes. The undo system does no memory allocations, so +// it grows STB_TexteditState by the worst-case storage which is (in bytes): +// +// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT +// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT +// +// +// Implementation mode: +// +// If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it +// will compile the implementation of the text edit widget, depending +// on a large number of symbols which must be defined before the include. +// +// The implementation is defined only as static functions. You will then +// need to provide your own APIs in the same file which will access the +// static functions. +// +// The basic concept is that you provide a "string" object which +// behaves like an array of characters. stb_textedit uses indices to +// refer to positions in the string, implicitly representing positions +// in the displayed textedit. This is true for both plain text and +// rich text; even with rich text stb_truetype interacts with your +// code as if there was an array of all the displayed characters. +// +// Symbols that must be the same in header-file and implementation mode: +// +// STB_TEXTEDIT_CHARTYPE the character type +// STB_TEXTEDIT_POSITIONTYPE small type that is a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// Symbols you must define for implementation mode: +// +// STB_TEXTEDIT_STRING the type of object representing a string being edited, +// typically this is a wrapper object with other data you need +// +// STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1)) +// STB_TEXTEDIT_LAYOUTROW(&r,obj,n) returns the results of laying out a line of characters +// starting from character #n (see discussion below) +// STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character +// to the xpos of the i+1'th char for a line of characters +// starting at character #n (i.e. accounts for kerning +// with previous char) +// STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character +// (return type is int, -1 means not valid to insert) +// STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based +// STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize +// as manually wordwrapping for end-of-line positioning +// +// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i +// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// +// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key +// +// STB_TEXTEDIT_K_LEFT keyboard input to move cursor left +// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right +// STB_TEXTEDIT_K_UP keyboard input to move cursor up +// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down +// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page +// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page +// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME +// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END +// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME +// STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text // e.g. ctrl-END +// STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor +// STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor +// STB_TEXTEDIT_K_UNDO keyboard input to perform undo +// STB_TEXTEDIT_K_REDO keyboard input to perform redo +// +// Optional: +// STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode +// STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'), +// required for default WORDLEFT/WORDRIGHT handlers +// STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to +// STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to +// STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT +// STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT +// STB_TEXTEDIT_K_LINESTART2 secondary keyboard input to move cursor to start of line +// STB_TEXTEDIT_K_LINEEND2 secondary keyboard input to move cursor to end of line +// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text +// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text +// +// Keyboard input must be encoded as a single integer value; e.g. a character code +// and some bitflags that represent shift states. to simplify the interface, SHIFT must +// be a bitflag, so we can test the shifted state of cursor movements to allow selection, +// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. +// +// You can encode other things, such as CONTROL or ALT, in additional bits, and +// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example, +// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN +// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit, +// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the +// API below. The control keys will only match WM_KEYDOWN events because of the +// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN +// bit so it only decodes WM_CHAR events. +// +// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed +// row of characters assuming they start on the i'th character--the width and +// the height and the number of characters consumed. This allows this library +// to traverse the entire layout incrementally. You need to compute word-wrapping +// here. +// +// Each textfield keeps its own insert mode state, which is not how normal +// applications work. To keep an app-wide insert mode, update/copy the +// "insert_mode" field of STB_TexteditState before/after calling API functions. +// +// API +// +// void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +// +// void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key) +// +// Each of these functions potentially updates the string and updates the +// state. +// +// initialize_state: +// set the textedit state to a known good default state when initially +// constructing the textedit. +// +// click: +// call this with the mouse x,y on a mouse down; it will update the cursor +// and reset the selection start/end to the cursor point. the x,y must +// be relative to the text widget, with (0,0) being the top left. +// +// drag: +// call this with the mouse x,y on a mouse drag/up; it will update the +// cursor and the selection end point +// +// cut: +// call this to delete the current selection; returns true if there was +// one. you should FIRST copy the current selection to the system paste buffer. +// (To copy, just copy the current selection out of the string yourself.) +// +// paste: +// call this to paste text at the current cursor point or over the current +// selection if there is one. +// +// key: +// call this for keyboard inputs sent to the textfield. you can use it +// for "key down" events or for "translated" key events. if you need to +// do both (as in Win32), or distinguish Unicode characters from control +// inputs, set a high bit to distinguish the two; then you can define the +// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit +// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is +// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to +// anything other type you wante before including. +// +// +// When rendering, you can read the cursor position and selection state from +// the STB_TexteditState. +// +// +// Notes: +// +// This is designed to be usable in IMGUI, so it allows for the possibility of +// running in an IMGUI that has NOT cached the multi-line layout. For this +// reason, it provides an interface that is compatible with computing the +// layout incrementally--we try to make sure we make as few passes through +// as possible. (For example, to locate the mouse pointer in the text, we +// could define functions that return the X and Y positions of characters +// and binary search Y and then X, but if we're doing dynamic layout this +// will run the layout algorithm many times, so instead we manually search +// forward in one pass. Similar logic applies to e.g. up-arrow and +// down-arrow movement.) +// +// If it's run in a widget that *has* cached the layout, then this is less +// efficient, but it's not horrible on modern computers. But you wouldn't +// want to edit million-line files with it. + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Header-file mode +//// +//// + +#ifndef INCLUDE_STB_TEXTEDIT_H +#define INCLUDE_STB_TEXTEDIT_H + +//////////////////////////////////////////////////////////////////////// +// +// STB_TexteditState +// +// Definition of STB_TexteditState which you should store +// per-textfield; it includes cursor position, selection state, +// and undo state. +// + +#ifndef STB_TEXTEDIT_UNDOSTATECOUNT +#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#endif +#ifndef STB_TEXTEDIT_UNDOCHARCOUNT +#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#endif +#ifndef STB_TEXTEDIT_CHARTYPE +#define STB_TEXTEDIT_CHARTYPE int +#endif +#ifndef STB_TEXTEDIT_POSITIONTYPE +#define STB_TEXTEDIT_POSITIONTYPE int +#endif + +typedef struct +{ + // private data + STB_TEXTEDIT_POSITIONTYPE where; + STB_TEXTEDIT_POSITIONTYPE insert_length; + STB_TEXTEDIT_POSITIONTYPE delete_length; + int char_storage; +} StbUndoRecord; + +typedef struct +{ + // private data + StbUndoRecord undo_rec [STB_TEXTEDIT_UNDOSTATECOUNT]; + STB_TEXTEDIT_CHARTYPE undo_char[STB_TEXTEDIT_UNDOCHARCOUNT]; + short undo_point, redo_point; + int undo_char_point, redo_char_point; +} StbUndoState; + +typedef struct +{ + ///////////////////// + // + // public data + // + + int cursor; + // position of the text cursor within the string + + int select_start; // selection start point + int select_end; + // selection start and end point in characters; if equal, no selection. + // note that start may be less than or greater than end (e.g. when + // dragging the mouse, start is where the initial click was, and you + // can drag in either direction) + + unsigned char insert_mode; + // each textfield keeps its own insert mode state. to keep an app-wide + // insert mode, copy this value in/out of the app state + + int row_count_per_page; + // page size in number of row. + // this value MUST be set to >0 for pageup or pagedown in multilines documents. + + ///////////////////// + // + // private data + // + unsigned char cursor_at_end_of_line; // not implemented yet + unsigned char initialized; + unsigned char has_preferred_x; + unsigned char single_line; + unsigned char padding1, padding2, padding3; + float preferred_x; // this determines where the cursor up/down tries to seek to along x + StbUndoState undostate; +} STB_TexteditState; + + +//////////////////////////////////////////////////////////////////////// +// +// StbTexteditRow +// +// Result of layout query, used by stb_textedit to determine where +// the text in each row is. + +// result of layout query +typedef struct +{ + float x0,x1; // starting x location, end x location (allows for align=right, etc) + float baseline_y_delta; // position of baseline relative to previous row's baseline + float ymin,ymax; // height of row above and below baseline + int num_chars; +} StbTexteditRow; +#endif //INCLUDE_STB_TEXTEDIT_H + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Implementation mode +//// +//// + + +// implementation isn't include-guarded, since it might have indirectly +// included just the "header" portion +#ifdef STB_TEXTEDIT_IMPLEMENTATION + +#ifndef STB_TEXTEDIT_memmove +#include +#define STB_TEXTEDIT_memmove memmove +#endif + + +///////////////////////////////////////////////////////////////////////////// +// +// Mouse input handling +// + +// traverse the layout to locate the nearest character to a display position +static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y) +{ + StbTexteditRow r; + int n = STB_TEXTEDIT_STRINGLEN(str); + float base_y = 0, prev_x; + int i=0, k; + + r.x0 = r.x1 = 0; + r.ymin = r.ymax = 0; + r.num_chars = 0; + + // search rows to find one that straddles 'y' + while (i < n) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (r.num_chars <= 0) + return n; + + if (i==0 && y < base_y + r.ymin) + return 0; + + if (y < base_y + r.ymax) + break; + + i += r.num_chars; + base_y += r.baseline_y_delta; + } + + // below all text, return 'after' last character + if (i >= n) + return n; + + // check if it's before the beginning of the line + if (x < r.x0) + return i; + + // check if it's before the end of the line + if (x < r.x1) { + // search characters in row for one that straddles 'x' + prev_x = r.x0; + for (k=0; k < r.num_chars; ++k) { + float w = STB_TEXTEDIT_GETWIDTH(str, i, k); + if (x < prev_x+w) { + if (x < prev_x+w/2) + return k+i; + else + return k+i+1; + } + prev_x += w; + } + // shouldn't happen, but if it does, fall through to end-of-line case + } + + // if the last character is a newline, return that. otherwise return 'after' the last character + if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) + return i+r.num_chars-1; + else + return i+r.num_chars; +} + +// API click: on mouse down, move the cursor to the clicked location, and reset the selection +static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + state->cursor = stb_text_locate_coord(str, x, y); + state->select_start = state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; +} + +// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location +static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + int p = 0; + + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + if (state->select_start == state->select_end) + state->select_start = state->cursor; + + p = stb_text_locate_coord(str, x, y); + state->cursor = state->select_end = p; +} + +///////////////////////////////////////////////////////////////////////////// +// +// Keyboard input handling +// + +// forward declarations +static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); + +typedef struct +{ + float x,y; // position of n'th character + float height; // height of line + int first_char, length; // first char of row, and length + int prev_first; // first char of previous row +} StbFindState; + +// find the x/y location of a character, and remember info about the previous row in +// case we get a move-up event (for page up, we'll have to rescan) +static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *str, int n, int single_line) +{ + StbTexteditRow r; + int prev_start = 0; + int z = STB_TEXTEDIT_STRINGLEN(str); + int i=0, first; + + if (n == z) { + // if it's at the end, then find the last line -- simpler than trying to + // explicitly handle this case in the regular code + if (single_line) { + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + find->y = 0; + find->first_char = 0; + find->length = z; + find->height = r.ymax - r.ymin; + find->x = r.x1; + } else { + find->y = 0; + find->x = 0; + find->height = 1; + while (i < z) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + prev_start = i; + i += r.num_chars; + } + find->first_char = i; + find->length = 0; + find->prev_first = prev_start; + } + return; + } + + // search rows to find the one that straddles character n + find->y = 0; + + for(;;) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (n < i + r.num_chars) + break; + prev_start = i; + i += r.num_chars; + find->y += r.baseline_y_delta; + } + + find->first_char = first = i; + find->length = r.num_chars; + find->height = r.ymax - r.ymin; + find->prev_first = prev_start; + + // now scan to find xpos + find->x = r.x0; + for (i=0; first+i < n; ++i) + find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); +} + +#define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) + +// make the selection/cursor state valid if client altered the string +static void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + int n = STB_TEXTEDIT_STRINGLEN(str); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start > n) state->select_start = n; + if (state->select_end > n) state->select_end = n; + // if clamping forced them to be equal, move the cursor to match + if (state->select_start == state->select_end) + state->cursor = state->select_start; + } + if (state->cursor > n) state->cursor = n; +} + +// delete characters while updating undo +static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) +{ + stb_text_makeundo_delete(str, state, where, len); + STB_TEXTEDIT_DELETECHARS(str, where, len); + state->has_preferred_x = 0; +} + +// delete the section +static void stb_textedit_delete_selection(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + stb_textedit_clamp(str, state); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start < state->select_end) { + stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start); + state->select_end = state->cursor = state->select_start; + } else { + stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end); + state->select_start = state->cursor = state->select_end; + } + state->has_preferred_x = 0; + } +} + +// canoncialize the selection so start <= end +static void stb_textedit_sortselection(STB_TexteditState *state) +{ + if (state->select_end < state->select_start) { + int temp = state->select_end; + state->select_end = state->select_start; + state->select_start = temp; + } +} + +// move cursor to first character of selection +static void stb_textedit_move_to_first(STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + state->cursor = state->select_start; + state->select_end = state->select_start; + state->has_preferred_x = 0; + } +} + +// move cursor to last character of selection +static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->select_start = state->select_end; + state->has_preferred_x = 0; + } +} + +#ifdef STB_TEXTEDIT_IS_SPACE +static int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx ) +{ + return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1; +} + +#ifndef STB_TEXTEDIT_MOVEWORDLEFT +static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c ) +{ + --c; // always move at least one character + while( c >= 0 && !is_word_boundary( str, c ) ) + --c; + + if( c < 0 ) + c = 0; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous +#endif + +#ifndef STB_TEXTEDIT_MOVEWORDRIGHT +static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c ) +{ + const int len = STB_TEXTEDIT_STRINGLEN(str); + ++c; // always move at least one character + while( c < len && !is_word_boundary( str, c ) ) + ++c; + + if( c > len ) + c = len; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next +#endif + +#endif + +// update selection and cursor to match each other +static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) +{ + if (!STB_TEXT_HAS_SELECTION(state)) + state->select_start = state->select_end = state->cursor; + else + state->cursor = state->select_end; +} + +// API cut: delete selection +static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_delete_selection(str,state); // implicitly clamps + state->has_preferred_x = 0; + return 1; + } + return 0; +} + +// API paste: replace existing selection with passed-in text +static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +{ + // if there's a selection, the paste should delete it + stb_textedit_clamp(str, state); + stb_textedit_delete_selection(str,state); + // try to insert the characters + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { + stb_text_makeundo_insert(state, state->cursor, len); + state->cursor += len; + state->has_preferred_x = 0; + return 1; + } + // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) + return 0; +} + +#ifndef STB_TEXTEDIT_KEYTYPE +#define STB_TEXTEDIT_KEYTYPE int +#endif + +// API key: process a keyboard input +static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) +{ +retry: + switch (key) { + default: { + int c = STB_TEXTEDIT_KEYTOTEXT(key); + if (c > 0) { + STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c; + + // can't add newline in single-line mode + if (c == '\n' && state->single_line) + break; + + if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { + stb_text_makeundo_replace(str, state, state->cursor, 1, 1); + STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { + ++state->cursor; + state->has_preferred_x = 0; + } + } else { + stb_textedit_delete_selection(str,state); // implicitly clamps + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { + stb_text_makeundo_insert(state, state->cursor, 1); + ++state->cursor; + state->has_preferred_x = 0; + } + } + } + break; + } + +#ifdef STB_TEXTEDIT_K_INSERT + case STB_TEXTEDIT_K_INSERT: + state->insert_mode = !state->insert_mode; + break; +#endif + + case STB_TEXTEDIT_K_UNDO: + stb_text_undo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_REDO: + stb_text_redo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT: + // if currently there's a selection, move cursor to start of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else + if (state->cursor > 0) + --state->cursor; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_RIGHT: + // if currently there's a selection, move cursor to end of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else + ++state->cursor; + stb_textedit_clamp(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + // move selection left + if (state->select_end > 0) + --state->select_end; + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_MOVEWORDLEFT + case STB_TEXTEDIT_K_WORDLEFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + +#ifdef STB_TEXTEDIT_MOVEWORDRIGHT + case STB_TEXTEDIT_K_WORDRIGHT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + + case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + // move selection right + ++state->select_end; + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_DOWN: + case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGDOWN: + case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down in single-line behave like left&right + key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + int start = find.first_char + find.length; + + if (find.length == 0) + break; + + // [DEAR IMGUI] + // going down while being on the last line shouldn't bring us to that line end + if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) + break; + + // now find character position down a row + state->cursor = start; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); + #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + ++state->cursor; + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to next line + find.first_char = find.first_char + find.length; + find.length = row.num_chars; + } + break; + } + + case STB_TEXTEDIT_K_UP: + case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGUP: + case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down become left&right + key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + + // can only go up if there's a previous row + if (find.prev_first == find.first_char) + break; + + // now find character position up a row + state->cursor = find.prev_first; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); + #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + ++state->cursor; + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to previous line + // (we need to scan previous line the hard way. maybe we could expose this as a new API function?) + prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; + while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) + --prev_scan; + find.first_char = find.prev_first; + find.prev_first = prev_scan; + } + break; + } + + case STB_TEXTEDIT_K_DELETE: + case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + int n = STB_TEXTEDIT_STRINGLEN(str); + if (state->cursor < n) + stb_textedit_delete(str, state, state->cursor, 1); + } + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_BACKSPACE: + case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + stb_textedit_clamp(str, state); + if (state->cursor > 0) { + stb_textedit_delete(str, state, state->cursor-1, 1); + --state->cursor; + } + } + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2: +#endif + case STB_TEXTEDIT_K_TEXTSTART: + state->cursor = state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2: +#endif + case STB_TEXTEDIT_K_TEXTEND: + state->cursor = STB_TEXTEDIT_STRINGLEN(str); + state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str); + state->has_preferred_x = 0; + break; + + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2: +#endif + case STB_TEXTEDIT_K_LINESTART: + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2: +#endif + case STB_TEXTEDIT_K_LINEEND: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->has_preferred_x = 0; + break; + } + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + } + } +} + +///////////////////////////////////////////////////////////////////////////// +// +// Undo processing +// +// @OPTIMIZE: the undo/redo buffer should be circular + +static void stb_textedit_flush_redo(StbUndoState *state) +{ + state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; +} + +// discard the oldest entry in the undo list +static void stb_textedit_discard_undo(StbUndoState *state) +{ + if (state->undo_point > 0) { + // if the 0th undo state has characters, clean those up + if (state->undo_rec[0].char_storage >= 0) { + int n = state->undo_rec[0].insert_length, i; + // delete n characters from all other records + state->undo_char_point -= n; + STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE))); + for (i=0; i < state->undo_point; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it + } + --state->undo_point; + STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); + } +} + +// discard the oldest entry in the redo list--it's bad if this +// ever happens, but because undo & redo have to store the actual +// characters in different cases, the redo character buffer can +// fill up even though the undo buffer didn't +static void stb_textedit_discard_redo(StbUndoState *state) +{ + int k = STB_TEXTEDIT_UNDOSTATECOUNT-1; + + if (state->redo_point <= k) { + // if the k'th undo state has characters, clean those up + if (state->undo_rec[k].char_storage >= 0) { + int n = state->undo_rec[k].insert_length, i; + // move the remaining redo character data to the end of the buffer + state->redo_char_point += n; + STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE))); + // adjust the position of all the other records to account for above memmove + for (i=state->redo_point; i < k; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage += n; + } + // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' + // [DEAR IMGUI] + size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; + const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; + IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); + IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); + STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + + // now move redo_point to point to the new one + ++state->redo_point; + } +} + +static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars) +{ + // any time we create a new undo record, we discard redo + stb_textedit_flush_redo(state); + + // if we have no free records, we have to make room, by sliding the + // existing records down + if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + stb_textedit_discard_undo(state); + + // if the characters to store won't possibly fit in the buffer, we can't undo + if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) { + state->undo_point = 0; + state->undo_char_point = 0; + return NULL; + } + + // if we don't have enough free characters in the buffer, we have to make room + while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT) + stb_textedit_discard_undo(state); + + return &state->undo_rec[state->undo_point++]; +} + +static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) +{ + StbUndoRecord *r = stb_text_create_undo_record(state, insert_len); + if (r == NULL) + return NULL; + + r->where = pos; + r->insert_length = (STB_TEXTEDIT_POSITIONTYPE) insert_len; + r->delete_length = (STB_TEXTEDIT_POSITIONTYPE) delete_len; + + if (insert_len == 0) { + r->char_storage = -1; + return NULL; + } else { + r->char_storage = state->undo_char_point; + state->undo_char_point += insert_len; + return &state->undo_char[r->char_storage]; + } +} + +static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord u, *r; + if (s->undo_point == 0) + return; + + // we need to do two things: apply the undo record, and create a redo record + u = s->undo_rec[s->undo_point-1]; + r = &s->undo_rec[s->redo_point-1]; + r->char_storage = -1; + + r->insert_length = u.delete_length; + r->delete_length = u.insert_length; + r->where = u.where; + + if (u.delete_length) { + // if the undo record says to delete characters, then the redo record will + // need to re-insert the characters that get deleted, so we need to store + // them. + + // there are three cases: + // there's enough room to store the characters + // characters stored for *redoing* don't leave room for redo + // characters stored for *undoing* don't leave room for redo + // if the last is true, we have to bail + + if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) { + // the undo records take up too much character space; there's no space to store the redo characters + r->insert_length = 0; + } else { + int i; + + // there's definitely room to store the characters eventually + while (s->undo_char_point + u.delete_length > s->redo_char_point) { + // should never happen: + if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + return; + // there's currently not enough room, so discard a redo record + stb_textedit_discard_redo(s); + } + r = &s->undo_rec[s->redo_point-1]; + + r->char_storage = s->redo_char_point - u.delete_length; + s->redo_char_point = s->redo_char_point - u.delete_length; + + // now save the characters + for (i=0; i < u.delete_length; ++i) + s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i); + } + + // now we can carry out the deletion + STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length); + } + + // check type of recorded action: + if (u.insert_length) { + // easy case: was a deletion, so we need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); + s->undo_char_point -= u.insert_length; + } + + state->cursor = u.where + u.insert_length; + + s->undo_point--; + s->redo_point--; +} + +static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord *u, r; + if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + return; + + // we need to do two things: apply the redo record, and create an undo record + u = &s->undo_rec[s->undo_point]; + r = s->undo_rec[s->redo_point]; + + // we KNOW there must be room for the undo record, because the redo record + // was derived from an undo record + + u->delete_length = r.insert_length; + u->insert_length = r.delete_length; + u->where = r.where; + u->char_storage = -1; + + if (r.delete_length) { + // the redo record requires us to delete characters, so the undo record + // needs to store the characters + + if (s->undo_char_point + u->insert_length > s->redo_char_point) { + u->insert_length = 0; + u->delete_length = 0; + } else { + int i; + u->char_storage = s->undo_char_point; + s->undo_char_point = s->undo_char_point + u->insert_length; + + // now save the characters + for (i=0; i < u->insert_length; ++i) + s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i); + } + + STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length); + } + + if (r.insert_length) { + // easy case: need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); + s->redo_char_point += r.insert_length; + } + + state->cursor = r.where + r.insert_length; + + s->undo_point++; + s->redo_point++; +} + +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length) +{ + stb_text_createundo(&state->undostate, where, 0, length); +} + +static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) +{ + int i; + STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); + if (p) { + for (i=0; i < length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) +{ + int i; + STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); + if (p) { + for (i=0; i < old_length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +// reset the state to default +static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line) +{ + state->undostate.undo_point = 0; + state->undostate.undo_char_point = 0; + state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; + state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; + state->select_end = state->select_start = 0; + state->cursor = 0; + state->has_preferred_x = 0; + state->preferred_x = 0; + state->cursor_at_end_of_line = 0; + state->initialized = 1; + state->single_line = (unsigned char) is_single_line; + state->insert_mode = 0; + state->row_count_per_page = 0; +} + +// API initialize +static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +{ + stb_textedit_clear_state(state, is_single_line); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +static int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len) +{ + return stb_textedit_paste_internal(str, state, (STB_TEXTEDIT_CHARTYPE *) ctext, len); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif//STB_TEXTEDIT_IMPLEMENTATION + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/Dependencies/imgui/imstb_truetype.h b/Dependencies/imgui/imstb_truetype.h new file mode 100644 index 000000000..643d37899 --- /dev/null +++ b/Dependencies/imgui/imstb_truetype.h @@ -0,0 +1,5085 @@ +// [DEAR IMGUI] +// This is a slightly modified version of stb_truetype.h 1.26. +// Mostly fixing for compiler and static analyzer warnings. +// Grep for [DEAR IMGUI] to find the changes. + +// stb_truetype.h - v1.26 - public domain +// authored from 2009-2021 by Sean Barrett / RAD Game Tools +// +// ======================================================================= +// +// NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES +// +// This library does no range checking of the offsets found in the file, +// meaning an attacker can use it to read arbitrary memory. +// +// ======================================================================= +// +// This library processes TrueType files: +// parse files +// extract glyph metrics +// extract glyph shapes +// render glyphs to one-channel bitmaps with antialiasing (box filter) +// render glyphs to one-channel SDF bitmaps (signed-distance field/function) +// +// Todo: +// non-MS cmaps +// crashproof on bad data +// hinting? (no longer patented) +// cleartype-style AA? +// optimize: use simple memory allocator for intermediates +// optimize: build edge-list directly from curves +// optimize: rasterize directly from curves? +// +// ADDITIONAL CONTRIBUTORS +// +// Mikko Mononen: compound shape support, more cmap formats +// Tor Andersson: kerning, subpixel rendering +// Dougall Johnson: OpenType / Type 2 font handling +// Daniel Ribeiro Maciel: basic GPOS-based kerning +// +// Misc other: +// Ryan Gordon +// Simon Glass +// github:IntellectualKitty +// Imanol Celaya +// Daniel Ribeiro Maciel +// +// Bug/warning reports/fixes: +// "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe +// Cass Everitt Martins Mozeiko github:aloucks +// stoiko (Haemimont Games) Cap Petschulat github:oyvindjam +// Brian Hook Omar Cornut github:vassvik +// Walter van Niftrik Ryan Griege +// David Gow Peter LaValle +// David Given Sergey Popov +// Ivan-Assen Ivanov Giumo X. Clanjor +// Anthony Pesch Higor Euripedes +// Johan Duparc Thomas Fields +// Hou Qiming Derek Vinyard +// Rob Loach Cort Stratton +// Kenney Phillis Jr. Brian Costabile +// Ken Voskuil (kaesve) +// +// VERSION HISTORY +// +// 1.26 (2021-08-28) fix broken rasterizer +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// variant PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// +// Full history can be found at the end of this file. +// +// LICENSE +// +// See end of file for license information. +// +// USAGE +// +// Include this file in whatever places need to refer to it. In ONE C/C++ +// file, write: +// #define STB_TRUETYPE_IMPLEMENTATION +// before the #include of this file. This expands out the actual +// implementation into that C/C++ file. +// +// To make the implementation private to the file that generates the implementation, +// #define STBTT_STATIC +// +// Simple 3D API (don't ship this, but it's fine for tools and quick start) +// stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture +// stbtt_GetBakedQuad() -- compute quad to draw for a given char +// +// Improved 3D API (more shippable): +// #include "stb_rect_pack.h" -- optional, but you really want it +// stbtt_PackBegin() +// stbtt_PackSetOversampling() -- for improved quality on small fonts +// stbtt_PackFontRanges() -- pack and renders +// stbtt_PackEnd() +// stbtt_GetPackedQuad() +// +// "Load" a font file from a memory buffer (you have to keep the buffer loaded) +// stbtt_InitFont() +// stbtt_GetFontOffsetForIndex() -- indexing for TTC font collections +// stbtt_GetNumberOfFonts() -- number of fonts for TTC font collections +// +// Render a unicode codepoint to a bitmap +// stbtt_GetCodepointBitmap() -- allocates and returns a bitmap +// stbtt_MakeCodepointBitmap() -- renders into bitmap you provide +// stbtt_GetCodepointBitmapBox() -- how big the bitmap must be +// +// Character advance/positioning +// stbtt_GetCodepointHMetrics() +// stbtt_GetFontVMetrics() +// stbtt_GetFontVMetricsOS2() +// stbtt_GetCodepointKernAdvance() +// +// Starting with version 1.06, the rasterizer was replaced with a new, +// faster and generally-more-precise rasterizer. The new rasterizer more +// accurately measures pixel coverage for anti-aliasing, except in the case +// where multiple shapes overlap, in which case it overestimates the AA pixel +// coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If +// this turns out to be a problem, you can re-enable the old rasterizer with +// #define STBTT_RASTERIZER_VERSION 1 +// which will incur about a 15% speed hit. +// +// ADDITIONAL DOCUMENTATION +// +// Immediately after this block comment are a series of sample programs. +// +// After the sample programs is the "header file" section. This section +// includes documentation for each API function. +// +// Some important concepts to understand to use this library: +// +// Codepoint +// Characters are defined by unicode codepoints, e.g. 65 is +// uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is +// the hiragana for "ma". +// +// Glyph +// A visual character shape (every codepoint is rendered as +// some glyph) +// +// Glyph index +// A font-specific integer ID representing a glyph +// +// Baseline +// Glyph shapes are defined relative to a baseline, which is the +// bottom of uppercase characters. Characters extend both above +// and below the baseline. +// +// Current Point +// As you draw text to the screen, you keep track of a "current point" +// which is the origin of each character. The current point's vertical +// position is the baseline. Even "baked fonts" use this model. +// +// Vertical Font Metrics +// The vertical qualities of the font, used to vertically position +// and space the characters. See docs for stbtt_GetFontVMetrics. +// +// Font Size in Pixels or Points +// The preferred interface for specifying font sizes in stb_truetype +// is to specify how tall the font's vertical extent should be in pixels. +// If that sounds good enough, skip the next paragraph. +// +// Most font APIs instead use "points", which are a common typographic +// measurement for describing font size, defined as 72 points per inch. +// stb_truetype provides a point API for compatibility. However, true +// "per inch" conventions don't make much sense on computer displays +// since different monitors have different number of pixels per +// inch. For example, Windows traditionally uses a convention that +// there are 96 pixels per inch, thus making 'inch' measurements have +// nothing to do with inches, and thus effectively defining a point to +// be 1.333 pixels. Additionally, the TrueType font data provides +// an explicit scale factor to scale a given font's glyphs to points, +// but the author has observed that this scale factor is often wrong +// for non-commercial fonts, thus making fonts scaled in points +// according to the TrueType spec incoherently sized in practice. +// +// DETAILED USAGE: +// +// Scale: +// Select how high you want the font to be, in points or pixels. +// Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute +// a scale factor SF that will be used by all other functions. +// +// Baseline: +// You need to select a y-coordinate that is the baseline of where +// your text will appear. Call GetFontBoundingBox to get the baseline-relative +// bounding box for all characters. SF*-y0 will be the distance in pixels +// that the worst-case character could extend above the baseline, so if +// you want the top edge of characters to appear at the top of the +// screen where y=0, then you would set the baseline to SF*-y0. +// +// Current point: +// Set the current point where the first character will appear. The +// first character could extend left of the current point; this is font +// dependent. You can either choose a current point that is the leftmost +// point and hope, or add some padding, or check the bounding box or +// left-side-bearing of the first character to be displayed and set +// the current point based on that. +// +// Displaying a character: +// Compute the bounding box of the character. It will contain signed values +// relative to . I.e. if it returns x0,y0,x1,y1, +// then the character should be displayed in the rectangle from +// to = 32 && *text < 128) { + stbtt_aligned_quad q; + stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9 + glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0); + glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0); + glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1); + glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1); + } + ++text; + } + glEnd(); +} +#endif +// +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program (this compiles): get a single bitmap, print as ASCII art +// +#if 0 +#include +#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation +#include "stb_truetype.h" + +char ttf_buffer[1<<25]; + +int main(int argc, char **argv) +{ + stbtt_fontinfo font; + unsigned char *bitmap; + int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20); + + fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb")); + + stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0)); + bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0); + + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) + putchar(" .:ioVM@"[bitmap[j*w+i]>>5]); + putchar('\n'); + } + return 0; +} +#endif +// +// Output: +// +// .ii. +// @@@@@@. +// V@Mio@@o +// :i. V@V +// :oM@@M +// :@@@MM@M +// @@o o@M +// :@@. M@M +// @@@o@@@@ +// :M@@V:@@. +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program: print "Hello World!" banner, with bugs +// +#if 0 +char buffer[24<<20]; +unsigned char screen[20][79]; + +int main(int arg, char **argv) +{ + stbtt_fontinfo font; + int i,j,ascent,baseline,ch=0; + float scale, xpos=2; // leave a little padding in case the character extends left + char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness + + fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb")); + stbtt_InitFont(&font, buffer, 0); + + scale = stbtt_ScaleForPixelHeight(&font, 15); + stbtt_GetFontVMetrics(&font, &ascent,0,0); + baseline = (int) (ascent*scale); + + while (text[ch]) { + int advance,lsb,x0,y0,x1,y1; + float x_shift = xpos - (float) floor(xpos); + stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb); + stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1); + stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]); + // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong + // because this API is really for baking character bitmaps into textures. if you want to render + // a sequence of characters, you really need to render each bitmap to a temp buffer, then + // "alpha blend" that into the working buffer + xpos += (advance * scale); + if (text[ch+1]) + xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]); + ++ch; + } + + for (j=0; j < 20; ++j) { + for (i=0; i < 78; ++i) + putchar(" .:ioVM@"[screen[j][i]>>5]); + putchar('\n'); + } + + return 0; +} +#endif + + +////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// +//// +//// INTEGRATION WITH YOUR CODEBASE +//// +//// The following sections allow you to supply alternate definitions +//// of C library functions used by stb_truetype, e.g. if you don't +//// link with the C runtime library. + +#ifdef STB_TRUETYPE_IMPLEMENTATION + // #define your own (u)stbtt_int8/16/32 before including to override this + #ifndef stbtt_uint8 + typedef unsigned char stbtt_uint8; + typedef signed char stbtt_int8; + typedef unsigned short stbtt_uint16; + typedef signed short stbtt_int16; + typedef unsigned int stbtt_uint32; + typedef signed int stbtt_int32; + #endif + + typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1]; + typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1]; + + // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h + #ifndef STBTT_ifloor + #include + #define STBTT_ifloor(x) ((int) floor(x)) + #define STBTT_iceil(x) ((int) ceil(x)) + #endif + + #ifndef STBTT_sqrt + #include + #define STBTT_sqrt(x) sqrt(x) + #define STBTT_pow(x,y) pow(x,y) + #endif + + #ifndef STBTT_fmod + #include + #define STBTT_fmod(x,y) fmod(x,y) + #endif + + #ifndef STBTT_cos + #include + #define STBTT_cos(x) cos(x) + #define STBTT_acos(x) acos(x) + #endif + + #ifndef STBTT_fabs + #include + #define STBTT_fabs(x) fabs(x) + #endif + + // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h + #ifndef STBTT_malloc + #include + #define STBTT_malloc(x,u) ((void)(u),malloc(x)) + #define STBTT_free(x,u) ((void)(u),free(x)) + #endif + + #ifndef STBTT_assert + #include + #define STBTT_assert(x) assert(x) + #endif + + #ifndef STBTT_strlen + #include + #define STBTT_strlen(x) strlen(x) + #endif + + #ifndef STBTT_memcpy + #include + #define STBTT_memcpy memcpy + #define STBTT_memset memset + #endif +#endif + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// INTERFACE +//// +//// + +#ifndef __STB_INCLUDE_STB_TRUETYPE_H__ +#define __STB_INCLUDE_STB_TRUETYPE_H__ + +#ifdef STBTT_STATIC +#define STBTT_DEF static +#else +#define STBTT_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +// private structure +typedef struct +{ + unsigned char *data; + int cursor; + int size; +} stbtt__buf; + +////////////////////////////////////////////////////////////////////////////// +// +// TEXTURE BAKING API +// +// If you use this API, you only have to call two functions ever. +// + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; +} stbtt_bakedchar; + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata); // you allocate this, it's num_chars long +// if return is positive, the first unused row of the bitmap +// if return is negative, returns the negative of the number of characters that fit +// if return is 0, no characters fit and no rows were used +// This uses a very crappy packing. + +typedef struct +{ + float x0,y0,s0,t0; // top-left + float x1,y1,s1,t1; // bottom-right +} stbtt_aligned_quad; + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier +// Call GetBakedQuad with char_index = 'character - first_char', and it +// creates the quad you need to draw and advances the current position. +// +// The coordinate system used assumes y increases downwards. +// +// Characters will extend both above and below the current position; +// see discussion of "BASELINE" above. +// +// It's inefficient; you might want to c&p it and optimize it. + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap); +// Query the font vertical metrics without having to create a font first. + + +////////////////////////////////////////////////////////////////////////////// +// +// NEW TEXTURE BAKING API +// +// This provides options for packing multiple fonts into one atlas, not +// perfectly but better than nothing. + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; + float xoff2,yoff2; +} stbtt_packedchar; + +typedef struct stbtt_pack_context stbtt_pack_context; +typedef struct stbtt_fontinfo stbtt_fontinfo; +#ifndef STB_RECT_PACK_VERSION +typedef struct stbrp_rect stbrp_rect; +#endif + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context); +// Initializes a packing context stored in the passed-in stbtt_pack_context. +// Future calls using this context will pack characters into the bitmap passed +// in here: a 1-channel bitmap that is width * height. stride_in_bytes is +// the distance from one row to the next (or 0 to mean they are packed tightly +// together). "padding" is the amount of padding to leave between each +// character (normally you want '1' for bitmaps you'll use as textures with +// bilinear filtering). +// +// Returns 0 on failure, 1 on success. + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc); +// Cleans up the packing context and frees all memory. + +#define STBTT_POINT_SIZE(x) (-(x)) + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range); +// Creates character bitmaps from the font_index'th font found in fontdata (use +// font_index=0 if you don't know what that is). It creates num_chars_in_range +// bitmaps for characters with unicode values starting at first_unicode_char_in_range +// and increasing. Data for how to render them is stored in chardata_for_range; +// pass these to stbtt_GetPackedQuad to get back renderable quads. +// +// font_size is the full height of the character from ascender to descender, +// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed +// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE() +// and pass that result as 'font_size': +// ..., 20 , ... // font max minus min y is 20 pixels tall +// ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall + +typedef struct +{ + float font_size; + int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint + int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints + int num_chars; + stbtt_packedchar *chardata_for_range; // output + unsigned char h_oversample, v_oversample; // don't set these, they're used internally +} stbtt_pack_range; + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges); +// Creates character bitmaps from multiple ranges of characters stored in +// ranges. This will usually create a better-packed bitmap than multiple +// calls to stbtt_PackFontRange. Note that you can call this multiple +// times within a single PackBegin/PackEnd. + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample); +// Oversampling a font increases the quality by allowing higher-quality subpixel +// positioning, and is especially valuable at smaller text sizes. +// +// This function sets the amount of oversampling for all following calls to +// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given +// pack context. The default (no oversampling) is achieved by h_oversample=1 +// and v_oversample=1. The total number of pixels required is +// h_oversample*v_oversample larger than the default; for example, 2x2 +// oversampling requires 4x the storage of 1x1. For best results, render +// oversampled textures with bilinear filtering. Look at the readme in +// stb/tests/oversample for information about oversampled fonts +// +// To use with PackFontRangesGather etc., you must set it before calls +// call to PackFontRangesGatherRects. + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); +// If skip != 0, this tells stb_truetype to skip any codepoints for which +// there is no corresponding glyph. If skip=0, which is the default, then +// codepoints without a glyph recived the font's "missing character" glyph, +// typically an empty box by convention. + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int align_to_integer); + +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects); +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +// Calling these functions in sequence is roughly equivalent to calling +// stbtt_PackFontRanges(). If you more control over the packing of multiple +// fonts, or if you want to pack custom data into a font texture, take a look +// at the source to of stbtt_PackFontRanges() and create a custom version +// using these functions, e.g. call GatherRects multiple times, +// building up a single array of rects, then call PackRects once, +// then call RenderIntoRects repeatedly. This may result in a +// better packing than calling PackFontRanges multiple times +// (or it may not). + +// this is an opaque structure that you shouldn't mess with which holds +// all the context needed from PackBegin to PackEnd. +struct stbtt_pack_context { + void *user_allocator_context; + void *pack_info; + int width; + int height; + int stride_in_bytes; + int padding; + int skip_missing; + unsigned int h_oversample, v_oversample; + unsigned char *pixels; + void *nodes; +}; + +////////////////////////////////////////////////////////////////////////////// +// +// FONT LOADING +// +// + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data); +// This function will determine the number of fonts in a font file. TrueType +// collection (.ttc) files may contain multiple fonts, while TrueType font +// (.ttf) files only contain one font. The number of fonts can be used for +// indexing with the previous function where the index is between zero and one +// less than the total fonts. If an error occurs, -1 is returned. + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index); +// Each .ttf/.ttc file may have more than one font. Each font has a sequential +// index number starting from 0. Call this function to get the font offset for +// a given index; it returns -1 if the index is out of range. A regular .ttf +// file will only define one font and it always be at offset 0, so it will +// return '0' for index 0, and -1 for all other indices. + +// The following structure is defined publicly so you can declare one on +// the stack or as a global or etc, but you should treat it as opaque. +struct stbtt_fontinfo +{ + void * userdata; + unsigned char * data; // pointer to .ttf file + int fontstart; // offset of start of font + + int numGlyphs; // number of glyphs, needed for range checking + + int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf + int index_map; // a cmap mapping for our chosen character encoding + int indexToLocFormat; // format needed to map from glyph index to glyph + + stbtt__buf cff; // cff font data + stbtt__buf charstrings; // the charstring index + stbtt__buf gsubrs; // global charstring subroutines index + stbtt__buf subrs; // private charstring subroutines index + stbtt__buf fontdicts; // array of font dicts + stbtt__buf fdselect; // map from glyph to fontdict +}; + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset); +// Given an offset into the file that defines a font, this function builds +// the necessary cached info for the rest of the system. You must allocate +// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't +// need to do anything special to free it, because the contents are pure +// value data with no additional data structures. Returns 0 on failure. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER TO GLYPH-INDEX CONVERSIOn + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint); +// If you're going to perform multiple operations on the same character +// and you want a speed-up, call this function with the character you're +// going to process, then use glyph-based functions instead of the +// codepoint-based functions. +// Returns 0 if the character codepoint is not defined in the font. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER PROPERTIES +// + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose "height" is 'pixels' tall. +// Height is measured as the distance from the highest ascender to the lowest +// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics +// and computing: +// scale = pixels / (ascent - descent) +// so if you prefer to measure height by the ascent only, use a similar calculation. + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose EM size is mapped to +// 'pixels' tall. This is probably what traditional APIs compute, but +// I'm not positive. + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap); +// ascent is the coordinate above the baseline the font extends; descent +// is the coordinate below the baseline the font extends (i.e. it is typically negative) +// lineGap is the spacing between one row's descent and the next row's ascent... +// so you should advance the vertical position by "*ascent - *descent + *lineGap" +// these are expressed in unscaled coordinates, so you must multiply by +// the scale factor for a given size + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap); +// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2 +// table (specific to MS/Windows TTF files). +// +// Returns 1 on success (table present), 0 on failure. + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1); +// the bounding box around all possible characters + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing); +// leftSideBearing is the offset from the current horizontal position to the left edge of the character +// advanceWidth is the offset from the current horizontal position to the next horizontal position +// these are expressed in unscaled coordinates + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2); +// an additional amount to add to the 'advance' value between ch1 and ch2 + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1); +// Gets the bounding box of the visible part of the glyph, in unscaled coordinates + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing); +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2); +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); +// as above, but takes one or more glyph indices for greater efficiency + +typedef struct stbtt_kerningentry +{ + int glyph1; // use stbtt_FindGlyphIndex + int glyph2; + int advance; +} stbtt_kerningentry; + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info); +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length); +// Retrieves a complete list of all of the kerning pairs provided by the font +// stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write. +// The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1) + +////////////////////////////////////////////////////////////////////////////// +// +// GLYPH SHAPES (you probably don't need these, but they have to go before +// the bitmaps for C declaration-order reasons) +// + +#ifndef STBTT_vmove // you can predefine these to use different values (but why?) + enum { + STBTT_vmove=1, + STBTT_vline, + STBTT_vcurve, + STBTT_vcubic + }; +#endif + +#ifndef stbtt_vertex // you can predefine this to use different values + // (we share this with other code at RAD) + #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file + typedef struct + { + stbtt_vertex_type x,y,cx,cy,cx1,cy1; + unsigned char type,padding; + } stbtt_vertex; +#endif + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index); +// returns non-zero if nothing is drawn for this glyph + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices); +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices); +// returns # of vertices and fills *vertices with the pointer to them +// these are expressed in "unscaled" coordinates +// +// The shape is a series of contours. Each one starts with +// a STBTT_moveto, then consists of a series of mixed +// STBTT_lineto and STBTT_curveto segments. A lineto +// draws a line from previous endpoint to its x,y; a curveto +// draws a quadratic bezier from previous endpoint to +// its x,y, using cx,cy as the bezier control point. + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); +// frees the data allocated above + +STBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl); +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg); +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg); +// fills svg with the character's SVG data. +// returns data size or 0 if SVG not found. + +////////////////////////////////////////////////////////////////////////////// +// +// BITMAP RENDERING +// + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata); +// frees the bitmap allocated below + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// allocates a large-enough single-channel 8bpp bitmap and renders the +// specified character/glyph at the specified scale into it, with +// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque). +// *width & *height are filled out with the width & height of the bitmap, +// which is stored left-to-right, top-to-bottom. +// +// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); +// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap +// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap +// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the +// width and height and positioning info for it first. + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint); +// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint); +// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering +// is performed (see stbtt_PackSetOversampling) + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +// get the bbox of the bitmap centered around the glyph origin; so the +// bitmap width is ix1-ix0, height is iy1-iy0, and location to place +// the bitmap top left is (leftSideBearing*scale,iy0). +// (Note that the bitmap uses y-increases-down, but the shape uses +// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.) + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); +// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel +// shift for the character + +// the following functions are equivalent to the above functions, but operate +// on glyph indices instead of Unicode codepoints (for efficiency) +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph); +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); + + +// @TODO: don't expose this structure +typedef struct +{ + int w,h,stride; + unsigned char *pixels; +} stbtt__bitmap; + +// rasterize a shape with quadratic beziers into a bitmap +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into + float flatness_in_pixels, // allowable error of curve in pixels + stbtt_vertex *vertices, // array of vertices defining shape + int num_verts, // number of vertices in above array + float scale_x, float scale_y, // scale applied to input vertices + float shift_x, float shift_y, // translation applied to input vertices + int x_off, int y_off, // another translation applied to input + int invert, // if non-zero, vertically flip shape + void *userdata); // context for to STBTT_MALLOC + +////////////////////////////////////////////////////////////////////////////// +// +// Signed Distance Function (or Field) rendering + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata); +// frees the SDF bitmap allocated below + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +// These functions compute a discretized SDF field for a single character, suitable for storing +// in a single-channel texture, sampling with bilinear filtering, and testing against +// larger than some threshold to produce scalable fonts. +// info -- the font +// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap +// glyph/codepoint -- the character to generate the SDF for +// padding -- extra "pixels" around the character which are filled with the distance to the character (not 0), +// which allows effects like bit outlines +// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character) +// pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale) +// if positive, > onedge_value is inside; if negative, < onedge_value is inside +// width,height -- output height & width of the SDF bitmap (including padding) +// xoff,yoff -- output origin of the character +// return value -- a 2D array of bytes 0..255, width*height in size +// +// pixel_dist_scale & onedge_value are a scale & bias that allows you to make +// optimal use of the limited 0..255 for your application, trading off precision +// and special effects. SDF values outside the range 0..255 are clamped to 0..255. +// +// Example: +// scale = stbtt_ScaleForPixelHeight(22) +// padding = 5 +// onedge_value = 180 +// pixel_dist_scale = 180/5.0 = 36.0 +// +// This will create an SDF bitmap in which the character is about 22 pixels +// high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled +// shape, sample the SDF at each pixel and fill the pixel if the SDF value +// is greater than or equal to 180/255. (You'll actually want to antialias, +// which is beyond the scope of this example.) Additionally, you can compute +// offset outlines (e.g. to stroke the character border inside & outside, +// or only outside). For example, to fill outside the character up to 3 SDF +// pixels, you would compare against (180-36.0*3)/255 = 72/255. The above +// choice of variables maps a range from 5 pixels outside the shape to +// 2 pixels inside the shape to 0..255; this is intended primarily for apply +// outside effects only (the interior range is needed to allow proper +// antialiasing of the font at *smaller* sizes) +// +// The function computes the SDF analytically at each SDF pixel, not by e.g. +// building a higher-res bitmap and approximating it. In theory the quality +// should be as high as possible for an SDF of this size & representation, but +// unclear if this is true in practice (perhaps building a higher-res bitmap +// and computing from that can allow drop-out prevention). +// +// The algorithm has not been optimized at all, so expect it to be slow +// if computing lots of characters or very large sizes. + + + +////////////////////////////////////////////////////////////////////////////// +// +// Finding the right font... +// +// You should really just solve this offline, keep your own tables +// of what font is what, and don't try to get it out of the .ttf file. +// That's because getting it out of the .ttf file is really hard, because +// the names in the file can appear in many possible encodings, in many +// possible languages, and e.g. if you need a case-insensitive comparison, +// the details of that depend on the encoding & language in a complex way +// (actually underspecified in truetype, but also gigantic). +// +// But you can use the provided functions in two possible ways: +// stbtt_FindMatchingFont() will use *case-sensitive* comparisons on +// unicode-encoded names to try to find the font you want; +// you can run this before calling stbtt_InitFont() +// +// stbtt_GetFontNameString() lets you get any of the various strings +// from the file yourself and do your own comparisons on them. +// You have to have called stbtt_InitFont() first. + + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags); +// returns the offset (not index) of the font that matches, or -1 if none +// if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold". +// if you use any other flag, use a font name like "Arial"; this checks +// the 'macStyle' header field; i don't know if fonts set this consistently +#define STBTT_MACSTYLE_DONTCARE 0 +#define STBTT_MACSTYLE_BOLD 1 +#define STBTT_MACSTYLE_ITALIC 2 +#define STBTT_MACSTYLE_UNDERSCORE 4 +#define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0 + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2); +// returns 1/0 whether the first string interpreted as utf8 is identical to +// the second string interpreted as big-endian utf16... useful for strings from next func + +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID); +// returns the string (which may be big-endian double byte, e.g. for unicode) +// and puts the length in bytes in *length. +// +// some of the values for the IDs are below; for more see the truetype spec: +// http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html +// http://www.microsoft.com/typography/otspec/name.htm + +enum { // platformID + STBTT_PLATFORM_ID_UNICODE =0, + STBTT_PLATFORM_ID_MAC =1, + STBTT_PLATFORM_ID_ISO =2, + STBTT_PLATFORM_ID_MICROSOFT =3 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_UNICODE + STBTT_UNICODE_EID_UNICODE_1_0 =0, + STBTT_UNICODE_EID_UNICODE_1_1 =1, + STBTT_UNICODE_EID_ISO_10646 =2, + STBTT_UNICODE_EID_UNICODE_2_0_BMP=3, + STBTT_UNICODE_EID_UNICODE_2_0_FULL=4 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT + STBTT_MS_EID_SYMBOL =0, + STBTT_MS_EID_UNICODE_BMP =1, + STBTT_MS_EID_SHIFTJIS =2, + STBTT_MS_EID_UNICODE_FULL =10 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes + STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4, + STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5, + STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6, + STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7 +}; + +enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID... + // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs + STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410, + STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411, + STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412, + STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419, + STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409, + STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D +}; + +enum { // languageID for STBTT_PLATFORM_ID_MAC + STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11, + STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23, + STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32, + STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 , + STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 , + STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33, + STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19 +}; + +#ifdef __cplusplus +} +#endif + +#endif // __STB_INCLUDE_STB_TRUETYPE_H__ + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// IMPLEMENTATION +//// +//// + +#ifdef STB_TRUETYPE_IMPLEMENTATION + +#ifndef STBTT_MAX_OVERSAMPLE +#define STBTT_MAX_OVERSAMPLE 8 +#endif + +#if STBTT_MAX_OVERSAMPLE > 255 +#error "STBTT_MAX_OVERSAMPLE cannot be > 255" +#endif + +typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1]; + +#ifndef STBTT_RASTERIZER_VERSION +#define STBTT_RASTERIZER_VERSION 2 +#endif + +#ifdef _MSC_VER +#define STBTT__NOTUSED(v) (void)(v) +#else +#define STBTT__NOTUSED(v) (void)sizeof(v) +#endif + +////////////////////////////////////////////////////////////////////////// +// +// stbtt__buf helpers to parse data from file +// + +static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor++]; +} + +static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor]; +} + +static void stbtt__buf_seek(stbtt__buf *b, int o) +{ + STBTT_assert(!(o > b->size || o < 0)); + b->cursor = (o > b->size || o < 0) ? b->size : o; +} + +static void stbtt__buf_skip(stbtt__buf *b, int o) +{ + stbtt__buf_seek(b, b->cursor + o); +} + +static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n) +{ + stbtt_uint32 v = 0; + int i; + STBTT_assert(n >= 1 && n <= 4); + for (i = 0; i < n; i++) + v = (v << 8) | stbtt__buf_get8(b); + return v; +} + +static stbtt__buf stbtt__new_buf(const void *p, size_t size) +{ + stbtt__buf r; + STBTT_assert(size < 0x40000000); + r.data = (stbtt_uint8*) p; + r.size = (int) size; + r.cursor = 0; + return r; +} + +#define stbtt__buf_get16(b) stbtt__buf_get((b), 2) +#define stbtt__buf_get32(b) stbtt__buf_get((b), 4) + +static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s) +{ + stbtt__buf r = stbtt__new_buf(NULL, 0); + if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r; + r.data = b->data + o; + r.size = s; + return r; +} + +static stbtt__buf stbtt__cff_get_index(stbtt__buf *b) +{ + int count, start, offsize; + start = b->cursor; + count = stbtt__buf_get16(b); + if (count) { + offsize = stbtt__buf_get8(b); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(b, offsize * count); + stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1); + } + return stbtt__buf_range(b, start, b->cursor - start); +} + +static stbtt_uint32 stbtt__cff_int(stbtt__buf *b) +{ + int b0 = stbtt__buf_get8(b); + if (b0 >= 32 && b0 <= 246) return b0 - 139; + else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108; + else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108; + else if (b0 == 28) return stbtt__buf_get16(b); + else if (b0 == 29) return stbtt__buf_get32(b); + STBTT_assert(0); + return 0; +} + +static void stbtt__cff_skip_operand(stbtt__buf *b) { + int v, b0 = stbtt__buf_peek8(b); + STBTT_assert(b0 >= 28); + if (b0 == 30) { + stbtt__buf_skip(b, 1); + while (b->cursor < b->size) { + v = stbtt__buf_get8(b); + if ((v & 0xF) == 0xF || (v >> 4) == 0xF) + break; + } + } else { + stbtt__cff_int(b); + } +} + +static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key) +{ + stbtt__buf_seek(b, 0); + while (b->cursor < b->size) { + int start = b->cursor, end, op; + while (stbtt__buf_peek8(b) >= 28) + stbtt__cff_skip_operand(b); + end = b->cursor; + op = stbtt__buf_get8(b); + if (op == 12) op = stbtt__buf_get8(b) | 0x100; + if (op == key) return stbtt__buf_range(b, start, end-start); + } + return stbtt__buf_range(b, 0, 0); +} + +static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out) +{ + int i; + stbtt__buf operands = stbtt__dict_get(b, key); + for (i = 0; i < outcount && operands.cursor < operands.size; i++) + out[i] = stbtt__cff_int(&operands); +} + +static int stbtt__cff_index_count(stbtt__buf *b) +{ + stbtt__buf_seek(b, 0); + return stbtt__buf_get16(b); +} + +static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i) +{ + int count, offsize, start, end; + stbtt__buf_seek(&b, 0); + count = stbtt__buf_get16(&b); + offsize = stbtt__buf_get8(&b); + STBTT_assert(i >= 0 && i < count); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(&b, i*offsize); + start = stbtt__buf_get(&b, offsize); + end = stbtt__buf_get(&b, offsize); + return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start); +} + +////////////////////////////////////////////////////////////////////////// +// +// accessors to parse data from file +// + +// on platforms that don't allow misaligned reads, if we want to allow +// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE + +#define ttBYTE(p) (* (stbtt_uint8 *) (p)) +#define ttCHAR(p) (* (stbtt_int8 *) (p)) +#define ttFixed(p) ttLONG(p) + +static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_int16 ttSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_uint32 ttULONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } +static stbtt_int32 ttLONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } + +#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3)) +#define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3]) + +static int stbtt__isfont(stbtt_uint8 *font) +{ + // check the version number + if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1 + if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this! + if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF + if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0 + if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts + return 0; +} + +// @OPTIMIZE: binary search +static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag) +{ + stbtt_int32 num_tables = ttUSHORT(data+fontstart+4); + stbtt_uint32 tabledir = fontstart + 12; + stbtt_int32 i; + for (i=0; i < num_tables; ++i) { + stbtt_uint32 loc = tabledir + 16*i; + if (stbtt_tag(data+loc+0, tag)) + return ttULONG(data+loc+8); + } + return 0; +} + +static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index) +{ + // if it's just a font, there's only one valid index + if (stbtt__isfont(font_collection)) + return index == 0 ? 0 : -1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + stbtt_int32 n = ttLONG(font_collection+8); + if (index >= n) + return -1; + return ttULONG(font_collection+12+index*4); + } + } + return -1; +} + +static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection) +{ + // if it's just a font, there's only one valid font + if (stbtt__isfont(font_collection)) + return 1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + return ttLONG(font_collection+8); + } + } + return 0; +} + +static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) +{ + stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 }; + stbtt__buf pdict; + stbtt__dict_get_ints(&fontdict, 18, 2, private_loc); + if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0); + pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]); + stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff); + if (!subrsoff) return stbtt__new_buf(NULL, 0); + stbtt__buf_seek(&cff, private_loc[1]+subrsoff); + return stbtt__cff_get_index(&cff); +} + +// since most people won't use this, find this table the first time it's needed +static int stbtt__get_svg(stbtt_fontinfo *info) +{ + stbtt_uint32 t; + if (info->svg < 0) { + t = stbtt__find_table(info->data, info->fontstart, "SVG "); + if (t) { + stbtt_uint32 offset = ttULONG(info->data + t + 2); + info->svg = t + offset; + } else { + info->svg = 0; + } + } + return info->svg; +} + +static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) +{ + stbtt_uint32 cmap, t; + stbtt_int32 i,numTables; + + info->data = data; + info->fontstart = fontstart; + info->cff = stbtt__new_buf(NULL, 0); + + cmap = stbtt__find_table(data, fontstart, "cmap"); // required + info->loca = stbtt__find_table(data, fontstart, "loca"); // required + info->head = stbtt__find_table(data, fontstart, "head"); // required + info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required + info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required + info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required + info->kern = stbtt__find_table(data, fontstart, "kern"); // not required + info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required + + if (!cmap || !info->head || !info->hhea || !info->hmtx) + return 0; + if (info->glyf) { + // required for truetype + if (!info->loca) return 0; + } else { + // initialization for CFF / Type2 fonts (OTF) + stbtt__buf b, topdict, topdictidx; + stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0; + stbtt_uint32 cff; + + cff = stbtt__find_table(data, fontstart, "CFF "); + if (!cff) return 0; + + info->fontdicts = stbtt__new_buf(NULL, 0); + info->fdselect = stbtt__new_buf(NULL, 0); + + // @TODO this should use size from table (not 512MB) + info->cff = stbtt__new_buf(data+cff, 512*1024*1024); + b = info->cff; + + // read the header + stbtt__buf_skip(&b, 2); + stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize + + // @TODO the name INDEX could list multiple fonts, + // but we just use the first one. + stbtt__cff_get_index(&b); // name INDEX + topdictidx = stbtt__cff_get_index(&b); + topdict = stbtt__cff_index_get(topdictidx, 0); + stbtt__cff_get_index(&b); // string INDEX + info->gsubrs = stbtt__cff_get_index(&b); + + stbtt__dict_get_ints(&topdict, 17, 1, &charstrings); + stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype); + stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff); + stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff); + info->subrs = stbtt__get_subrs(b, topdict); + + // we only support Type 2 charstrings + if (cstype != 2) return 0; + if (charstrings == 0) return 0; + + if (fdarrayoff) { + // looks like a CID font + if (!fdselectoff) return 0; + stbtt__buf_seek(&b, fdarrayoff); + info->fontdicts = stbtt__cff_get_index(&b); + info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff); + } + + stbtt__buf_seek(&b, charstrings); + info->charstrings = stbtt__cff_get_index(&b); + } + + t = stbtt__find_table(data, fontstart, "maxp"); + if (t) + info->numGlyphs = ttUSHORT(data+t+4); + else + info->numGlyphs = 0xffff; + + info->svg = -1; + + // find a cmap encoding table we understand *now* to avoid searching + // later. (todo: could make this installable) + // the same regardless of glyph. + numTables = ttUSHORT(data + cmap + 2); + info->index_map = 0; + for (i=0; i < numTables; ++i) { + stbtt_uint32 encoding_record = cmap + 4 + 8 * i; + // find an encoding we understand: + switch(ttUSHORT(data+encoding_record)) { + case STBTT_PLATFORM_ID_MICROSOFT: + switch (ttUSHORT(data+encoding_record+2)) { + case STBTT_MS_EID_UNICODE_BMP: + case STBTT_MS_EID_UNICODE_FULL: + // MS/Unicode + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + break; + case STBTT_PLATFORM_ID_UNICODE: + // Mac/iOS has these + // all the encodingIDs are unicode, so we don't bother to check it + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + } + if (info->index_map == 0) + return 0; + + info->indexToLocFormat = ttUSHORT(data+info->head + 50); + return 1; +} + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint) +{ + stbtt_uint8 *data = info->data; + stbtt_uint32 index_map = info->index_map; + + stbtt_uint16 format = ttUSHORT(data + index_map + 0); + if (format == 0) { // apple byte encoding + stbtt_int32 bytes = ttUSHORT(data + index_map + 2); + if (unicode_codepoint < bytes-6) + return ttBYTE(data + index_map + 6 + unicode_codepoint); + return 0; + } else if (format == 6) { + stbtt_uint32 first = ttUSHORT(data + index_map + 6); + stbtt_uint32 count = ttUSHORT(data + index_map + 8); + if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count) + return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2); + return 0; + } else if (format == 2) { + STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean + return 0; + } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges + stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1; + stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1; + stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10); + stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1; + + // do a binary search of the segments + stbtt_uint32 endCount = index_map + 14; + stbtt_uint32 search = endCount; + + if (unicode_codepoint > 0xffff) + return 0; + + // they lie from endCount .. endCount + segCount + // but searchRange is the nearest power of two, so... + if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2)) + search += rangeShift*2; + + // now decrement to bias correctly to find smallest + search -= 2; + while (entrySelector) { + stbtt_uint16 end; + searchRange >>= 1; + end = ttUSHORT(data + search + searchRange*2); + if (unicode_codepoint > end) + search += searchRange*2; + --entrySelector; + } + search += 2; + + { + stbtt_uint16 offset, start, last; + stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); + + start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); + last = ttUSHORT(data + endCount + 2*item); + if (unicode_codepoint < start || unicode_codepoint > last) + return 0; + + offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); + if (offset == 0) + return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item)); + + return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item); + } + } else if (format == 12 || format == 13) { + stbtt_uint32 ngroups = ttULONG(data+index_map+12); + stbtt_int32 low,high; + low = 0; high = (stbtt_int32)ngroups; + // Binary search the right group. + while (low < high) { + stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high + stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12); + stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4); + if ((stbtt_uint32) unicode_codepoint < start_char) + high = mid; + else if ((stbtt_uint32) unicode_codepoint > end_char) + low = mid+1; + else { + stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8); + if (format == 12) + return start_glyph + unicode_codepoint-start_char; + else // format == 13 + return start_glyph; + } + } + return 0; // not found + } + // @TODO + STBTT_assert(0); + return 0; +} + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices) +{ + return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices); +} + +static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy) +{ + v->type = type; + v->x = (stbtt_int16) x; + v->y = (stbtt_int16) y; + v->cx = (stbtt_int16) cx; + v->cy = (stbtt_int16) cy; +} + +static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index) +{ + int g1,g2; + + STBTT_assert(!info->cff.size); + + if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range + if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format + + if (info->indexToLocFormat == 0) { + g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; + g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; + } else { + g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4); + g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4); + } + + return g1==g2 ? -1 : g1; // if length is 0, return -1 +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); + +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + if (info->cff.size) { + stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1); + } else { + int g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 0; + + if (x0) *x0 = ttSHORT(info->data + g + 2); + if (y0) *y0 = ttSHORT(info->data + g + 4); + if (x1) *x1 = ttSHORT(info->data + g + 6); + if (y1) *y1 = ttSHORT(info->data + g + 8); + } + return 1; +} + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1) +{ + return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1); +} + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt_int16 numberOfContours; + int g; + if (info->cff.size) + return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0; + g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 1; + numberOfContours = ttSHORT(info->data + g); + return numberOfContours == 0; +} + +static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off, + stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy) +{ + if (start_off) { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy); + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy); + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0); + } + return num_vertices; +} + +static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + stbtt_int16 numberOfContours; + stbtt_uint8 *endPtsOfContours; + stbtt_uint8 *data = info->data; + stbtt_vertex *vertices=0; + int num_vertices=0; + int g = stbtt__GetGlyfOffset(info, glyph_index); + + *pvertices = NULL; + + if (g < 0) return 0; + + numberOfContours = ttSHORT(data + g); + + if (numberOfContours > 0) { + stbtt_uint8 flags=0,flagcount; + stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0; + stbtt_int32 x,y,cx,cy,sx,sy, scx,scy; + stbtt_uint8 *points; + endPtsOfContours = (data + g + 10); + ins = ttUSHORT(data + g + 10 + numberOfContours * 2); + points = data + g + 10 + numberOfContours * 2 + 2 + ins; + + n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2); + + m = n + 2*numberOfContours; // a loose bound on how many vertices we might need + vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata); + if (vertices == 0) + return 0; + + next_move = 0; + flagcount=0; + + // in first pass, we load uninterpreted data into the allocated array + // above, shifted to the end of the array so we won't overwrite it when + // we create our final data starting from the front + + off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated + + // first load flags + + for (i=0; i < n; ++i) { + if (flagcount == 0) { + flags = *points++; + if (flags & 8) + flagcount = *points++; + } else + --flagcount; + vertices[off+i].type = flags; + } + + // now load x coordinates + x=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 2) { + stbtt_int16 dx = *points++; + x += (flags & 16) ? dx : -dx; // ??? + } else { + if (!(flags & 16)) { + x = x + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].x = (stbtt_int16) x; + } + + // now load y coordinates + y=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 4) { + stbtt_int16 dy = *points++; + y += (flags & 32) ? dy : -dy; // ??? + } else { + if (!(flags & 32)) { + y = y + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].y = (stbtt_int16) y; + } + + // now convert them to our format + num_vertices=0; + sx = sy = cx = cy = scx = scy = 0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + x = (stbtt_int16) vertices[off+i].x; + y = (stbtt_int16) vertices[off+i].y; + + if (next_move == i) { + if (i != 0) + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + + // now start the new one + start_off = !(flags & 1); + if (start_off) { + // if we start off with an off-curve point, then when we need to find a point on the curve + // where we can start, and we need to save some state for when we wraparound. + scx = x; + scy = y; + if (!(vertices[off+i+1].type & 1)) { + // next point is also a curve point, so interpolate an on-point curve + sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1; + sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1; + } else { + // otherwise just use the next point as our start point + sx = (stbtt_int32) vertices[off+i+1].x; + sy = (stbtt_int32) vertices[off+i+1].y; + ++i; // we're using point i+1 as the starting point, so skip it + } + } else { + sx = x; + sy = y; + } + stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0); + was_off = 0; + next_move = 1 + ttUSHORT(endPtsOfContours+j*2); + ++j; + } else { + if (!(flags & 1)) { // if it's a curve + if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy); + cx = x; + cy = y; + was_off = 1; + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0); + was_off = 0; + } + } + } + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + } else if (numberOfContours < 0) { + // Compound shapes. + int more = 1; + stbtt_uint8 *comp = data + g + 10; + num_vertices = 0; + vertices = 0; + while (more) { + stbtt_uint16 flags, gidx; + int comp_num_verts = 0, i; + stbtt_vertex *comp_verts = 0, *tmp = 0; + float mtx[6] = {1,0,0,1,0,0}, m, n; + + flags = ttSHORT(comp); comp+=2; + gidx = ttSHORT(comp); comp+=2; + + if (flags & 2) { // XY values + if (flags & 1) { // shorts + mtx[4] = ttSHORT(comp); comp+=2; + mtx[5] = ttSHORT(comp); comp+=2; + } else { + mtx[4] = ttCHAR(comp); comp+=1; + mtx[5] = ttCHAR(comp); comp+=1; + } + } + else { + // @TODO handle matching point + STBTT_assert(0); + } + if (flags & (1<<3)) { // WE_HAVE_A_SCALE + mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } + + // Find transformation scales. + m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); + n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); + + // Get indexed glyph. + comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts); + if (comp_num_verts > 0) { + // Transform vertices. + for (i = 0; i < comp_num_verts; ++i) { + stbtt_vertex* v = &comp_verts[i]; + stbtt_vertex_type x,y; + x=v->x; y=v->y; + v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + x=v->cx; y=v->cy; + v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + } + // Append vertices. + tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata); + if (!tmp) { + if (vertices) STBTT_free(vertices, info->userdata); + if (comp_verts) STBTT_free(comp_verts, info->userdata); + return 0; + } + if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); + STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); + if (vertices) STBTT_free(vertices, info->userdata); + vertices = tmp; + STBTT_free(comp_verts, info->userdata); + num_vertices += comp_num_verts; + } + // More components ? + more = flags & (1<<5); + } + } else { + // numberOfCounters == 0, do nothing + } + + *pvertices = vertices; + return num_vertices; +} + +typedef struct +{ + int bounds; + int started; + float first_x, first_y; + float x, y; + stbtt_int32 min_x, max_x, min_y, max_y; + + stbtt_vertex *pvertices; + int num_vertices; +} stbtt__csctx; + +#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0} + +static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y) +{ + if (x > c->max_x || !c->started) c->max_x = x; + if (y > c->max_y || !c->started) c->max_y = y; + if (x < c->min_x || !c->started) c->min_x = x; + if (y < c->min_y || !c->started) c->min_y = y; + c->started = 1; +} + +static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1) +{ + if (c->bounds) { + stbtt__track_vertex(c, x, y); + if (type == STBTT_vcubic) { + stbtt__track_vertex(c, cx, cy); + stbtt__track_vertex(c, cx1, cy1); + } + } else { + stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy); + c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1; + c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1; + } + c->num_vertices++; +} + +static void stbtt__csctx_close_shape(stbtt__csctx *ctx) +{ + if (ctx->first_x != ctx->x || ctx->first_y != ctx->y) + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy) +{ + stbtt__csctx_close_shape(ctx); + ctx->first_x = ctx->x = ctx->x + dx; + ctx->first_y = ctx->y = ctx->y + dy; + stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy) +{ + ctx->x += dx; + ctx->y += dy; + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3) +{ + float cx1 = ctx->x + dx1; + float cy1 = ctx->y + dy1; + float cx2 = cx1 + dx2; + float cy2 = cy1 + dy2; + ctx->x = cx2 + dx3; + ctx->y = cy2 + dy3; + stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2); +} + +static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n) +{ + int count = stbtt__cff_index_count(&idx); + int bias = 107; + if (count >= 33900) + bias = 32768; + else if (count >= 1240) + bias = 1131; + n += bias; + if (n < 0 || n >= count) + return stbtt__new_buf(NULL, 0); + return stbtt__cff_index_get(idx, n); +} + +static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt__buf fdselect = info->fdselect; + int nranges, start, end, v, fmt, fdselector = -1, i; + + stbtt__buf_seek(&fdselect, 0); + fmt = stbtt__buf_get8(&fdselect); + if (fmt == 0) { + // untested + stbtt__buf_skip(&fdselect, glyph_index); + fdselector = stbtt__buf_get8(&fdselect); + } else if (fmt == 3) { + nranges = stbtt__buf_get16(&fdselect); + start = stbtt__buf_get16(&fdselect); + for (i = 0; i < nranges; i++) { + v = stbtt__buf_get8(&fdselect); + end = stbtt__buf_get16(&fdselect); + if (glyph_index >= start && glyph_index < end) { + fdselector = v; + break; + } + start = end; + } + } + if (fdselector == -1) stbtt__new_buf(NULL, 0); + return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); +} + +static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c) +{ + int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0; + int has_subrs = 0, clear_stack; + float s[48]; + stbtt__buf subr_stack[10], subrs = info->subrs, b; + float f; + +#define STBTT__CSERR(s) (0) + + // this currently ignores the initial width value, which isn't needed if we have hmtx + b = stbtt__cff_index_get(info->charstrings, glyph_index); + while (b.cursor < b.size) { + i = 0; + clear_stack = 1; + b0 = stbtt__buf_get8(&b); + switch (b0) { + // @TODO implement hinting + case 0x13: // hintmask + case 0x14: // cntrmask + if (in_header) + maskbits += (sp / 2); // implicit "vstem" + in_header = 0; + stbtt__buf_skip(&b, (maskbits + 7) / 8); + break; + + case 0x01: // hstem + case 0x03: // vstem + case 0x12: // hstemhm + case 0x17: // vstemhm + maskbits += (sp / 2); + break; + + case 0x15: // rmoveto + in_header = 0; + if (sp < 2) return STBTT__CSERR("rmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]); + break; + case 0x04: // vmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("vmoveto stack"); + stbtt__csctx_rmove_to(c, 0, s[sp-1]); + break; + case 0x16: // hmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("hmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-1], 0); + break; + + case 0x05: // rlineto + if (sp < 2) return STBTT__CSERR("rlineto stack"); + for (; i + 1 < sp; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical + // starting from a different place. + + case 0x07: // vlineto + if (sp < 1) return STBTT__CSERR("vlineto stack"); + goto vlineto; + case 0x06: // hlineto + if (sp < 1) return STBTT__CSERR("hlineto stack"); + for (;;) { + if (i >= sp) break; + stbtt__csctx_rline_to(c, s[i], 0); + i++; + vlineto: + if (i >= sp) break; + stbtt__csctx_rline_to(c, 0, s[i]); + i++; + } + break; + + case 0x1F: // hvcurveto + if (sp < 4) return STBTT__CSERR("hvcurveto stack"); + goto hvcurveto; + case 0x1E: // vhcurveto + if (sp < 4) return STBTT__CSERR("vhcurveto stack"); + for (;;) { + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f); + i += 4; + hvcurveto: + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]); + i += 4; + } + break; + + case 0x08: // rrcurveto + if (sp < 6) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x18: // rcurveline + if (sp < 8) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp - 2; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack"); + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + case 0x19: // rlinecurve + if (sp < 8) return STBTT__CSERR("rlinecurve stack"); + for (; i + 1 < sp - 6; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack"); + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x1A: // vvcurveto + case 0x1B: // hhcurveto + if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack"); + f = 0.0; + if (sp & 1) { f = s[i]; i++; } + for (; i + 3 < sp; i += 4) { + if (b0 == 0x1B) + stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0); + else + stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]); + f = 0.0; + } + break; + + case 0x0A: // callsubr + if (!has_subrs) { + if (info->fdselect.size) + subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); + has_subrs = 1; + } + // FALLTHROUGH + case 0x1D: // callgsubr + if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); + v = (int) s[--sp]; + if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit"); + subr_stack[subr_stack_height++] = b; + b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v); + if (b.size == 0) return STBTT__CSERR("subr not found"); + b.cursor = 0; + clear_stack = 0; + break; + + case 0x0B: // return + if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr"); + b = subr_stack[--subr_stack_height]; + clear_stack = 0; + break; + + case 0x0E: // endchar + stbtt__csctx_close_shape(c); + return 1; + + case 0x0C: { // two-byte escape + float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6; + float dx, dy; + int b1 = stbtt__buf_get8(&b); + switch (b1) { + // @TODO These "flex" implementations ignore the flex-depth and resolution, + // and always draw beziers. + case 0x22: // hflex + if (sp < 7) return STBTT__CSERR("hflex stack"); + dx1 = s[0]; + dx2 = s[1]; + dy2 = s[2]; + dx3 = s[3]; + dx4 = s[4]; + dx5 = s[5]; + dx6 = s[6]; + stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0); + break; + + case 0x23: // flex + if (sp < 13) return STBTT__CSERR("flex stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = s[10]; + dy6 = s[11]; + //fd is s[12] + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + case 0x24: // hflex1 + if (sp < 9) return STBTT__CSERR("hflex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dx4 = s[5]; + dx5 = s[6]; + dy5 = s[7]; + dx6 = s[8]; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5)); + break; + + case 0x25: // flex1 + if (sp < 11) return STBTT__CSERR("flex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = dy6 = s[10]; + dx = dx1+dx2+dx3+dx4+dx5; + dy = dy1+dy2+dy3+dy4+dy5; + if (STBTT_fabs(dx) > STBTT_fabs(dy)) + dy6 = -dy; + else + dx6 = -dx; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + default: + return STBTT__CSERR("unimplemented"); + } + } break; + + default: + if (b0 != 255 && b0 != 28 && b0 < 32) + return STBTT__CSERR("reserved operator"); + + // push immediate + if (b0 == 255) { + f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; + } else { + stbtt__buf_skip(&b, -1); + f = (float)(stbtt_int16)stbtt__cff_int(&b); + } + if (sp >= 48) return STBTT__CSERR("push stack overflow"); + s[sp++] = f; + clear_stack = 0; + break; + } + if (clear_stack) sp = 0; + } + return STBTT__CSERR("no endchar"); + +#undef STBTT__CSERR +} + +static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + // runs the charstring twice, once to count and once to output (to avoid realloc) + stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1); + stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0); + if (stbtt__run_charstring(info, glyph_index, &count_ctx)) { + *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata); + output_ctx.pvertices = *pvertices; + if (stbtt__run_charstring(info, glyph_index, &output_ctx)) { + STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices); + return output_ctx.num_vertices; + } + } + *pvertices = NULL; + return 0; +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + stbtt__csctx c = STBTT__CSCTX_INIT(1); + int r = stbtt__run_charstring(info, glyph_index, &c); + if (x0) *x0 = r ? c.min_x : 0; + if (y0) *y0 = r ? c.min_y : 0; + if (x1) *x1 = r ? c.max_x : 0; + if (y1) *y1 = r ? c.max_y : 0; + return r ? c.num_vertices : 0; +} + +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + if (!info->cff.size) + return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices); + else + return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices); +} + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing) +{ + stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34); + if (glyph_index < numOfLongHorMetrics) { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2); + } else { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1)); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics)); + } +} + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info) +{ + stbtt_uint8 *data = info->data + info->kern; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + return ttUSHORT(data+10); +} + +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length) +{ + stbtt_uint8 *data = info->data + info->kern; + int k, length; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + length = ttUSHORT(data+10); + if (table_length < length) + length = table_length; + + for (k = 0; k < length; k++) + { + table[k].glyph1 = ttUSHORT(data+18+(k*6)); + table[k].glyph2 = ttUSHORT(data+20+(k*6)); + table[k].advance = ttSHORT(data+22+(k*6)); + } + + return length; +} + +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint8 *data = info->data + info->kern; + stbtt_uint32 needle, straw; + int l, r, m; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + l = 0; + r = ttUSHORT(data+10) - 1; + needle = glyph1 << 16 | glyph2; + while (l <= r) { + m = (l + r) >> 1; + straw = ttULONG(data+18+(m*6)); // note: unaligned read + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else + return ttSHORT(data+22+(m*6)); + } + return 0; +} + +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) +{ + stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); + switch (coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; + } + } + break; + } + + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; + + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; + } + } + break; + } + + default: return -1; // unsupported + } + + return -1; +} + +static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) +{ + stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); + switch (classDefFormat) + { + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; + + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + break; + } + + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; + + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } + break; + } + + default: + return -1; // Unsupported definition type, return an error. + } + + // "All glyphs not assigned to a class fall into class 0". (OpenType spec) + return 0; +} + +// Define to STBTT_assert(x) if you want to break on unimplemented formats. +#define STBTT_GPOS_TODO_assert(x) + +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint16 lookupListOffset; + stbtt_uint8 *lookupList; + stbtt_uint16 lookupCount; + stbtt_uint8 *data; + stbtt_int32 i, sti; + + if (!info->gpos) return 0; + + data = info->data + info->gpos; + + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 + + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); + + for (i=0; i= pairSetCount) return 0; + + needle=glyph2; + r=pairValueCount-1; + l=0; + + // Binary search. + while (l <= r) { + stbtt_uint16 secondGlyph; + stbtt_uint8 *pairValue; + m = (l + r) >> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } else + return 0; + break; + } + + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats? + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + stbtt_uint8 *class1Records, *class2Records; + stbtt_int16 xAdvance; + + if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed + if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed + + class1Records = table + 16; + class2Records = class1Records + 2 * (glyph1class * class2Count); + xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } else + return 0; + break; + } + + default: + return 0; // Unsupported position format + } + } + } + + return 0; +} + +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) +{ + int xAdvance = 0; + + if (info->gpos) + xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); + else if (info->kern) + xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); + + return xAdvance; +} + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2) +{ + if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs + return 0; + return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2)); +} + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing) +{ + stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing); +} + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap) +{ + if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4); + if (descent) *descent = ttSHORT(info->data+info->hhea + 6); + if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8); +} + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap) +{ + int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); + if (!tab) + return 0; + if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68); + if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70); + if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72); + return 1; +} + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1) +{ + *x0 = ttSHORT(info->data + info->head + 36); + *y0 = ttSHORT(info->data + info->head + 38); + *x1 = ttSHORT(info->data + info->head + 40); + *y1 = ttSHORT(info->data + info->head + 42); +} + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height) +{ + int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6); + return (float) height / fheight; +} + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels) +{ + int unitsPerEm = ttUSHORT(info->data + info->head + 18); + return pixels / unitsPerEm; +} + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) +{ + STBTT_free(v, info->userdata); +} + +STBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl) +{ + int i; + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info); + + int numEntries = ttUSHORT(svg_doc_list); + stbtt_uint8 *svg_docs = svg_doc_list + 2; + + for(i=0; i= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2))) + return svg_doc; + } + return 0; +} + +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg) +{ + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc; + + if (info->svg == 0) + return 0; + + svg_doc = stbtt_FindSVGDoc(info, gl); + if (svg_doc != NULL) { + *svg = (char *) data + info->svg + ttULONG(svg_doc + 4); + return ttULONG(svg_doc + 8); + } else { + return 0; + } +} + +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg) +{ + return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg); +} + +////////////////////////////////////////////////////////////////////////////// +// +// antialiasing software rasterizer +// + +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning + if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) { + // e.g. space character + if (ix0) *ix0 = 0; + if (iy0) *iy0 = 0; + if (ix1) *ix1 = 0; + if (iy1) *iy1 = 0; + } else { + // move to integral bboxes (treating pixels as little squares, what pixels get touched)? + if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x); + if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y); + if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x); + if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y); + } +} + +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1); +} + +////////////////////////////////////////////////////////////////////////////// +// +// Rasterizer + +typedef struct stbtt__hheap_chunk +{ + struct stbtt__hheap_chunk *next; +} stbtt__hheap_chunk; + +typedef struct stbtt__hheap +{ + struct stbtt__hheap_chunk *head; + void *first_free; + int num_remaining_in_head_chunk; +} stbtt__hheap; + +static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata) +{ + if (hh->first_free) { + void *p = hh->first_free; + hh->first_free = * (void **) p; + return p; + } else { + if (hh->num_remaining_in_head_chunk == 0) { + int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); + stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata); + if (c == NULL) + return NULL; + c->next = hh->head; + hh->head = c; + hh->num_remaining_in_head_chunk = count; + } + --hh->num_remaining_in_head_chunk; + return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; + } +} + +static void stbtt__hheap_free(stbtt__hheap *hh, void *p) +{ + *(void **) p = hh->first_free; + hh->first_free = p; +} + +static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata) +{ + stbtt__hheap_chunk *c = hh->head; + while (c) { + stbtt__hheap_chunk *n = c->next; + STBTT_free(c, userdata); + c = n; + } +} + +typedef struct stbtt__edge { + float x0,y0, x1,y1; + int invert; +} stbtt__edge; + + +typedef struct stbtt__active_edge +{ + struct stbtt__active_edge *next; + #if STBTT_RASTERIZER_VERSION==1 + int x,dx; + float ey; + int direction; + #elif STBTT_RASTERIZER_VERSION==2 + float fx,fdx,fdy; + float direction; + float sy; + float ey; + #else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" + #endif +} stbtt__active_edge; + +#if STBTT_RASTERIZER_VERSION == 1 +#define STBTT_FIXSHIFT 10 +#define STBTT_FIX (1 << STBTT_FIXSHIFT) +#define STBTT_FIXMASK (STBTT_FIX-1) + +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + if (!z) return z; + + // round dx down to avoid overshooting + if (dxdy < 0) + z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); + else + z->dx = STBTT_ifloor(STBTT_FIX * dxdy); + + z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount + z->x -= off_x * STBTT_FIX; + + z->ey = e->y1; + z->next = 0; + z->direction = e->invert ? 1 : -1; + return z; +} +#elif STBTT_RASTERIZER_VERSION == 2 +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + //STBTT_assert(e->y0 <= start_point); + if (!z) return z; + z->fdx = dxdy; + z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f; + z->fx = e->x0 + dxdy * (start_point - e->y0); + z->fx -= off_x; + z->direction = e->invert ? 1.0f : -1.0f; + z->sy = e->y0; + z->ey = e->y1; + z->next = 0; + return z; +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#if STBTT_RASTERIZER_VERSION == 1 +// note: this routine clips fills that extend off the edges... ideally this +// wouldn't happen, but it could happen if the truetype glyph bounding boxes +// are wrong, or if the user supplies a too-small bitmap +static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight) +{ + // non-zero winding fill + int x0=0, w=0; + + while (e) { + if (w == 0) { + // if we're currently at zero, we need to record the edge start point + x0 = e->x; w += e->direction; + } else { + int x1 = e->x; w += e->direction; + // if we went to zero, we need to draw + if (w == 0) { + int i = x0 >> STBTT_FIXSHIFT; + int j = x1 >> STBTT_FIXSHIFT; + + if (i < len && j >= 0) { + if (i == j) { + // x0,x1 are the same pixel, so compute combined coverage + scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT); + } else { + if (i >= 0) // add antialiasing for x0 + scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT); + else + i = -1; // clip + + if (j < len) // add antialiasing for x1 + scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT); + else + j = len; // clip + + for (++i; i < j; ++i) // fill pixels between x0 and x1 + scanline[i] = scanline[i] + (stbtt_uint8) max_weight; + } + } + } + } + + e = e->next; + } +} + +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0; + int max_weight = (255 / vsubsample); // weight per vertical scanline + int s; // vertical subsample index + unsigned char scanline_data[512], *scanline; + + if (result->w > 512) + scanline = (unsigned char *) STBTT_malloc(result->w, userdata); + else + scanline = scanline_data; + + y = off_y * vsubsample; + e[n].y0 = (off_y + result->h) * (float) vsubsample + 1; + + while (j < result->h) { + STBTT_memset(scanline, 0, result->w); + for (s=0; s < vsubsample; ++s) { + // find center of pixel for this scanline + float scan_y = y + 0.5f; + stbtt__active_edge **step = &active; + + // update all active edges; + // remove all active edges that terminate before the center of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + z->x += z->dx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + } + + // resort the list if needed + for(;;) { + int changed=0; + step = &active; + while (*step && (*step)->next) { + if ((*step)->x > (*step)->next->x) { + stbtt__active_edge *t = *step; + stbtt__active_edge *q = t->next; + + t->next = q->next; + q->next = t; + *step = q; + changed = 1; + } + step = &(*step)->next; + } + if (!changed) break; + } + + // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline + while (e->y0 <= scan_y) { + if (e->y1 > scan_y) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata); + if (z != NULL) { + // find insertion point + if (active == NULL) + active = z; + else if (z->x < active->x) { + // insert at front + z->next = active; + active = z; + } else { + // find thing to insert AFTER + stbtt__active_edge *p = active; + while (p->next && p->next->x < z->x) + p = p->next; + // at this point, p->next->x is NOT < z->x + z->next = p->next; + p->next = z; + } + } + } + ++e; + } + + // now process all active edges in XOR fashion + if (active) + stbtt__fill_active_edges(scanline, result->w, active, max_weight); + + ++y; + } + STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w); + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} + +#elif STBTT_RASTERIZER_VERSION == 2 + +// the edge passed in here does not cross the vertical line at x or the vertical line at x+1 +// (i.e. it has already been clipped to those) +static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1) +{ + if (y0 == y1) return; + STBTT_assert(y0 < y1); + STBTT_assert(e->sy <= e->ey); + if (y0 > e->ey) return; + if (y1 < e->sy) return; + if (y0 < e->sy) { + x0 += (x1-x0) * (e->sy - y0) / (y1-y0); + y0 = e->sy; + } + if (y1 > e->ey) { + x1 += (x1-x0) * (e->ey - y1) / (y1-y0); + y1 = e->ey; + } + + if (x0 == x) + STBTT_assert(x1 <= x+1); + else if (x0 == x+1) + STBTT_assert(x1 >= x); + else if (x0 <= x) + STBTT_assert(x1 <= x); + else if (x0 >= x+1) + STBTT_assert(x1 >= x+1); + else + STBTT_assert(x1 >= x && x1 <= x+1); + + if (x0 <= x && x1 <= x) + scanline[x] += e->direction * (y1-y0); + else if (x0 >= x+1 && x1 >= x+1) + ; + else { + STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1); + scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position + } +} + +static float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width) +{ + STBTT_assert(top_width >= 0); + STBTT_assert(bottom_width >= 0); + return (top_width + bottom_width) / 2.0f * height; +} + +static float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1) +{ + return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0); +} + +static float stbtt__sized_triangle_area(float height, float width) +{ + return height * width / 2; +} + +static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) +{ + float y_bottom = y_top+1; + + while (e) { + // brute force every pixel + + // compute intersection points with top & bottom + STBTT_assert(e->ey >= y_top); + + if (e->fdx == 0) { + float x0 = e->fx; + if (x0 < len) { + if (x0 >= 0) { + stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom); + stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom); + } else { + stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom); + } + } + } else { + float x0 = e->fx; + float dx = e->fdx; + float xb = x0 + dx; + float x_top, x_bottom; + float sy0,sy1; + float dy = e->fdy; + STBTT_assert(e->sy <= y_bottom && e->ey >= y_top); + + // compute endpoints of line segment clipped to this scanline (if the + // line segment starts on this scanline. x0 is the intersection of the + // line with y_top, but that may be off the line segment. + if (e->sy > y_top) { + x_top = x0 + dx * (e->sy - y_top); + sy0 = e->sy; + } else { + x_top = x0; + sy0 = y_top; + } + if (e->ey < y_bottom) { + x_bottom = x0 + dx * (e->ey - y_top); + sy1 = e->ey; + } else { + x_bottom = xb; + sy1 = y_bottom; + } + + if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) { + // from here on, we don't have to range check x values + + if ((int) x_top == (int) x_bottom) { + float height; + // simple case, only spans one pixel + int x = (int) x_top; + height = (sy1 - sy0) * e->direction; + STBTT_assert(x >= 0 && x < len); + scanline[x] += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f); + scanline_fill[x] += height; // everything right of this pixel is filled + } else { + int x,x1,x2; + float y_crossing, y_final, step, sign, area; + // covers 2+ pixels + if (x_top > x_bottom) { + // flip scanline vertically; signed area is the same + float t; + sy0 = y_bottom - (sy0 - y_top); + sy1 = y_bottom - (sy1 - y_top); + t = sy0, sy0 = sy1, sy1 = t; + t = x_bottom, x_bottom = x_top, x_top = t; + dx = -dx; + dy = -dy; + t = x0, x0 = xb, xb = t; + } + STBTT_assert(dy >= 0); + STBTT_assert(dx >= 0); + + x1 = (int) x_top; + x2 = (int) x_bottom; + // compute intersection with y axis at x1+1 + y_crossing = y_top + dy * (x1+1 - x0); + + // compute intersection with y axis at x2 + y_final = y_top + dy * (x2 - x0); + + // x1 x_top x2 x_bottom + // y_top +------|-----+------------+------------+--------|---+------------+ + // | | | | | | + // | | | | | | + // sy0 | Txxxxx|............|............|............|............| + // y_crossing | *xxxxx.......|............|............|............| + // | | xxxxx..|............|............|............| + // | | /- xx*xxxx........|............|............| + // | | dy < | xxxxxx..|............|............| + // y_final | | \- | xx*xxx.........|............| + // sy1 | | | | xxxxxB...|............| + // | | | | | | + // | | | | | | + // y_bottom +------------+------------+------------+------------+------------+ + // + // goal is to measure the area covered by '.' in each pixel + + // if x2 is right at the right edge of x1, y_crossing can blow up, github #1057 + // @TODO: maybe test against sy1 rather than y_bottom? + if (y_crossing > y_bottom) + y_crossing = y_bottom; + + sign = e->direction; + + // area of the rectangle covered from sy0..y_crossing + area = sign * (y_crossing-sy0); + + // area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing) + scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top); + + // check if final y_crossing is blown up; no test case for this + if (y_final > y_bottom) { + int denom = (x2 - (x1+1)); + y_final = y_bottom; + if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316) + dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom + } + } + + // in second pixel, area covered by line segment found in first pixel + // is always a rectangle 1 wide * the height of that line segment; this + // is exactly what the variable 'area' stores. it also gets a contribution + // from the line segment within it. the THIRD pixel will get the first + // pixel's rectangle contribution, the second pixel's rectangle contribution, + // and its own contribution. the 'own contribution' is the same in every pixel except + // the leftmost and rightmost, a trapezoid that slides down in each pixel. + // the second pixel's contribution to the third pixel will be the + // rectangle 1 wide times the height change in the second pixel, which is dy. + + step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x, + // which multiplied by 1-pixel-width is how much pixel area changes for each step in x + // so the area advances by 'step' every time + + for (x = x1+1; x < x2; ++x) { + scanline[x] += area + step/2; // area of trapezoid is 1*step/2 + area += step; + } + STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down + STBTT_assert(sy1 > y_final-0.01f); + + // area covered in the last pixel is the rectangle from all the pixels to the left, + // plus the trapezoid filled by the line segment in this pixel all the way to the right edge + scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f); + + // the rest of the line is filled based on the total height of the line segment in this pixel + scanline_fill[x2] += sign * (sy1-sy0); + } + } else { + // if edge goes outside of box we're drawing, we require + // clipping logic. since this does not match the intended use + // of this library, we use a different, very slow brute + // force implementation + // note though that this does happen some of the time because + // x_top and x_bottom can be extrapolated at the top & bottom of + // the shape and actually lie outside the bounding box + int x; + for (x=0; x < len; ++x) { + // cases: + // + // there can be up to two intersections with the pixel. any intersection + // with left or right edges can be handled by splitting into two (or three) + // regions. intersections with top & bottom do not necessitate case-wise logic. + // + // the old way of doing this found the intersections with the left & right edges, + // then used some simple logic to produce up to three segments in sorted order + // from top-to-bottom. however, this had a problem: if an x edge was epsilon + // across the x border, then the corresponding y position might not be distinct + // from the other y segment, and it might ignored as an empty segment. to avoid + // that, we need to explicitly produce segments based on x positions. + + // rename variables to clearly-defined pairs + float y0 = y_top; + float x1 = (float) (x); + float x2 = (float) (x+1); + float x3 = xb; + float y3 = y_bottom; + + // x = e->x + e->dx * (y-y_top) + // (y-y_top) = (x - e->x) / e->dx + // y = (x - e->x) / e->dx + y_top + float y1 = (x - x0) / dx + y_top; + float y2 = (x+1 - x0) / dx + y_top; + + if (x0 < x1 && x3 > x2) { // three segments descending down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x1 && x0 > x2) { // three segments descending down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x1 && x3 > x1) { // two segments across x, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x3 < x1 && x0 > x1) { // two segments across x, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else { // one segment + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3); + } + } + } + } + e = e->next; + } +} + +// directly AA rasterize edges w/o supersampling +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0, i; + float scanline_data[129], *scanline, *scanline2; + + STBTT__NOTUSED(vsubsample); + + if (result->w > 64) + scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata); + else + scanline = scanline_data; + + scanline2 = scanline + result->w; + + y = off_y; + e[n].y0 = (float) (off_y + result->h) + 1; + + while (j < result->h) { + // find center of pixel for this scanline + float scan_y_top = y + 0.0f; + float scan_y_bottom = y + 1.0f; + stbtt__active_edge **step = &active; + + STBTT_memset(scanline , 0, result->w*sizeof(scanline[0])); + STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0])); + + // update all active edges; + // remove all active edges that terminate before the top of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y_top) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + step = &((*step)->next); // advance through list + } + } + + // insert all edges that start before the bottom of this scanline + while (e->y0 <= scan_y_bottom) { + if (e->y0 != e->y1) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); + if (z != NULL) { + if (j == 0 && off_y != 0) { + if (z->ey < scan_y_top) { + // this can happen due to subpixel positioning and some kind of fp rounding error i think + z->ey = scan_y_top; + } + } + STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds + // insert at front + z->next = active; + active = z; + } + } + ++e; + } + + // now process all active edges + if (active) + stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top); + + { + float sum = 0; + for (i=0; i < result->w; ++i) { + float k; + int m; + sum += scanline2[i]; + k = scanline[i] + sum; + k = (float) STBTT_fabs(k)*255 + 0.5f; + m = (int) k; + if (m > 255) m = 255; + result->pixels[j*result->stride + i] = (unsigned char) m; + } + } + // advance all the edges + step = &active; + while (*step) { + stbtt__active_edge *z = *step; + z->fx += z->fdx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + + ++y; + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0) + +static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n) +{ + int i,j; + for (i=1; i < n; ++i) { + stbtt__edge t = p[i], *a = &t; + j = i; + while (j > 0) { + stbtt__edge *b = &p[j-1]; + int c = STBTT__COMPARE(a,b); + if (!c) break; + p[j] = p[j-1]; + --j; + } + if (i != j) + p[j] = t; + } +} + +static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n) +{ + /* threshold for transitioning to insertion sort */ + while (n > 12) { + stbtt__edge t; + int c01,c12,c,m,i,j; + + /* compute median of three */ + m = n >> 1; + c01 = STBTT__COMPARE(&p[0],&p[m]); + c12 = STBTT__COMPARE(&p[m],&p[n-1]); + /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ + if (c01 != c12) { + /* otherwise, we'll need to swap something else to middle */ + int z; + c = STBTT__COMPARE(&p[0],&p[n-1]); + /* 0>mid && midn => n; 0 0 */ + /* 0n: 0>n => 0; 0 n */ + z = (c == c12) ? 0 : n-1; + t = p[z]; + p[z] = p[m]; + p[m] = t; + } + /* now p[m] is the median-of-three */ + /* swap it to the beginning so it won't move around */ + t = p[0]; + p[0] = p[m]; + p[m] = t; + + /* partition loop */ + i=1; + j=n-1; + for(;;) { + /* handling of equality is crucial here */ + /* for sentinels & efficiency with duplicates */ + for (;;++i) { + if (!STBTT__COMPARE(&p[i], &p[0])) break; + } + for (;;--j) { + if (!STBTT__COMPARE(&p[0], &p[j])) break; + } + /* make sure we haven't crossed */ + if (i >= j) break; + t = p[i]; + p[i] = p[j]; + p[j] = t; + + ++i; + --j; + } + /* recurse on smaller side, iterate on larger */ + if (j < (n-i)) { + stbtt__sort_edges_quicksort(p,j); + p = p+i; + n = n-i; + } else { + stbtt__sort_edges_quicksort(p+i, n-i); + n = j; + } + } +} + +static void stbtt__sort_edges(stbtt__edge *p, int n) +{ + stbtt__sort_edges_quicksort(p, n); + stbtt__sort_edges_ins_sort(p, n); +} + +typedef struct +{ + float x,y; +} stbtt__point; + +static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata) +{ + float y_scale_inv = invert ? -scale_y : scale_y; + stbtt__edge *e; + int n,i,j,k,m; +#if STBTT_RASTERIZER_VERSION == 1 + int vsubsample = result->h < 8 ? 15 : 5; +#elif STBTT_RASTERIZER_VERSION == 2 + int vsubsample = 1; +#else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + // vsubsample should divide 255 evenly; otherwise we won't reach full opacity + + // now we have to blow out the windings into explicit edge lists + n = 0; + for (i=0; i < windings; ++i) + n += wcount[i]; + + e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel + if (e == 0) return; + n = 0; + + m=0; + for (i=0; i < windings; ++i) { + stbtt__point *p = pts + m; + m += wcount[i]; + j = wcount[i]-1; + for (k=0; k < wcount[i]; j=k++) { + int a=k,b=j; + // skip the edge if horizontal + if (p[j].y == p[k].y) + continue; + // add edge from j to k to the list + e[n].invert = 0; + if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) { + e[n].invert = 1; + a=j,b=k; + } + e[n].x0 = p[a].x * scale_x + shift_x; + e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample; + e[n].x1 = p[b].x * scale_x + shift_x; + e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample; + ++n; + } + } + + // now sort the edges by their highest point (should snap to integer, and then by x) + //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare); + stbtt__sort_edges(e, n); + + // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule + stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata); + + STBTT_free(e, userdata); +} + +static void stbtt__add_point(stbtt__point *points, int n, float x, float y) +{ + if (!points) return; // during first pass, it's unallocated + points[n].x = x; + points[n].y = y; +} + +// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching +static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) +{ + // midpoint + float mx = (x0 + 2*x1 + x2)/4; + float my = (y0 + 2*y1 + y2)/4; + // versus directly drawn line + float dx = (x0+x2)/2 - mx; + float dy = (y0+y2)/2 - my; + if (n > 16) // 65536 segments on one curve better be enough! + return 1; + if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA + stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x2,y2); + *num_points = *num_points+1; + } + return 1; +} + +static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n) +{ + // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough + float dx0 = x1-x0; + float dy0 = y1-y0; + float dx1 = x2-x1; + float dy1 = y2-y1; + float dx2 = x3-x2; + float dy2 = y3-y2; + float dx = x3-x0; + float dy = y3-y0; + float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2)); + float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy); + float flatness_squared = longlen*longlen-shortlen*shortlen; + + if (n > 16) // 65536 segments on one curve better be enough! + return; + + if (flatness_squared > objspace_flatness_squared) { + float x01 = (x0+x1)/2; + float y01 = (y0+y1)/2; + float x12 = (x1+x2)/2; + float y12 = (y1+y2)/2; + float x23 = (x2+x3)/2; + float y23 = (y2+y3)/2; + + float xa = (x01+x12)/2; + float ya = (y01+y12)/2; + float xb = (x12+x23)/2; + float yb = (y12+y23)/2; + + float mx = (xa+xb)/2; + float my = (ya+yb)/2; + + stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x3,y3); + *num_points = *num_points+1; + } +} + +// returns number of contours +static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata) +{ + stbtt__point *points=0; + int num_points=0; + + float objspace_flatness_squared = objspace_flatness * objspace_flatness; + int i,n=0,start=0, pass; + + // count how many "moves" there are to get the contour count + for (i=0; i < num_verts; ++i) + if (vertices[i].type == STBTT_vmove) + ++n; + + *num_contours = n; + if (n == 0) return 0; + + *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata); + + if (*contour_lengths == 0) { + *num_contours = 0; + return 0; + } + + // make two passes through the points so we don't need to realloc + for (pass=0; pass < 2; ++pass) { + float x=0,y=0; + if (pass == 1) { + points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata); + if (points == NULL) goto error; + } + num_points = 0; + n= -1; + for (i=0; i < num_verts; ++i) { + switch (vertices[i].type) { + case STBTT_vmove: + // start the next contour + if (n >= 0) + (*contour_lengths)[n] = num_points - start; + ++n; + start = num_points; + + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x,y); + break; + case STBTT_vline: + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x, y); + break; + case STBTT_vcurve: + stbtt__tesselate_curve(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + case STBTT_vcubic: + stbtt__tesselate_cubic(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].cx1, vertices[i].cy1, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + } + } + (*contour_lengths)[n] = num_points - start; + } + + return points; +error: + STBTT_free(points, userdata); + STBTT_free(*contour_lengths, userdata); + *contour_lengths = 0; + *num_contours = 0; + return NULL; +} + +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata) +{ + float scale = scale_x > scale_y ? scale_y : scale_x; + int winding_count = 0; + int *winding_lengths = NULL; + stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata); + if (windings) { + stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata); + STBTT_free(winding_lengths, userdata); + STBTT_free(windings, userdata); + } +} + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + int ix0,iy0,ix1,iy1; + stbtt__bitmap gbm; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) { + STBTT_free(vertices, info->userdata); + return NULL; + } + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1); + + // now we get the size + gbm.w = (ix1 - ix0); + gbm.h = (iy1 - iy0); + gbm.pixels = NULL; // in case we error + + if (width ) *width = gbm.w; + if (height) *height = gbm.h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + if (gbm.w && gbm.h) { + gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); + if (gbm.pixels) { + gbm.stride = gbm.w; + + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata); + } + } + STBTT_free(vertices, info->userdata); + return gbm.pixels; +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph) +{ + int ix0,iy0; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + stbtt__bitmap gbm; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); + gbm.pixels = output; + gbm.w = out_w; + gbm.h = out_h; + gbm.stride = out_stride; + + if (gbm.w && gbm.h) + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata); + + STBTT_free(vertices, info->userdata); +} + +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) +{ + stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint); +} + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-CRAPPY packing to keep source code small + +static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata) +{ + float scale; + int x,y,bottom_y, i; + stbtt_fontinfo f; + f.userdata = NULL; + if (!stbtt_InitFont(&f, data, offset)) + return -1; + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + x=y=1; + bottom_y = 1; + + scale = stbtt_ScaleForPixelHeight(&f, pixel_height); + + for (i=0; i < num_chars; ++i) { + int advance, lsb, x0,y0,x1,y1,gw,gh; + int g = stbtt_FindGlyphIndex(&f, first_char + i); + stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb); + stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1); + gw = x1-x0; + gh = y1-y0; + if (x + gw + 1 >= pw) + y = bottom_y, x = 1; // advance to next row + if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row + return -i; + STBTT_assert(x+gw < pw); + STBTT_assert(y+gh < ph); + stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g); + chardata[i].x0 = (stbtt_int16) x; + chardata[i].y0 = (stbtt_int16) y; + chardata[i].x1 = (stbtt_int16) (x + gw); + chardata[i].y1 = (stbtt_int16) (y + gh); + chardata[i].xadvance = scale * advance; + chardata[i].xoff = (float) x0; + chardata[i].yoff = (float) y0; + x = x + gw + 1; + if (y+gh+1 > bottom_y) + bottom_y = y+gh+1; + } + return bottom_y; +} + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule) +{ + float d3d_bias = opengl_fillrule ? 0 : -0.5f; + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_bakedchar *b = chardata + char_index; + int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); + int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); + + q->x0 = round_x + d3d_bias; + q->y0 = round_y + d3d_bias; + q->x1 = round_x + b->x1 - b->x0 + d3d_bias; + q->y1 = round_y + b->y1 - b->y0 + d3d_bias; + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// rectangle packing replacement routines if you don't have stb_rect_pack.h +// + +#ifndef STB_RECT_PACK_VERSION + +typedef int stbrp_coord; + +//////////////////////////////////////////////////////////////////////////////////// +// // +// // +// COMPILER WARNING ?!?!? // +// // +// // +// if you get a compile warning due to these symbols being defined more than // +// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h" // +// // +//////////////////////////////////////////////////////////////////////////////////// + +typedef struct +{ + int width,height; + int x,y,bottom_y; +} stbrp_context; + +typedef struct +{ + unsigned char x; +} stbrp_node; + +struct stbrp_rect +{ + stbrp_coord x,y; + int id,w,h,was_packed; +}; + +static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes) +{ + con->width = pw; + con->height = ph; + con->x = 0; + con->y = 0; + con->bottom_y = 0; + STBTT__NOTUSED(nodes); + STBTT__NOTUSED(num_nodes); +} + +static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) +{ + int i; + for (i=0; i < num_rects; ++i) { + if (con->x + rects[i].w > con->width) { + con->x = 0; + con->y = con->bottom_y; + } + if (con->y + rects[i].h > con->height) + break; + rects[i].x = con->x; + rects[i].y = con->y; + rects[i].was_packed = 1; + con->x += rects[i].w; + if (con->y + rects[i].h > con->bottom_y) + con->bottom_y = con->y + rects[i].h; + } + for ( ; i < num_rects; ++i) + rects[i].was_packed = 0; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If +// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy. + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context) +{ + stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context); + int num_nodes = pw - padding; + stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context); + + if (context == NULL || nodes == NULL) { + if (context != NULL) STBTT_free(context, alloc_context); + if (nodes != NULL) STBTT_free(nodes , alloc_context); + return 0; + } + + spc->user_allocator_context = alloc_context; + spc->width = pw; + spc->height = ph; + spc->pixels = pixels; + spc->pack_info = context; + spc->nodes = nodes; + spc->padding = padding; + spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; + spc->h_oversample = 1; + spc->v_oversample = 1; + spc->skip_missing = 0; + + stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); + + if (pixels) + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + + return 1; +} + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc) +{ + STBTT_free(spc->nodes , spc->user_allocator_context); + STBTT_free(spc->pack_info, spc->user_allocator_context); +} + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample) +{ + STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE); + STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE); + if (h_oversample <= STBTT_MAX_OVERSAMPLE) + spc->h_oversample = h_oversample; + if (v_oversample <= STBTT_MAX_OVERSAMPLE) + spc->v_oversample = v_oversample; +} + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip) +{ + spc->skip_missing = skip; +} + +#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1) + +static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_w = w - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < h; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < w; ++i) { + STBTT_assert(pixels[i] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i] = (unsigned char) (total / kernel_width); + } + + pixels += stride_in_bytes; + } +} + +static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_h = h - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < w; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < h; ++i) { + STBTT_assert(pixels[i*stride_in_bytes] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + + pixels += 1; + } +} + +static float stbtt__oversample_shift(int oversample) +{ + if (!oversample) + return 0.0f; + + // The prefilter is a box filter of width "oversample", + // which shifts phase by (oversample - 1)/2 pixels in + // oversampled space. We want to shift in the opposite + // direction to counter this. + return (float)-(oversample - 1) / (2.0f * (float)oversample); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k; + int missing_glyph_added = 0; + + k=0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + ranges[i].h_oversample = (unsigned char) spc->h_oversample; + ranges[i].v_oversample = (unsigned char) spc->v_oversample; + for (j=0; j < ranges[i].num_chars; ++j) { + int x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) { + rects[k].w = rects[k].h = 0; + } else { + stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + &x0,&y0,&x1,&y1); + rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); + rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + if (glyph == 0) + missing_glyph_added = 1; + } + ++k; + } + } + + return k; +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, + output, + out_w - (prefilter_x - 1), + out_h - (prefilter_y - 1), + out_stride, + scale_x, + scale_y, + shift_x, + shift_y, + glyph); + + if (prefilter_x > 1) + stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); + + if (prefilter_y > 1) + stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); + + *sub_x = stbtt__oversample_shift(prefilter_x); + *sub_y = stbtt__oversample_shift(prefilter_y); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k, missing_glyph = -1, return_value = 1; + + // save current values + int old_h_over = spc->h_oversample; + int old_v_over = spc->v_oversample; + + k = 0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + float recip_h,recip_v,sub_x,sub_y; + spc->h_oversample = ranges[i].h_oversample; + spc->v_oversample = ranges[i].v_oversample; + recip_h = 1.0f / spc->h_oversample; + recip_v = 1.0f / spc->v_oversample; + sub_x = stbtt__oversample_shift(spc->h_oversample); + sub_y = stbtt__oversample_shift(spc->v_oversample); + for (j=0; j < ranges[i].num_chars; ++j) { + stbrp_rect *r = &rects[k]; + if (r->was_packed && r->w != 0 && r->h != 0) { + stbtt_packedchar *bc = &ranges[i].chardata_for_range[j]; + int advance, lsb, x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + stbrp_coord pad = (stbrp_coord) spc->padding; + + // pad on left and top + r->x += pad; + r->y += pad; + r->w -= pad; + r->h -= pad; + stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb); + stbtt_GetGlyphBitmapBox(info, glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + &x0,&y0,&x1,&y1); + stbtt_MakeGlyphBitmapSubpixel(info, + spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w - spc->h_oversample+1, + r->h - spc->v_oversample+1, + spc->stride_in_bytes, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + glyph); + + if (spc->h_oversample > 1) + stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->h_oversample); + + if (spc->v_oversample > 1) + stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->v_oversample); + + bc->x0 = (stbtt_int16) r->x; + bc->y0 = (stbtt_int16) r->y; + bc->x1 = (stbtt_int16) (r->x + r->w); + bc->y1 = (stbtt_int16) (r->y + r->h); + bc->xadvance = scale * advance; + bc->xoff = (float) x0 * recip_h + sub_x; + bc->yoff = (float) y0 * recip_v + sub_y; + bc->xoff2 = (x0 + r->w) * recip_h + sub_x; + bc->yoff2 = (y0 + r->h) * recip_v + sub_y; + + if (glyph == 0) + missing_glyph = j; + } else if (spc->skip_missing) { + return_value = 0; + } else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) { + ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph]; + } else { + return_value = 0; // if any fail, report failure + } + + ++k; + } + } + + // restore original values + spc->h_oversample = old_h_over; + spc->v_oversample = old_v_over; + + return return_value; +} + +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects) +{ + stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects); +} + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) +{ + stbtt_fontinfo info; + int i, j, n, return_value; // [DEAR IMGUI] removed = 1; + //stbrp_context *context = (stbrp_context *) spc->pack_info; + stbrp_rect *rects; + + // flag all characters as NOT packed + for (i=0; i < num_ranges; ++i) + for (j=0; j < ranges[i].num_chars; ++j) + ranges[i].chardata_for_range[j].x0 = + ranges[i].chardata_for_range[j].y0 = + ranges[i].chardata_for_range[j].x1 = + ranges[i].chardata_for_range[j].y1 = 0; + + n = 0; + for (i=0; i < num_ranges; ++i) + n += ranges[i].num_chars; + + rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); + if (rects == NULL) + return 0; + + info.userdata = spc->user_allocator_context; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index)); + + n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); + + stbtt_PackFontRangesPackRects(spc, rects, n); + + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); + + STBTT_free(rects, spc->user_allocator_context); + return return_value; +} + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range) +{ + stbtt_pack_range range; + range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range; + range.array_of_unicode_codepoints = NULL; + range.num_chars = num_chars_in_range; + range.chardata_for_range = chardata_for_range; + range.font_size = font_size; + return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); +} + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap) +{ + int i_ascent, i_descent, i_lineGap; + float scale; + stbtt_fontinfo info; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); + scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); + stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); + *ascent = (float) i_ascent * scale; + *descent = (float) i_descent * scale; + *lineGap = (float) i_lineGap * scale; +} + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) +{ + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_packedchar *b = chardata + char_index; + + if (align_to_integer) { + float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f); + float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f); + q->x0 = x; + q->y0 = y; + q->x1 = x + b->xoff2 - b->xoff; + q->y1 = y + b->yoff2 - b->yoff; + } else { + q->x0 = *xpos + b->xoff; + q->y0 = *ypos + b->yoff; + q->x1 = *xpos + b->xoff2; + q->y1 = *ypos + b->yoff2; + } + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// sdf computation +// + +#define STBTT_min(a,b) ((a) < (b) ? (a) : (b)) +#define STBTT_max(a,b) ((a) < (b) ? (b) : (a)) + +static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2]) +{ + float q0perp = q0[1]*ray[0] - q0[0]*ray[1]; + float q1perp = q1[1]*ray[0] - q1[0]*ray[1]; + float q2perp = q2[1]*ray[0] - q2[0]*ray[1]; + float roperp = orig[1]*ray[0] - orig[0]*ray[1]; + + float a = q0perp - 2*q1perp + q2perp; + float b = q1perp - q0perp; + float c = q0perp - roperp; + + float s0 = 0., s1 = 0.; + int num_s = 0; + + if (a != 0.0) { + float discr = b*b - a*c; + if (discr > 0.0) { + float rcpna = -1 / a; + float d = (float) STBTT_sqrt(discr); + s0 = (b+d) * rcpna; + s1 = (b-d) * rcpna; + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) { + if (num_s == 0) s0 = s1; + ++num_s; + } + } + } else { + // 2*b*s + c = 0 + // s = -c / (2*b) + s0 = c / (-2 * b); + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + } + + if (num_s == 0) + return 0; + else { + float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]); + float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; + + float q0d = q0[0]*rayn_x + q0[1]*rayn_y; + float q1d = q1[0]*rayn_x + q1[1]*rayn_y; + float q2d = q2[0]*rayn_x + q2[1]*rayn_y; + float rod = orig[0]*rayn_x + orig[1]*rayn_y; + + float q10d = q1d - q0d; + float q20d = q2d - q0d; + float q0rd = q0d - rod; + + hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d; + hits[0][1] = a*s0+b; + + if (num_s > 1) { + hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d; + hits[1][1] = a*s1+b; + return 2; + } else { + return 1; + } + } +} + +static int equal(float *a, float *b) +{ + return (a[0] == b[0] && a[1] == b[1]); +} + +static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts) +{ + int i; + float orig[2], ray[2] = { 1, 0 }; + float y_frac; + int winding = 0; + + // make sure y never passes through a vertex of the shape + y_frac = (float) STBTT_fmod(y, 1.0f); + if (y_frac < 0.01f) + y += 0.01f; + else if (y_frac > 0.99f) + y -= 0.01f; + + orig[0] = x; + orig[1] = y; + + // test a ray from (-infinity,y) to (x,y) + for (i=0; i < nverts; ++i) { + if (verts[i].type == STBTT_vline) { + int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y; + int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } + if (verts[i].type == STBTT_vcurve) { + int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ; + int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy; + int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ; + int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2)); + int by = STBTT_max(y0,STBTT_max(y1,y2)); + if (y > ay && y < by && x > ax) { + float q0[2],q1[2],q2[2]; + float hits[2][2]; + q0[0] = (float)x0; + q0[1] = (float)y0; + q1[0] = (float)x1; + q1[1] = (float)y1; + q2[0] = (float)x2; + q2[1] = (float)y2; + if (equal(q0,q1) || equal(q1,q2)) { + x0 = (int)verts[i-1].x; + y0 = (int)verts[i-1].y; + x1 = (int)verts[i ].x; + y1 = (int)verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } else { + int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); + if (num_hits >= 1) + if (hits[0][0] < 0) + winding += (hits[0][1] < 0 ? -1 : 1); + if (num_hits >= 2) + if (hits[1][0] < 0) + winding += (hits[1][1] < 0 ? -1 : 1); + } + } + } + } + return winding; +} + +static float stbtt__cuberoot( float x ) +{ + if (x<0) + return -(float) STBTT_pow(-x,1.0f/3.0f); + else + return (float) STBTT_pow( x,1.0f/3.0f); +} + +// x^3 + a*x^2 + b*x + c = 0 +static int stbtt__solve_cubic(float a, float b, float c, float* r) +{ + float s = -a / 3; + float p = b - a*a / 3; + float q = a * (2*a*a - 9*b) / 27 + c; + float p3 = p*p*p; + float d = q*q + 4*p3 / 27; + if (d >= 0) { + float z = (float) STBTT_sqrt(d); + float u = (-q + z) / 2; + float v = (-q - z) / 2; + u = stbtt__cuberoot(u); + v = stbtt__cuberoot(v); + r[0] = s + u + v; + return 1; + } else { + float u = (float) STBTT_sqrt(-p/3); + float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative + float m = (float) STBTT_cos(v); + float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; + r[0] = s + u * 2 * m; + r[1] = s - u * (m + n); + r[2] = s - u * (m - n); + + //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? + //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); + //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); + return 3; + } +} + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + float scale_x = scale, scale_y = scale; + int ix0,iy0,ix1,iy1; + int w,h; + unsigned char *data; + + if (scale == 0) return NULL; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); + + // if empty, return NULL + if (ix0 == ix1 || iy0 == iy1) + return NULL; + + ix0 -= padding; + iy0 -= padding; + ix1 += padding; + iy1 += padding; + + w = (ix1 - ix0); + h = (iy1 - iy0); + + if (width ) *width = w; + if (height) *height = h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + // invert for y-downwards bitmaps + scale_y = -scale_y; + + { + int x,y,i,j; + float *precompute; + stbtt_vertex *verts; + int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); + data = (unsigned char *) STBTT_malloc(w * h, info->userdata); + precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata); + + for (i=0,j=num_verts-1; i < num_verts; j=i++) { + if (verts[i].type == STBTT_vline) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; + float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); + precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; + float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; + float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float len2 = bx*bx + by*by; + if (len2 != 0.0f) + precompute[i] = 1.0f / (bx*bx + by*by); + else + precompute[i] = 0.0f; + } else + precompute[i] = 0.0f; + } + + for (y=iy0; y < iy1; ++y) { + for (x=ix0; x < ix1; ++x) { + float val; + float min_dist = 999999.0f; + float sx = (float) x + 0.5f; + float sy = (float) y + 0.5f; + float x_gspace = (sx / scale_x); + float y_gspace = (sy / scale_y); + + int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path + + for (i=0; i < num_verts; ++i) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + + if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) { + float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; + + float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + // coarse culling against bbox + //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && + // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) + dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + STBTT_assert(i != 0); + if (dist < min_dist) { + // check position along line + // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) + // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) + float dx = x1-x0, dy = y1-y0; + float px = x0-sx, py = y0-sy; + // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy + // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve + float t = -(px*dx + py*dy) / (dx*dx + dy*dy); + if (t >= 0.0f && t <= 1.0f) + min_dist = dist; + } + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y; + float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y; + float box_x0 = STBTT_min(STBTT_min(x0,x1),x2); + float box_y0 = STBTT_min(STBTT_min(y0,y1),y2); + float box_x1 = STBTT_max(STBTT_max(x0,x1),x2); + float box_y1 = STBTT_max(STBTT_max(y0,y1),y2); + // coarse culling against bbox to avoid computing cubic unnecessarily + if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) { + int num=0; + float ax = x1-x0, ay = y1-y0; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float mx = x0 - sx, my = y0 - sy; + float res[3] = {0.f,0.f,0.f}; + float px,py,t,it,dist2; + float a_inv = precompute[i]; + if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula + float a = 3*(ax*bx + ay*by); + float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); + float c = mx*ax+my*ay; + if (a == 0.0) { // if a is 0, it's linear + if (b != 0.0) { + res[num++] = -c/b; + } + } else { + float discriminant = b*b - 4*a*c; + if (discriminant < 0) + num = 0; + else { + float root = (float) STBTT_sqrt(discriminant); + res[0] = (-b - root)/(2*a); + res[1] = (-b + root)/(2*a); + num = 2; // don't bother distinguishing 1-solution case, as code below will still work + } + } + } else { + float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point + float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv; + float d = (mx*ax+my*ay) * a_inv; + num = stbtt__solve_cubic(b, c, d, res); + } + dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { + t = res[0], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) { + t = res[1], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) { + t = res[2], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + } + } + } + if (winding == 0) + min_dist = -min_dist; // if outside the shape, value is negative + val = onedge_value + pixel_dist_scale * min_dist; + if (val < 0) + val = 0; + else if (val > 255) + val = 255; + data[(y-iy0)*w+(x-ix0)] = (unsigned char) val; + } + } + STBTT_free(precompute, info->userdata); + STBTT_free(verts, info->userdata); + } + return data; +} + +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +////////////////////////////////////////////////////////////////////////////// +// +// font name matching -- recommended not to use this +// + +// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string +static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) +{ + stbtt_int32 i=0; + + // convert utf16 to utf8 and compare the results while converting + while (len2) { + stbtt_uint16 ch = s2[0]*256 + s2[1]; + if (ch < 0x80) { + if (i >= len1) return -1; + if (s1[i++] != ch) return -1; + } else if (ch < 0x800) { + if (i+1 >= len1) return -1; + if (s1[i++] != 0xc0 + (ch >> 6)) return -1; + if (s1[i++] != 0x80 + (ch & 0x3f)) return -1; + } else if (ch >= 0xd800 && ch < 0xdc00) { + stbtt_uint32 c; + stbtt_uint16 ch2 = s2[2]*256 + s2[3]; + if (i+3 >= len1) return -1; + c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000; + if (s1[i++] != 0xf0 + (c >> 18)) return -1; + if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1; + s2 += 2; // plus another 2 below + len2 -= 2; + } else if (ch >= 0xdc00 && ch < 0xe000) { + return -1; + } else { + if (i+2 >= len1) return -1; + if (s1[i++] != 0xe0 + (ch >> 12)) return -1; + if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1; + } + s2 += 2; + len2 -= 2; + } + return i; +} + +static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) +{ + return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2); +} + +// returns results in whatever encoding you request... but note that 2-byte encodings +// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID) +{ + stbtt_int32 i,count,stringOffset; + stbtt_uint8 *fc = font->data; + stbtt_uint32 offset = font->fontstart; + stbtt_uint32 nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return NULL; + + count = ttUSHORT(fc+nm+2); + stringOffset = nm + ttUSHORT(fc+nm+4); + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2) + && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) { + *length = ttUSHORT(fc+loc+8); + return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10)); + } + } + return NULL; +} + +static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id) +{ + stbtt_int32 i; + stbtt_int32 count = ttUSHORT(fc+nm+2); + stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4); + + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + stbtt_int32 id = ttUSHORT(fc+loc+6); + if (id == target_id) { + // find the encoding + stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4); + + // is this a Unicode encoding? + if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) { + stbtt_int32 slen = ttUSHORT(fc+loc+8); + stbtt_int32 off = ttUSHORT(fc+loc+10); + + // check if there's a prefix match + stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen); + if (matchlen >= 0) { + // check for target_id+1 immediately following, with same encoding & language + if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) { + slen = ttUSHORT(fc+loc+12+8); + off = ttUSHORT(fc+loc+12+10); + if (slen == 0) { + if (matchlen == nlen) + return 1; + } else if (matchlen < nlen && name[matchlen] == ' ') { + ++matchlen; + if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen)) + return 1; + } + } else { + // if nothing immediately following + if (matchlen == nlen) + return 1; + } + } + } + + // @TODO handle other encodings + } + } + return 0; +} + +static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags) +{ + stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name); + stbtt_uint32 nm,hd; + if (!stbtt__isfont(fc+offset)) return 0; + + // check italics/bold/underline flags in macStyle... + if (flags) { + hd = stbtt__find_table(fc, offset, "head"); + if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0; + } + + nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return 0; + + if (flags) { + // if we checked the macStyle flags, then just check the family and ignore the subfamily + if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } else { + if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } + + return 0; +} + +static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags) +{ + stbtt_int32 i; + for (i=0;;++i) { + stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i); + if (off < 0) return off; + if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags)) + return off; + } +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, + float pixel_height, unsigned char *pixels, int pw, int ph, + int first_char, int num_chars, stbtt_bakedchar *chardata) +{ + return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata); +} + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index) +{ + return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); +} + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data) +{ + return stbtt_GetNumberOfFonts_internal((unsigned char *) data); +} + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset) +{ + return stbtt_InitFont_internal(info, (unsigned char *) data, offset); +} + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags) +{ + return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags); +} + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2) +{ + return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif // STB_TRUETYPE_IMPLEMENTATION + + +// FULL VERSION HISTORY +// +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) allow user-defined fabs() replacement +// fix memory leak if fontsize=0.0 +// fix warning from duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// allow PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// 1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine) +// also more precise AA rasterizer, except if shapes overlap +// remove need for STBTT_sort +// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC +// 1.04 (2015-04-15) typo in example +// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes +// 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++ +// 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match +// non-oversampled; STBTT_POINT_SIZE for packed case only +// 1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling +// 0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg) +// 0.9 (2014-08-07) support certain mac/iOS fonts without an MS platformID +// 0.8b (2014-07-07) fix a warning +// 0.8 (2014-05-25) fix a few more warnings +// 0.7 (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back +// 0.6c (2012-07-24) improve documentation +// 0.6b (2012-07-20) fix a few more warnings +// 0.6 (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels, +// stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty +// 0.5 (2011-12-09) bugfixes: +// subpixel glyph renderer computed wrong bounding box +// first vertex of shape can be off-curve (FreeSans) +// 0.4b (2011-12-03) fixed an error in the font baking example +// 0.4 (2011-12-01) kerning, subpixel rendering (tor) +// bugfixes for: +// codepoint-to-glyph conversion using table fmt=12 +// codepoint-to-glyph conversion using table fmt=4 +// stbtt_GetBakedQuad with non-square texture (Zer) +// updated Hello World! sample to use kerning and subpixel +// fixed some warnings +// 0.3 (2009-06-24) cmap fmt=12, compound shapes (MM) +// userdata, malloc-from-userdata, non-zero fill (stb) +// 0.2 (2009-03-11) Fix unsigned/signed char warnings +// 0.1 (2009-03-09) First public release +// + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/Dependencies/imgui/misc/README.txt b/Dependencies/imgui/misc/README.txt new file mode 100644 index 000000000..b4ce89f03 --- /dev/null +++ b/Dependencies/imgui/misc/README.txt @@ -0,0 +1,23 @@ + +misc/cpp/ + InputText() wrappers for C++ standard library (STL) type: std::string. + This is also an example of how you may wrap your own similar types. + +misc/debuggers/ + Helper files for popular debuggers. + With the .natvis file, types like ImVector<> will be displayed nicely in Visual Studio debugger. + +misc/fonts/ + Fonts loading/merging instructions (e.g. How to handle glyph ranges, how to merge icons fonts). + Command line tool "binary_to_compressed_c" to create compressed arrays to embed data in source code. + Suggested fonts and links. + +misc/freetype/ + Font atlas builder/rasterizer using FreeType instead of stb_truetype. + Benefit from better FreeType rasterization, in particular for small fonts. + +misc/single_file/ + Single-file header stub. + We use this to validate compiling all *.cpp files in a same compilation unit. + Users of that technique (also called "Unity builds") can generally provide this themselves, + so we don't really recommend you use this in your projects. diff --git a/Dependencies/imgui/misc/cpp/README.txt b/Dependencies/imgui/misc/cpp/README.txt new file mode 100644 index 000000000..429159029 --- /dev/null +++ b/Dependencies/imgui/misc/cpp/README.txt @@ -0,0 +1,13 @@ + +imgui_stdlib.h + imgui_stdlib.cpp + InputText() wrappers for C++ standard library (STL) type: std::string. + This is also an example of how you may wrap your own similar types. + +imgui_scoped.h + [Experimental, not currently in main repository] + Additional header file with some RAII-style wrappers for common Dear ImGui functions. + Try by merging: https://github.com/ocornut/imgui/pull/2197 + Discuss at: https://github.com/ocornut/imgui/issues/2096 + +See more C++ related extension on Wiki + https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness diff --git a/Dependencies/imgui/misc/cpp/imgui_stdlib.cpp b/Dependencies/imgui/misc/cpp/imgui_stdlib.cpp new file mode 100644 index 000000000..dd6bd8a52 --- /dev/null +++ b/Dependencies/imgui/misc/cpp/imgui_stdlib.cpp @@ -0,0 +1,72 @@ +// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.) +// This is also an example of how you may wrap your own similar types. + +// Changelog: +// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string + +#include "imgui.h" +#include "imgui_stdlib.h" + +struct InputTextCallback_UserData +{ + std::string* Str; + ImGuiInputTextCallback ChainCallback; + void* ChainCallbackUserData; +}; + +static int InputTextCallback(ImGuiInputTextCallbackData* data) +{ + InputTextCallback_UserData* user_data = (InputTextCallback_UserData*)data->UserData; + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + // Resize string callback + // If for some reason we refuse the new length (BufTextLen) and/or capacity (BufSize) we need to set them back to what we want. + std::string* str = user_data->Str; + IM_ASSERT(data->Buf == str->c_str()); + str->resize(data->BufTextLen); + data->Buf = (char*)str->c_str(); + } + else if (user_data->ChainCallback) + { + // Forward to user callback, if any + data->UserData = user_data->ChainCallbackUserData; + return user_data->ChainCallback(data); + } + return 0; +} + +bool ImGui::InputText(const char* label, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + flags |= ImGuiInputTextFlags_CallbackResize; + + InputTextCallback_UserData cb_user_data; + cb_user_data.Str = str; + cb_user_data.ChainCallback = callback; + cb_user_data.ChainCallbackUserData = user_data; + return InputText(label, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data); +} + +bool ImGui::InputTextMultiline(const char* label, std::string* str, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + flags |= ImGuiInputTextFlags_CallbackResize; + + InputTextCallback_UserData cb_user_data; + cb_user_data.Str = str; + cb_user_data.ChainCallback = callback; + cb_user_data.ChainCallbackUserData = user_data; + return InputTextMultiline(label, (char*)str->c_str(), str->capacity() + 1, size, flags, InputTextCallback, &cb_user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + flags |= ImGuiInputTextFlags_CallbackResize; + + InputTextCallback_UserData cb_user_data; + cb_user_data.Str = str; + cb_user_data.ChainCallback = callback; + cb_user_data.ChainCallbackUserData = user_data; + return InputTextWithHint(label, hint, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data); +} diff --git a/Dependencies/imgui/misc/cpp/imgui_stdlib.h b/Dependencies/imgui/misc/cpp/imgui_stdlib.h new file mode 100644 index 000000000..61afc098e --- /dev/null +++ b/Dependencies/imgui/misc/cpp/imgui_stdlib.h @@ -0,0 +1,18 @@ +// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.) +// This is also an example of how you may wrap your own similar types. + +// Changelog: +// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string + +#pragma once + +#include + +namespace ImGui +{ + // ImGui::InputText() with std::string + // Because text input needs dynamic resizing, we need to setup a callback to grow the capacity + IMGUI_API bool InputText(const char* label, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); +} diff --git a/Dependencies/imgui/misc/debuggers/README.txt b/Dependencies/imgui/misc/debuggers/README.txt new file mode 100644 index 000000000..3f4ba83e3 --- /dev/null +++ b/Dependencies/imgui/misc/debuggers/README.txt @@ -0,0 +1,16 @@ + +HELPER FILES FOR POPULAR DEBUGGERS + +imgui.gdb + GDB: disable stepping into trivial functions. + (read comments inside file for details) + +imgui.natstepfilter + Visual Studio Debugger: disable stepping into trivial functions. + (read comments inside file for details) + +imgui.natvis + Visual Studio Debugger: describe Dear ImGui types for better display. + With this, types like ImVector<> will be displayed nicely in the debugger. + (read comments inside file for details) + diff --git a/Dependencies/imgui/misc/debuggers/imgui.gdb b/Dependencies/imgui/misc/debuggers/imgui.gdb new file mode 100644 index 000000000..000ff6eb9 --- /dev/null +++ b/Dependencies/imgui/misc/debuggers/imgui.gdb @@ -0,0 +1,12 @@ +# GDB configuration to aid debugging experience + +# To enable these customizations edit $HOME/.gdbinit (or ./.gdbinit if local gdbinit is enabled) and add: +# add-auto-load-safe-path /path/to/imgui.gdb +# source /path/to/imgui.gdb +# +# More Information at: +# * https://sourceware.org/gdb/current/onlinedocs/gdb/gdbinit-man.html +# * https://sourceware.org/gdb/current/onlinedocs/gdb/Init-File-in-the-Current-Directory.html#Init-File-in-the-Current-Directory + +# Disable stepping into trivial functions +skip -rfunction Im(Vec2|Vec4|Strv|Vector|Span)::.+ diff --git a/Dependencies/imgui/misc/debuggers/imgui.natstepfilter b/Dependencies/imgui/misc/debuggers/imgui.natstepfilter new file mode 100644 index 000000000..efd1957b2 --- /dev/null +++ b/Dependencies/imgui/misc/debuggers/imgui.natstepfilter @@ -0,0 +1,30 @@ + + + + + + + + (ImVec2|ImVec4|ImStrv)::.+ + NoStepInto + + + (ImVector|ImSpan).*::operator.+ + NoStepInto + + + diff --git a/Dependencies/imgui/misc/debuggers/imgui.natvis b/Dependencies/imgui/misc/debuggers/imgui.natvis new file mode 100644 index 000000000..13b636008 --- /dev/null +++ b/Dependencies/imgui/misc/debuggers/imgui.natvis @@ -0,0 +1,58 @@ + + + + + + + {{Size={Size} 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zDiMl=)MBLFL}&6`zJe>blIQXK=2!6iU@UeEnkQG_x?nEtkx#IE@*d6O^gWuFiE^8+ zKPuOaO*tgJOthPT0uy)-dFC<}xxH)Ov+vsv?1#4A?zJD;eKeE?(=ZxNL-^0Q XDz@2YO+x)8BOh4hvAddFontFromMemoryCompressedTTF() + +// Build with, e.g: +// # cl.exe binary_to_compressed_c.cpp +// # g++ binary_to_compressed_c.cpp +// # clang++ binary_to_compressed_c.cpp +// You can also find a precompiled Windows binary in the binary/demo package available from https://github.com/ocornut/imgui + +// Usage: +// binary_to_compressed_c.exe [-base85] [-nocompress] [-nostatic] +// Usage example: +// # binary_to_compressed_c.exe myfont.ttf MyFont > myfont.cpp +// # binary_to_compressed_c.exe -base85 myfont.ttf MyFont > myfont.cpp + +#define _CRT_SECURE_NO_WARNINGS +#include +#include +#include +#include + +// stb_compress* from stb.h - declaration +typedef unsigned int stb_uint; +typedef unsigned char stb_uchar; +stb_uint stb_compress(stb_uchar* out, stb_uchar* in, stb_uint len); + +static bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression, bool use_static); + +int main(int argc, char** argv) +{ + if (argc < 3) + { + printf("Syntax: %s [-base85] [-nocompress] [-nostatic] \n", argv[0]); + return 0; + } + + int argn = 1; + bool use_base85_encoding = false; + bool use_compression = true; + bool use_static = true; + while (argn < (argc - 2) && argv[argn][0] == '-') + { + if (strcmp(argv[argn], "-base85") == 0) { use_base85_encoding = true; argn++; } + else if (strcmp(argv[argn], "-nocompress") == 0) { use_compression = false; argn++; } + else if (strcmp(argv[argn], "-nostatic") == 0) { use_static = false; argn++; } + else + { + fprintf(stderr, "Unknown argument: '%s'\n", argv[argn]); + return 1; + } + } + + bool ret = binary_to_compressed_c(argv[argn], argv[argn + 1], use_base85_encoding, use_compression, use_static); + if (!ret) + fprintf(stderr, "Error opening or reading file: '%s'\n", argv[argn]); + return ret ? 0 : 1; +} + +char Encode85Byte(unsigned int x) +{ + x = (x % 85) + 35; + return (char)((x >= '\\') ? x + 1 : x); +} + +bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression, bool use_static) +{ + // Read file + FILE* f = fopen(filename, "rb"); + if (!f) return false; + int data_sz; + if (fseek(f, 0, SEEK_END) || (data_sz = (int)ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) { fclose(f); return false; } + char* data = new char[data_sz + 4]; + if (fread(data, 1, data_sz, f) != (size_t)data_sz) { fclose(f); delete[] data; return false; } + memset((void*)(((char*)data) + data_sz), 0, 4); + fclose(f); + + // Compress + int maxlen = data_sz + 512 + (data_sz >> 2) + sizeof(int); // total guess + char* compressed = use_compression ? new char[maxlen] : data; + int compressed_sz = use_compression ? stb_compress((stb_uchar*)compressed, (stb_uchar*)data, data_sz) : data_sz; + if (use_compression) + memset(compressed + compressed_sz, 0, maxlen - compressed_sz); + + // Output as Base85 encoded + FILE* out = stdout; + fprintf(out, "// File: '%s' (%d bytes)\n", filename, (int)data_sz); + fprintf(out, "// Exported using binary_to_compressed_c.cpp\n"); + const char* static_str = use_static ? "static " : ""; + const char* compressed_str = use_compression ? "compressed_" : ""; + if (use_base85_encoding) + { + fprintf(out, "%sconst char %s_%sdata_base85[%d+1] =\n \"", static_str, symbol, compressed_str, (int)((compressed_sz + 3) / 4)*5); + char prev_c = 0; + for (int src_i = 0; src_i < compressed_sz; src_i += 4) + { + // This is made a little more complicated by the fact that ??X sequences are interpreted as trigraphs by old C/C++ compilers. So we need to escape pairs of ??. + unsigned int d = *(unsigned int*)(compressed + src_i); + for (unsigned int n5 = 0; n5 < 5; n5++, d /= 85) + { + char c = Encode85Byte(d); + fprintf(out, (c == '?' && prev_c == '?') ? "\\%c" : "%c", c); + prev_c = c; + } + if ((src_i % 112) == 112 - 4) + fprintf(out, "\"\n \""); + } + fprintf(out, "\";\n\n"); + } + else + { + fprintf(out, "%sconst unsigned int %s_%ssize = %d;\n", static_str, symbol, compressed_str, (int)compressed_sz); + fprintf(out, "%sconst unsigned int %s_%sdata[%d/4] =\n{", static_str, symbol, compressed_str, (int)((compressed_sz + 3) / 4)*4); + int column = 0; + for (int i = 0; i < compressed_sz; i += 4) + { + unsigned int d = *(unsigned int*)(compressed + i); + if ((column++ % 12) == 0) + fprintf(out, "\n 0x%08x, ", d); + else + fprintf(out, "0x%08x, ", d); + } + fprintf(out, "\n};\n\n"); + } + + // Cleanup + delete[] data; + if (use_compression) + delete[] compressed; + return true; +} + +// stb_compress* from stb.h - definition + +//////////////////// compressor /////////////////////// + +static stb_uint stb_adler32(stb_uint adler32, stb_uchar *buffer, stb_uint buflen) +{ + const unsigned long ADLER_MOD = 65521; + unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; + unsigned long blocklen, i; + + blocklen = buflen % 5552; + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { + s1 += buffer[0], s2 += s1; + s1 += buffer[1], s2 += s1; + s1 += buffer[2], s2 += s1; + s1 += buffer[3], s2 += s1; + s1 += buffer[4], s2 += s1; + s1 += buffer[5], s2 += s1; + s1 += buffer[6], s2 += s1; + s1 += buffer[7], s2 += s1; + + buffer += 8; + } + + for (; i < blocklen; ++i) + s1 += *buffer++, s2 += s1; + + s1 %= ADLER_MOD, s2 %= ADLER_MOD; + buflen -= blocklen; + blocklen = 5552; + } + return (s2 << 16) + s1; +} + +static unsigned int stb_matchlen(stb_uchar *m1, stb_uchar *m2, stb_uint maxlen) +{ + stb_uint i; + for (i=0; i < maxlen; ++i) + if (m1[i] != m2[i]) return i; + return i; +} + +// simple implementation that just takes the source data in a big block + +static stb_uchar *stb__out; +static FILE *stb__outfile; +static stb_uint stb__outbytes; + +static void stb__write(unsigned char v) +{ + fputc(v, stb__outfile); + ++stb__outbytes; +} + +//#define stb_out(v) (stb__out ? *stb__out++ = (stb_uchar) (v) : stb__write((stb_uchar) (v))) +#define stb_out(v) do { if (stb__out) *stb__out++ = (stb_uchar) (v); else stb__write((stb_uchar) (v)); } while (0) + +static void stb_out2(stb_uint v) { stb_out(v >> 8); stb_out(v); } +static void stb_out3(stb_uint v) { stb_out(v >> 16); stb_out(v >> 8); stb_out(v); } +static void stb_out4(stb_uint v) { stb_out(v >> 24); stb_out(v >> 16); stb_out(v >> 8 ); stb_out(v); } + +static void outliterals(stb_uchar *in, int numlit) +{ + while (numlit > 65536) { + outliterals(in,65536); + in += 65536; + numlit -= 65536; + } + + if (numlit == 0) ; + else if (numlit <= 32) stb_out (0x000020 + numlit-1); + else if (numlit <= 2048) stb_out2(0x000800 + numlit-1); + else /* numlit <= 65536) */ stb_out3(0x070000 + numlit-1); + + if (stb__out) { + memcpy(stb__out,in,numlit); + stb__out += numlit; + } else + fwrite(in, 1, numlit, stb__outfile); +} + +static int stb__window = 0x40000; // 256K + +static int stb_not_crap(int best, int dist) +{ + return ((best > 2 && dist <= 0x00100) + || (best > 5 && dist <= 0x04000) + || (best > 7 && dist <= 0x80000)); +} + +static stb_uint stb__hashsize = 32768; + +// note that you can play with the hashing functions all you +// want without needing to change the decompressor +#define stb__hc(q,h,c) (((h) << 7) + ((h) >> 25) + q[c]) +#define stb__hc2(q,h,c,d) (((h) << 14) + ((h) >> 18) + (q[c] << 7) + q[d]) +#define stb__hc3(q,c,d,e) ((q[c] << 14) + (q[d] << 7) + q[e]) + +static unsigned int stb__running_adler; + +static int stb_compress_chunk(stb_uchar *history, + stb_uchar *start, + stb_uchar *end, + int length, + int *pending_literals, + stb_uchar **chash, + stb_uint mask) +{ + (void)history; + int window = stb__window; + stb_uint match_max; + stb_uchar *lit_start = start - *pending_literals; + stb_uchar *q = start; + +#define STB__SCRAMBLE(h) (((h) + ((h) >> 16)) & mask) + + // stop short of the end so we don't scan off the end doing + // the hashing; this means we won't compress the last few bytes + // unless they were part of something longer + while (q < start+length && q+12 < end) { + int m; + stb_uint h1,h2,h3,h4, h; + stb_uchar *t; + int best = 2, dist=0; + + if (q+65536 > end) + match_max = (stb_uint)(end-q); + else + match_max = 65536; + +#define stb__nc(b,d) ((d) <= window && ((b) > 9 || stb_not_crap((int)(b),(int)(d)))) + +#define STB__TRY(t,p) /* avoid retrying a match we already tried */ \ + if (p ? dist != (int)(q-t) : 1) \ + if ((m = stb_matchlen(t, q, match_max)) > best) \ + if (stb__nc(m,q-(t))) \ + best = m, dist = (int)(q - (t)) + + // rather than search for all matches, only try 4 candidate locations, + // chosen based on 4 different hash functions of different lengths. + // this strategy is inspired by LZO; hashing is unrolled here using the + // 'hc' macro + h = stb__hc3(q,0, 1, 2); h1 = STB__SCRAMBLE(h); + t = chash[h1]; if (t) STB__TRY(t,0); + h = stb__hc2(q,h, 3, 4); h2 = STB__SCRAMBLE(h); + h = stb__hc2(q,h, 5, 6); t = chash[h2]; if (t) STB__TRY(t,1); + h = stb__hc2(q,h, 7, 8); h3 = STB__SCRAMBLE(h); + h = stb__hc2(q,h, 9,10); t = chash[h3]; if (t) STB__TRY(t,1); + h = stb__hc2(q,h,11,12); h4 = STB__SCRAMBLE(h); + t = chash[h4]; if (t) STB__TRY(t,1); + + // because we use a shared hash table, can only update it + // _after_ we've probed all of them + chash[h1] = chash[h2] = chash[h3] = chash[h4] = q; + + if (best > 2) + assert(dist > 0); + + // see if our best match qualifies + if (best < 3) { // fast path literals + ++q; + } else if (best > 2 && best <= 0x80 && dist <= 0x100) { + outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best); + stb_out(0x80 + best-1); + stb_out(dist-1); + } else if (best > 5 && best <= 0x100 && dist <= 0x4000) { + outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best); + stb_out2(0x4000 + dist-1); + stb_out(best-1); + } else if (best > 7 && best <= 0x100 && dist <= 0x80000) { + outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best); + stb_out3(0x180000 + dist-1); + stb_out(best-1); + } else if (best > 8 && best <= 0x10000 && dist <= 0x80000) { + outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best); + stb_out3(0x100000 + dist-1); + stb_out2(best-1); + } else if (best > 9 && dist <= 0x1000000) { + if (best > 65536) best = 65536; + outliterals(lit_start, (int)(q-lit_start)); lit_start = (q += best); + if (best <= 0x100) { + stb_out(0x06); + stb_out3(dist-1); + stb_out(best-1); + } else { + stb_out(0x04); + stb_out3(dist-1); + stb_out2(best-1); + } + } else { // fallback literals if no match was a balanced tradeoff + ++q; + } + } + + // if we didn't get all the way, add the rest to literals + if (q-start < length) + q = start+length; + + // the literals are everything from lit_start to q + *pending_literals = (int)(q - lit_start); + + stb__running_adler = stb_adler32(stb__running_adler, start, (stb_uint)(q - start)); + return (int)(q - start); +} + +static int stb_compress_inner(stb_uchar *input, stb_uint length) +{ + int literals = 0; + stb_uint len,i; + + stb_uchar **chash; + chash = (stb_uchar**) malloc(stb__hashsize * sizeof(stb_uchar*)); + if (chash == NULL) return 0; // failure + for (i=0; i < stb__hashsize; ++i) + chash[i] = NULL; + + // stream signature + stb_out(0x57); stb_out(0xbc); + stb_out2(0); + + stb_out4(0); // 64-bit length requires 32-bit leading 0 + stb_out4(length); + stb_out4(stb__window); + + stb__running_adler = 1; + + len = stb_compress_chunk(input, input, input+length, length, &literals, chash, stb__hashsize-1); + assert(len == length); + + outliterals(input+length - literals, literals); + + free(chash); + + stb_out2(0x05fa); // end opcode + + stb_out4(stb__running_adler); + + return 1; // success +} + +stb_uint stb_compress(stb_uchar *out, stb_uchar *input, stb_uint length) +{ + stb__out = out; + stb__outfile = NULL; + + stb_compress_inner(input, length); + + return (stb_uint)(stb__out - out); +} diff --git a/Dependencies/imgui/misc/freetype/README.md b/Dependencies/imgui/misc/freetype/README.md new file mode 100644 index 000000000..5fcfc2d79 --- /dev/null +++ b/Dependencies/imgui/misc/freetype/README.md @@ -0,0 +1,37 @@ +# imgui_freetype + +Build font atlases using FreeType instead of stb_truetype (which is the default font rasterizer). +
    by @vuhdo, @mikesart, @ocornut. + +### Usage + +1. Get latest FreeType binaries or build yourself (under Windows you may use vcpkg with `vcpkg install freetype --triplet=x64-windows`, `vcpkg integrate install`). +2. Add imgui_freetype.h/cpp alongside your project files. +3. Add `#define IMGUI_ENABLE_FREETYPE` in your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file + +### About Gamma Correct Blending + +FreeType assumes blending in linear space rather than gamma space. +See FreeType note for [FT_Render_Glyph](https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph). +For correct results you need to be using sRGB and convert to linear space in the pixel shader output. +The default Dear ImGui styles will be impacted by this change (alpha values will need tweaking). + +### Testbed for toying with settings (for developers) + +See https://gist.github.com/ocornut/b3a9ecf13502fd818799a452969649ad + +### Known issues + +- Oversampling settins are ignored but also not so much necessary with the higher quality rendering. + +### Comparaison + +Small, thin anti-aliased fonts typically benefit a lot from FreeType's hinting: +![comparing_font_rasterizers](https://user-images.githubusercontent.com/8225057/107550178-fef87f00-6bd0-11eb-8d09-e2edb2f0ccfc.gif) + +### Colorful glyphs/emojis + +You can use the `ImGuiFreeTypeBuilderFlags_LoadColor` flag to load certain colorful glyphs. See the +["Using Colorful Glyphs/Emojis"](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#using-colorful-glyphsemojis) section of FONTS.md. + +![colored glyphs](https://user-images.githubusercontent.com/8225057/106171241-9dc4ba80-6191-11eb-8a69-ca1467b206d1.png) diff --git a/Dependencies/imgui/misc/freetype/imgui_freetype.cpp b/Dependencies/imgui/misc/freetype/imgui_freetype.cpp new file mode 100644 index 000000000..03255326b --- /dev/null +++ b/Dependencies/imgui/misc/freetype/imgui_freetype.cpp @@ -0,0 +1,780 @@ +// dear imgui: FreeType font builder (used as a replacement for the stb_truetype builder) +// (code) + +// Get the latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype +// Original code by @vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained since 2019 by @ocornut. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL. +// 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs. +// 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a prefered texture format. +// 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+). +// 2021/01/26: simplified integration by using '#define IMGUI_ENABLE_FREETYPE'. +// renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. removed ImGuiFreeType::BuildFontAtlas(). +// 2020/06/04: fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails. +// 2019/02/09: added RasterizerFlags::Monochrome flag to disable font anti-aliasing (combine with ::MonoHinting for best results!) +// 2019/01/15: added support for imgui allocators + added FreeType only override function SetAllocatorFunctions(). +// 2019/01/10: re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding. +// 2018/06/08: added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX. +// 2018/02/04: moved to main imgui repository (away from http://www.github.com/ocornut/imgui_club) +// 2018/01/22: fix for addition of ImFontAtlas::TexUvscale member. +// 2017/10/22: minor inconsequential change to match change in master (removed an unnecessary statement). +// 2017/09/26: fixes for imgui internal changes. +// 2017/08/26: cleanup, optimizations, support for ImFontConfig::RasterizerFlags, ImFontConfig::RasterizerMultiply. +// 2017/08/16: imported from https://github.com/Vuhdo/imgui_freetype into http://www.github.com/ocornut/imgui_club, updated for latest changes in ImFontAtlas, minor tweaks. + +// About Gamma Correct Blending: +// - FreeType assumes blending in linear space rather than gamma space. +// - See https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph +// - For correct results you need to be using sRGB and convert to linear space in the pixel shader output. +// - The default dear imgui styles will be impacted by this change (alpha values will need tweaking). + +// FIXME: cfg.OversampleH, OversampleV are not supported (but perhaps not so necessary with this rasterizer). + +#include "imgui_freetype.h" +#include "imgui_internal.h" // ImMin,ImMax,ImFontAtlasBuild*, +#include +#include +#include FT_FREETYPE_H // +#include FT_MODULE_H // +#include FT_GLYPH_H // +#include FT_SYNTHESIS_H // + +#ifdef _MSC_VER +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +#if defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#endif + +//------------------------------------------------------------------------- +// Data +//------------------------------------------------------------------------- + +// Default memory allocators +static void* ImGuiFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return IM_ALLOC(size); } +static void ImGuiFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_FREE(ptr); } + +// Current memory allocators +static void* (*GImGuiFreeTypeAllocFunc)(size_t size, void* user_data) = ImGuiFreeTypeDefaultAllocFunc; +static void (*GImGuiFreeTypeFreeFunc)(void* ptr, void* user_data) = ImGuiFreeTypeDefaultFreeFunc; +static void* GImGuiFreeTypeAllocatorUserData = NULL; + +//------------------------------------------------------------------------- +// Code +//------------------------------------------------------------------------- + +namespace +{ + // Glyph metrics: + // -------------- + // + // xmin xmax + // | | + // |<-------- width -------->| + // | | + // | +-------------------------+----------------- ymax + // | | ggggggggg ggggg | ^ ^ + // | | g:::::::::ggg::::g | | | + // | | g:::::::::::::::::g | | | + // | | g::::::ggggg::::::gg | | | + // | | g:::::g g:::::g | | | + // offsetX -|-------->| g:::::g g:::::g | offsetY | + // | | g:::::g g:::::g | | | + // | | g::::::g g:::::g | | | + // | | g:::::::ggggg:::::g | | | + // | | g::::::::::::::::g | | height + // | | gg::::::::::::::g | | | + // baseline ---*---------|---- gggggggg::::::g-----*-------- | + // / | | g:::::g | | + // origin | | gggggg g:::::g | | + // | | g:::::gg gg:::::g | | + // | | g::::::ggg:::::::g | | + // | | gg:::::::::::::g | | + // | | ggg::::::ggg | | + // | | gggggg | v + // | +-------------------------+----------------- ymin + // | | + // |------------- advanceX ----------->| + + // A structure that describe a glyph. + struct GlyphInfo + { + int Width; // Glyph's width in pixels. + int Height; // Glyph's height in pixels. + FT_Int OffsetX; // The distance from the origin ("pen position") to the left of the glyph. + FT_Int OffsetY; // The distance from the origin to the top of the glyph. This is usually a value < 0. + float AdvanceX; // The distance from the origin to the origin of the next glyph. This is usually a value > 0. + bool IsColored; // The glyph is colored + }; + + // Font parameters and metrics. + struct FontInfo + { + uint32_t PixelHeight; // Size this font was generated with. + float Ascender; // The pixel extents above the baseline in pixels (typically positive). + float Descender; // The extents below the baseline in pixels (typically negative). + float LineSpacing; // The baseline-to-baseline distance. Note that it usually is larger than the sum of the ascender and descender taken as absolute values. There is also no guarantee that no glyphs extend above or below subsequent baselines when using this distance. Think of it as a value the designer of the font finds appropriate. + float LineGap; // The spacing in pixels between one row's descent and the next row's ascent. + float MaxAdvanceWidth; // This field gives the maximum horizontal cursor advance for all glyphs in the font. + }; + + // FreeType glyph rasterizer. + // NB: No ctor/dtor, explicitly call Init()/Shutdown() + struct FreeTypeFont + { + bool InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_user_flags); // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime. + void CloseFont(); + void SetPixelHeight(int pixel_height); // Change font pixel size. All following calls to RasterizeGlyph() will use this size + const FT_Glyph_Metrics* LoadGlyph(uint32_t in_codepoint); + const FT_Bitmap* RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info); + void BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* dst, uint32_t dst_pitch, unsigned char* multiply_table = NULL); + ~FreeTypeFont() { CloseFont(); } + + // [Internals] + FontInfo Info; // Font descriptor of the current font. + FT_Face Face; + unsigned int UserFlags; // = ImFontConfig::RasterizerFlags + FT_Int32 LoadFlags; + FT_Render_Mode RenderMode; + }; + + // From SDL_ttf: Handy routines for converting from fixed point + #define FT_CEIL(X) (((X + 63) & -64) / 64) + + bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_font_builder_flags) + { + FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &Face); + if (error != 0) + return false; + error = FT_Select_Charmap(Face, FT_ENCODING_UNICODE); + if (error != 0) + return false; + + // Convert to FreeType flags (NB: Bold and Oblique are processed separately) + UserFlags = cfg.FontBuilderFlags | extra_font_builder_flags; + + LoadFlags = 0; + if ((UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) == 0) + LoadFlags |= FT_LOAD_NO_BITMAP; + + if (UserFlags & ImGuiFreeTypeBuilderFlags_NoHinting) + LoadFlags |= FT_LOAD_NO_HINTING; + if (UserFlags & ImGuiFreeTypeBuilderFlags_NoAutoHint) + LoadFlags |= FT_LOAD_NO_AUTOHINT; + if (UserFlags & ImGuiFreeTypeBuilderFlags_ForceAutoHint) + LoadFlags |= FT_LOAD_FORCE_AUTOHINT; + if (UserFlags & ImGuiFreeTypeBuilderFlags_LightHinting) + LoadFlags |= FT_LOAD_TARGET_LIGHT; + else if (UserFlags & ImGuiFreeTypeBuilderFlags_MonoHinting) + LoadFlags |= FT_LOAD_TARGET_MONO; + else + LoadFlags |= FT_LOAD_TARGET_NORMAL; + + if (UserFlags & ImGuiFreeTypeBuilderFlags_Monochrome) + RenderMode = FT_RENDER_MODE_MONO; + else + RenderMode = FT_RENDER_MODE_NORMAL; + + if (UserFlags & ImGuiFreeTypeBuilderFlags_LoadColor) + LoadFlags |= FT_LOAD_COLOR; + + memset(&Info, 0, sizeof(Info)); + SetPixelHeight((uint32_t)cfg.SizePixels); + + return true; + } + + void FreeTypeFont::CloseFont() + { + if (Face) + { + FT_Done_Face(Face); + Face = NULL; + } + } + + void FreeTypeFont::SetPixelHeight(int pixel_height) + { + // Vuhdo: I'm not sure how to deal with font sizes properly. As far as I understand, currently ImGui assumes that the 'pixel_height' + // is a maximum height of an any given glyph, i.e. it's the sum of font's ascender and descender. Seems strange to me. + // NB: FT_Set_Pixel_Sizes() doesn't seem to get us the same result. + FT_Size_RequestRec req; + req.type = (UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) ? FT_SIZE_REQUEST_TYPE_NOMINAL : FT_SIZE_REQUEST_TYPE_REAL_DIM; + req.width = 0; + req.height = (uint32_t)pixel_height * 64; + req.horiResolution = 0; + req.vertResolution = 0; + FT_Request_Size(Face, &req); + + // Update font info + FT_Size_Metrics metrics = Face->size->metrics; + Info.PixelHeight = (uint32_t)pixel_height; + Info.Ascender = (float)FT_CEIL(metrics.ascender); + Info.Descender = (float)FT_CEIL(metrics.descender); + Info.LineSpacing = (float)FT_CEIL(metrics.height); + Info.LineGap = (float)FT_CEIL(metrics.height - metrics.ascender + metrics.descender); + Info.MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance); + } + + const FT_Glyph_Metrics* FreeTypeFont::LoadGlyph(uint32_t codepoint) + { + uint32_t glyph_index = FT_Get_Char_Index(Face, codepoint); + if (glyph_index == 0) + return NULL; + + // If this crash for you: FreeType 2.11.0 has a crash bug on some bitmap/colored fonts. + // - https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076 + // - https://github.com/ocornut/imgui/issues/4567 + // - https://github.com/ocornut/imgui/issues/4566 + // You can use FreeType 2.10, or the patched version of 2.11.0 in VcPkg, or probably any upcoming FreeType version. + FT_Error error = FT_Load_Glyph(Face, glyph_index, LoadFlags); + if (error) + return NULL; + + // Need an outline for this to work + FT_GlyphSlot slot = Face->glyph; + IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP); + + // Apply convenience transform (this is not picking from real "Bold"/"Italic" fonts! Merely applying FreeType helper transform. Oblique == Slanting) + if (UserFlags & ImGuiFreeTypeBuilderFlags_Bold) + FT_GlyphSlot_Embolden(slot); + if (UserFlags & ImGuiFreeTypeBuilderFlags_Oblique) + { + FT_GlyphSlot_Oblique(slot); + //FT_BBox bbox; + //FT_Outline_Get_BBox(&slot->outline, &bbox); + //slot->metrics.width = bbox.xMax - bbox.xMin; + //slot->metrics.height = bbox.yMax - bbox.yMin; + } + + return &slot->metrics; + } + + const FT_Bitmap* FreeTypeFont::RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info) + { + FT_GlyphSlot slot = Face->glyph; + FT_Error error = FT_Render_Glyph(slot, RenderMode); + if (error != 0) + return NULL; + + FT_Bitmap* ft_bitmap = &Face->glyph->bitmap; + out_glyph_info->Width = (int)ft_bitmap->width; + out_glyph_info->Height = (int)ft_bitmap->rows; + out_glyph_info->OffsetX = Face->glyph->bitmap_left; + out_glyph_info->OffsetY = -Face->glyph->bitmap_top; + out_glyph_info->AdvanceX = (float)FT_CEIL(slot->advance.x); + out_glyph_info->IsColored = (ft_bitmap->pixel_mode == FT_PIXEL_MODE_BGRA); + + return ft_bitmap; + } + + void FreeTypeFont::BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* dst, uint32_t dst_pitch, unsigned char* multiply_table) + { + IM_ASSERT(ft_bitmap != NULL); + const uint32_t w = ft_bitmap->width; + const uint32_t h = ft_bitmap->rows; + const uint8_t* src = ft_bitmap->buffer; + const uint32_t src_pitch = ft_bitmap->pitch; + + switch (ft_bitmap->pixel_mode) + { + case FT_PIXEL_MODE_GRAY: // Grayscale image, 1 byte per pixel. + { + if (multiply_table == NULL) + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + for (uint32_t x = 0; x < w; x++) + dst[x] = IM_COL32(255, 255, 255, src[x]); + } + else + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + for (uint32_t x = 0; x < w; x++) + dst[x] = IM_COL32(255, 255, 255, multiply_table[src[x]]); + } + break; + } + case FT_PIXEL_MODE_MONO: // Monochrome image, 1 bit per pixel. The bits in each byte are ordered from MSB to LSB. + { + uint8_t color0 = multiply_table ? multiply_table[0] : 0; + uint8_t color1 = multiply_table ? multiply_table[255] : 255; + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + { + uint8_t bits = 0; + const uint8_t* bits_ptr = src; + for (uint32_t x = 0; x < w; x++, bits <<= 1) + { + if ((x & 7) == 0) + bits = *bits_ptr++; + dst[x] = IM_COL32(255, 255, 255, (bits & 0x80) ? color1 : color0); + } + } + break; + } + case FT_PIXEL_MODE_BGRA: + { + // FIXME: Converting pre-multiplied alpha to straight. Doesn't smell good. + #define DE_MULTIPLY(color, alpha) (ImU32)(255.0f * (float)color / (float)alpha + 0.5f) + if (multiply_table == NULL) + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + for (uint32_t x = 0; x < w; x++) + { + uint8_t r = src[x * 4 + 2], g = src[x * 4 + 1], b = src[x * 4], a = src[x * 4 + 3]; + dst[x] = IM_COL32(DE_MULTIPLY(r, a), DE_MULTIPLY(g, a), DE_MULTIPLY(b, a), a); + } + } + else + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + { + for (uint32_t x = 0; x < w; x++) + { + uint8_t r = src[x * 4 + 2], g = src[x * 4 + 1], b = src[x * 4], a = src[x * 4 + 3]; + dst[x] = IM_COL32(multiply_table[DE_MULTIPLY(r, a)], multiply_table[DE_MULTIPLY(g, a)], multiply_table[DE_MULTIPLY(b, a)], multiply_table[a]); + } + } + } + #undef DE_MULTIPLY + break; + } + default: + IM_ASSERT(0 && "FreeTypeFont::BlitGlyph(): Unknown bitmap pixel mode!"); + } + } +} + +#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) +#define STBRP_STATIC +#define STB_RECT_PACK_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else +#include "imstb_rectpack.h" +#endif +#endif + +struct ImFontBuildSrcGlyphFT +{ + GlyphInfo Info; + uint32_t Codepoint; + unsigned int* BitmapData; // Point within one of the dst_tmp_bitmap_buffers[] array + + ImFontBuildSrcGlyphFT() { memset((void*)this, 0, sizeof(*this)); } +}; + +struct ImFontBuildSrcDataFT +{ + FreeTypeFont Font; + stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. + const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) + int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] + int GlyphsHighest; // Highest requested codepoint + int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) + ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImVector GlyphsList; +}; + +// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) +struct ImFontBuildDstDataFT +{ + int SrcCount; // Number of source fonts targeting this destination font. + int GlyphsHighest; + int GlyphsCount; + ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. +}; + +bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, unsigned int extra_flags) +{ + IM_ASSERT(atlas->ConfigData.Size > 0); + + ImFontAtlasBuildInit(atlas); + + // Clear atlas + atlas->TexID = (ImTextureID)NULL; + atlas->TexWidth = atlas->TexHeight = 0; + atlas->TexUvScale = ImVec2(0.0f, 0.0f); + atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); + atlas->ClearTexData(); + + // Temporary storage for building + bool src_load_color = false; + ImVector src_tmp_array; + ImVector dst_tmp_array; + src_tmp_array.resize(atlas->ConfigData.Size); + dst_tmp_array.resize(atlas->Fonts.Size); + memset((void*)src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset((void*)dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); + + // 1. Initialize font loading structure, check font data validity + for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) + { + ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + FreeTypeFont& font_face = src_tmp.Font; + IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); + + // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + src_tmp.DstIndex = -1; + for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) + if (cfg.DstFont == atlas->Fonts[output_i]) + src_tmp.DstIndex = output_i; + IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? + if (src_tmp.DstIndex == -1) + return false; + + // Load font + if (!font_face.InitFont(ft_library, cfg, extra_flags)) + return false; + + // Measure highest codepoints + src_load_color |= (cfg.FontBuilderFlags & ImGuiFreeTypeBuilderFlags_LoadColor) != 0; + ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); + dst_tmp.SrcCount++; + dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); + } + + // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. + int total_glyphs_count = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; + ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); + + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + for (int codepoint = src_range[0]; codepoint <= (int)src_range[1]; codepoint++) + { + if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite) + continue; + uint32_t glyph_index = FT_Get_Char_Index(src_tmp.Font.Face, codepoint); // It is actually in the font? (FIXME-OPT: We are not storing the glyph_index..) + if (glyph_index == 0) + continue; + + // Add to avail set/counters + src_tmp.GlyphsCount++; + dst_tmp.GlyphsCount++; + src_tmp.GlyphsSet.SetBit(codepoint); + dst_tmp.GlyphsSet.SetBit(codepoint); + total_glyphs_count++; + } + } + + // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; + src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); + + IM_ASSERT(sizeof(src_tmp.GlyphsSet.Storage.Data[0]) == sizeof(ImU32)); + const ImU32* it_begin = src_tmp.GlyphsSet.Storage.begin(); + const ImU32* it_end = src_tmp.GlyphsSet.Storage.end(); + for (const ImU32* it = it_begin; it < it_end; it++) + if (ImU32 entries_32 = *it) + for (ImU32 bit_n = 0; bit_n < 32; bit_n++) + if (entries_32 & ((ImU32)1 << bit_n)) + { + ImFontBuildSrcGlyphFT src_glyph; + src_glyph.Codepoint = (ImWchar)(((it - it_begin) << 5) + bit_n); + //src_glyph.GlyphIndex = 0; // FIXME-OPT: We had this info in the previous step and lost it.. + src_tmp.GlyphsList.push_back(src_glyph); + } + src_tmp.GlyphsSet.Clear(); + IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); + } + for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) + dst_tmp_array[dst_i].GlyphsSet.Clear(); + dst_tmp_array.clear(); + + // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) + // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) + ImVector buf_rects; + buf_rects.resize(total_glyphs_count); + memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); + + // Allocate temporary rasterization data buffers. + // We could not find a way to retrieve accurate glyph size without rendering them. + // (e.g. slot->metrics->width not always matching bitmap->width, especially considering the Oblique transform) + // We allocate in chunks of 256 KB to not waste too much extra memory ahead. Hopefully users of FreeType won't mind the temporary allocations. + const int BITMAP_BUFFERS_CHUNK_SIZE = 256 * 1024; + int buf_bitmap_current_used_bytes = 0; + ImVector buf_bitmap_buffers; + buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE)); + + // 4. Gather glyphs sizes so we can pack them in our virtual canvas. + // 8. Render/rasterize font characters into the texture + int total_surface = 0; + int buf_rects_out_n = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + src_tmp.Rects = &buf_rects[buf_rects_out_n]; + buf_rects_out_n += src_tmp.GlyphsCount; + + // Compute multiply table if requested + const bool multiply_enabled = (cfg.RasterizerMultiply != 1.0f); + unsigned char multiply_table[256]; + if (multiply_enabled) + ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); + + // Gather the sizes of all rectangles we will need to pack + const int padding = atlas->TexGlyphPadding; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) + { + ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; + + const FT_Glyph_Metrics* metrics = src_tmp.Font.LoadGlyph(src_glyph.Codepoint); + if (metrics == NULL) + continue; + + // Render glyph into a bitmap (currently held by FreeType) + const FT_Bitmap* ft_bitmap = src_tmp.Font.RenderGlyphAndGetInfo(&src_glyph.Info); + if (ft_bitmap == NULL) + continue; + + // Allocate new temporary chunk if needed + const int bitmap_size_in_bytes = src_glyph.Info.Width * src_glyph.Info.Height * 4; + if (buf_bitmap_current_used_bytes + bitmap_size_in_bytes > BITMAP_BUFFERS_CHUNK_SIZE) + { + buf_bitmap_current_used_bytes = 0; + buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE)); + } + IM_ASSERT(buf_bitmap_current_used_bytes + bitmap_size_in_bytes <= BITMAP_BUFFERS_CHUNK_SIZE); // We could probably allocate custom-sized buffer instead. + + // Blit rasterized pixels to our temporary buffer and keep a pointer to it. + src_glyph.BitmapData = (unsigned int*)(buf_bitmap_buffers.back() + buf_bitmap_current_used_bytes); + buf_bitmap_current_used_bytes += bitmap_size_in_bytes; + src_tmp.Font.BlitGlyph(ft_bitmap, src_glyph.BitmapData, src_glyph.Info.Width, multiply_enabled ? multiply_table : NULL); + + src_tmp.Rects[glyph_i].w = (stbrp_coord)(src_glyph.Info.Width + padding); + src_tmp.Rects[glyph_i].h = (stbrp_coord)(src_glyph.Info.Height + padding); + total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; + } + } + + // We need a width for the skyline algorithm, any width! + // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. + const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; + atlas->TexHeight = 0; + if (atlas->TexDesiredWidth > 0) + atlas->TexWidth = atlas->TexDesiredWidth; + else + atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; + + // 5. Start packing + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + const int TEX_HEIGHT_MAX = 1024 * 32; + const int num_nodes_for_packing_algorithm = atlas->TexWidth - atlas->TexGlyphPadding; + ImVector pack_nodes; + pack_nodes.resize(num_nodes_for_packing_algorithm); + stbrp_context pack_context; + stbrp_init_target(&pack_context, atlas->TexWidth, TEX_HEIGHT_MAX, pack_nodes.Data, pack_nodes.Size); + ImFontAtlasBuildPackCustomRects(atlas, &pack_context); + + // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbrp_pack_rects(&pack_context, src_tmp.Rects, src_tmp.GlyphsCount); + + // Extend texture height and mark missing glyphs as non-packed so we won't render them. + // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + if (src_tmp.Rects[glyph_i].was_packed) + atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + } + + // 7. Allocate texture + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); + if (src_load_color) + { + size_t tex_size = (size_t)atlas->TexWidth * atlas->TexHeight * 4; + atlas->TexPixelsRGBA32 = (unsigned int*)IM_ALLOC(tex_size); + memset(atlas->TexPixelsRGBA32, 0, tex_size); + } + else + { + size_t tex_size = (size_t)atlas->TexWidth * atlas->TexHeight * 1; + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(tex_size); + memset(atlas->TexPixelsAlpha8, 0, tex_size); + } + + // 8. Copy rasterized font characters back into the main texture + // 9. Setup ImFont and glyphs for runtime + bool tex_use_colors = false; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + // When merging fonts with MergeMode=true: + // - We can have multiple input fonts writing into a same destination font. + // - dst_font->ConfigData is != from cfg which is our source configuration. + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFont* dst_font = cfg.DstFont; + + const float ascent = src_tmp.Font.Info.Ascender; + const float descent = src_tmp.Font.Info.Descender; + ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); + const float font_off_x = cfg.GlyphOffset.x; + const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); + + const int padding = atlas->TexGlyphPadding; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + { + ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; + stbrp_rect& pack_rect = src_tmp.Rects[glyph_i]; + IM_ASSERT(pack_rect.was_packed); + if (pack_rect.w == 0 && pack_rect.h == 0) + continue; + + GlyphInfo& info = src_glyph.Info; + IM_ASSERT(info.Width + padding <= pack_rect.w); + IM_ASSERT(info.Height + padding <= pack_rect.h); + const int tx = pack_rect.x + padding; + const int ty = pack_rect.y + padding; + + // Register glyph + float x0 = info.OffsetX + font_off_x; + float y0 = info.OffsetY + font_off_y; + float x1 = x0 + info.Width; + float y1 = y0 + info.Height; + float u0 = (tx) / (float)atlas->TexWidth; + float v0 = (ty) / (float)atlas->TexHeight; + float u1 = (tx + info.Width) / (float)atlas->TexWidth; + float v1 = (ty + info.Height) / (float)atlas->TexHeight; + dst_font->AddGlyph(&cfg, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX); + + ImFontGlyph* dst_glyph = &dst_font->Glyphs.back(); + IM_ASSERT(dst_glyph->Codepoint == src_glyph.Codepoint); + if (src_glyph.Info.IsColored) + dst_glyph->Colored = tex_use_colors = true; + + // Blit from temporary buffer to final texture + size_t blit_src_stride = (size_t)src_glyph.Info.Width; + size_t blit_dst_stride = (size_t)atlas->TexWidth; + unsigned int* blit_src = src_glyph.BitmapData; + if (atlas->TexPixelsAlpha8 != NULL) + { + unsigned char* blit_dst = atlas->TexPixelsAlpha8 + (ty * blit_dst_stride) + tx; + for (int y = 0; y < info.Height; y++, blit_dst += blit_dst_stride, blit_src += blit_src_stride) + for (int x = 0; x < info.Width; x++) + blit_dst[x] = (unsigned char)((blit_src[x] >> IM_COL32_A_SHIFT) & 0xFF); + } + else + { + unsigned int* blit_dst = atlas->TexPixelsRGBA32 + (ty * blit_dst_stride) + tx; + for (int y = 0; y < info.Height; y++, blit_dst += blit_dst_stride, blit_src += blit_src_stride) + for (int x = 0; x < info.Width; x++) + blit_dst[x] = blit_src[x]; + } + } + + src_tmp.Rects = NULL; + } + atlas->TexPixelsUseColors = tex_use_colors; + + // Cleanup + for (int buf_i = 0; buf_i < buf_bitmap_buffers.Size; buf_i++) + IM_FREE(buf_bitmap_buffers[buf_i]); + src_tmp_array.clear_destruct(); + + ImFontAtlasBuildFinish(atlas); + + return true; +} + +// FreeType memory allocation callbacks +static void* FreeType_Alloc(FT_Memory /*memory*/, long size) +{ + return GImGuiFreeTypeAllocFunc((size_t)size, GImGuiFreeTypeAllocatorUserData); +} + +static void FreeType_Free(FT_Memory /*memory*/, void* block) +{ + GImGuiFreeTypeFreeFunc(block, GImGuiFreeTypeAllocatorUserData); +} + +static void* FreeType_Realloc(FT_Memory /*memory*/, long cur_size, long new_size, void* block) +{ + // Implement realloc() as we don't ask user to provide it. + if (block == NULL) + return GImGuiFreeTypeAllocFunc((size_t)new_size, GImGuiFreeTypeAllocatorUserData); + + if (new_size == 0) + { + GImGuiFreeTypeFreeFunc(block, GImGuiFreeTypeAllocatorUserData); + return NULL; + } + + if (new_size > cur_size) + { + void* new_block = GImGuiFreeTypeAllocFunc((size_t)new_size, GImGuiFreeTypeAllocatorUserData); + memcpy(new_block, block, (size_t)cur_size); + GImGuiFreeTypeFreeFunc(block, GImGuiFreeTypeAllocatorUserData); + return new_block; + } + + return block; +} + +static bool ImFontAtlasBuildWithFreeType(ImFontAtlas* atlas) +{ + // FreeType memory management: https://www.freetype.org/freetype2/docs/design/design-4.html + FT_MemoryRec_ memory_rec = {}; + memory_rec.user = NULL; + memory_rec.alloc = &FreeType_Alloc; + memory_rec.free = &FreeType_Free; + memory_rec.realloc = &FreeType_Realloc; + + // https://www.freetype.org/freetype2/docs/reference/ft2-module_management.html#FT_New_Library + FT_Library ft_library; + FT_Error error = FT_New_Library(&memory_rec, &ft_library); + if (error != 0) + return false; + + // If you don't call FT_Add_Default_Modules() the rest of code may work, but FreeType won't use our custom allocator. + FT_Add_Default_Modules(ft_library); + + bool ret = ImFontAtlasBuildWithFreeTypeEx(ft_library, atlas, atlas->FontBuilderFlags); + FT_Done_Library(ft_library); + + return ret; +} + +const ImFontBuilderIO* ImGuiFreeType::GetBuilderForFreeType() +{ + static ImFontBuilderIO io; + io.FontBuilder_Build = ImFontAtlasBuildWithFreeType; + return &io; +} + +void ImGuiFreeType::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data) +{ + GImGuiFreeTypeAllocFunc = alloc_func; + GImGuiFreeTypeFreeFunc = free_func; + GImGuiFreeTypeAllocatorUserData = user_data; +} diff --git a/Dependencies/imgui/misc/freetype/imgui_freetype.h b/Dependencies/imgui/misc/freetype/imgui_freetype.h new file mode 100644 index 000000000..713e4639e --- /dev/null +++ b/Dependencies/imgui/misc/freetype/imgui_freetype.h @@ -0,0 +1,50 @@ +// dear imgui: FreeType font builder (used as a replacement for the stb_truetype builder) +// (headers) + +#pragma once + +#include "imgui.h" // IMGUI_API + +// Forward declarations +struct ImFontAtlas; +struct ImFontBuilderIO; + +// Hinting greatly impacts visuals (and glyph sizes). +// - By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter. +// - When disabled, FreeType generates blurrier glyphs, more or less matches the stb_truetype.h +// - The Default hinting mode usually looks good, but may distort glyphs in an unusual way. +// - The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer. +// You can set those flags globaly in ImFontAtlas::FontBuilderFlags +// You can set those flags on a per font basis in ImFontConfig::FontBuilderFlags +enum ImGuiFreeTypeBuilderFlags +{ + ImGuiFreeTypeBuilderFlags_NoHinting = 1 << 0, // Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes. + ImGuiFreeTypeBuilderFlags_NoAutoHint = 1 << 1, // Disable auto-hinter. + ImGuiFreeTypeBuilderFlags_ForceAutoHint = 1 << 2, // Indicates that the auto-hinter is preferred over the font's native hinter. + ImGuiFreeTypeBuilderFlags_LightHinting = 1 << 3, // A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape. This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis), as is done by Microsoft's ClearType and Adobe's proprietary font renderer. This preserves inter-glyph spacing in horizontal text. + ImGuiFreeTypeBuilderFlags_MonoHinting = 1 << 4, // Strong hinting algorithm that should only be used for monochrome output. + ImGuiFreeTypeBuilderFlags_Bold = 1 << 5, // Styling: Should we artificially embolden the font? + ImGuiFreeTypeBuilderFlags_Oblique = 1 << 6, // Styling: Should we slant the font, emulating italic style? + ImGuiFreeTypeBuilderFlags_Monochrome = 1 << 7, // Disable anti-aliasing. Combine this with MonoHinting for best results! + ImGuiFreeTypeBuilderFlags_LoadColor = 1 << 8, // Enable FreeType color-layered glyphs + ImGuiFreeTypeBuilderFlags_Bitmap = 1 << 9 // Enable FreeType bitmap glyphs +}; + +namespace ImGuiFreeType +{ + // This is automatically assigned when using '#define IMGUI_ENABLE_FREETYPE'. + // If you need to dynamically select between multiple builders: + // - you can manually assign this builder with 'atlas->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType()' + // - prefer deep-copying this into your own ImFontBuilderIO instance if you use hot-reloading that messes up static data. + IMGUI_API const ImFontBuilderIO* GetBuilderForFreeType(); + + // Override allocators. By default ImGuiFreeType will use IM_ALLOC()/IM_FREE() + // However, as FreeType does lots of allocations we provide a way for the user to redirect it to a separate memory heap if desired. + IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL); + + // Obsolete names (will be removed soon) + // Prefer using '#define IMGUI_ENABLE_FREETYPE' +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + static inline bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int flags = 0) { atlas->FontBuilderIO = GetBuilderForFreeType(); atlas->FontBuilderFlags = flags; return atlas->Build(); } +#endif +} diff --git a/Dependencies/imgui/misc/single_file/imgui_single_file.h b/Dependencies/imgui/misc/single_file/imgui_single_file.h new file mode 100644 index 000000000..6c1fb369f --- /dev/null +++ b/Dependencies/imgui/misc/single_file/imgui_single_file.h @@ -0,0 +1,18 @@ +// dear imgui: single-file wrapper include +// We use this to validate compiling all *.cpp files in a same compilation unit. +// Users of that technique (also called "Unity builds") can generally provide this themselves, +// so we don't really recommend you use this in your projects. + +// Do this: +// #define IMGUI_IMPLEMENTATION +// Before you include this file in *one* C++ file to create the implementation. +// Using this in your project will leak the contents of imgui_internal.h and ImVec2 operators in this compilation unit. +#include "../../imgui.h" + +#ifdef IMGUI_IMPLEMENTATION +#include "../../imgui.cpp" +#include "../../imgui_demo.cpp" +#include "../../imgui_draw.cpp" +#include "../../imgui_tables.cpp" +#include "../../imgui_widgets.cpp" +#endif From 486af34da0bb1a2f3a6391882c12b706e15a68df Mon Sep 17 00:00:00 2001 From: UE4SS Date: Sun, 2 Apr 2023 01:37:35 +0200 Subject: [PATCH 25/55] Fixed a ton of compiler warnings. --- CMakeLists.txt | 14 +++++-- .../Function/include/Function/Function.hpp | 10 +++-- .../include/Timer/FunctionTimer.hpp | 7 ++-- Dependencies/Helpers/include/Helpers/ASM.hpp | 8 +++- Dependencies/IniParser/src/Ini.cpp | 4 +- Dependencies/JSON/src/Parser/Parser.cpp | 6 +-- Dependencies/JSON/src/Parser/TokenParser.cpp | 2 +- .../include/LuaMadeSimple/LuaMadeSimple.hpp | 2 +- .../LuaMadeSimple/src/LuaMadeSimple.cpp | 7 +--- Dependencies/LuaRaw/CMakeLists.txt | 6 ++- Dependencies/ParserBase/src/Token.cpp | 4 +- Dependencies/ParserBase/src/Tokenizer.cpp | 42 ------------------- .../src/SinglePassSigScanner.cpp | 24 +++++------ include/GUI/GUI.hpp | 2 + include/Mod.hpp | 8 ++-- include/USMapGenerator/writer.h | 5 +++ include/UnrealCustom/CustomProperty.hpp | 3 ++ src/GUI/Console.cpp | 12 +++++- src/LuaLibrary.cpp | 14 +++++-- src/LuaType/LuaUObject.cpp | 7 +--- src/Mod.cpp | 24 ++++++----- src/SDKGenerator/Common.cpp | 4 -- src/SDKGenerator/Generator.cpp | 4 +- src/SDKGenerator/JSONDumper.cpp | 2 - src/SDKGenerator/TMapOverrideGen.cpp | 2 +- src/SDKGenerator/UEHeaderGenerator.cpp | 6 +-- src/Signatures.cpp | 2 +- src/UE4SSProgram.cpp | 12 +----- 28 files changed, 112 insertions(+), 131 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index 0565a30d9..1e9eb63ac 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -60,11 +60,15 @@ set(PRIVATE_COMPILE_DEFINITIONS $<${MAKE_DEPENDENCIES_SHARED}:RC_EXPORT RC_FUNCTION_EXPORTS> $<${MAKE_DEPENDENCIES_STATIC}:RC_FUNCTION_BUILD_STATIC>) if (${CMAKE_CXX_COMPILER_ID} STREQUAL MSVC) - set(PRIVATE_COMPILE_OPTIONS /MP $<$:/Zi> /W3 /wd4005 /wd4251) - set(PRIVATE_MASM_COMPILE_OPTIONS /MP $<$:/Zi>) + set(PRIVATE_COMPILE_OPTIONS /MP $<$:/Zi> /W3 /wd4005 /wd4251 /wd4068) + set(PRIVATE_MASM_COMPILE_OPTIONS /MP $<$:/Zi> /wd4005 /wd4251 /wd4068) + set(PRIVATE_LINK_OPTIONS /DEBUG:FULL) +elseif (${CMAKE_CXX_COMPILER_ID} STREQUAL Clang) + set(PRIVATE_COMPILE_OPTIONS "$,,-g;-gcodeview;-fcolor-diagnostics;-Wall;-Wextra;-Wno-unknown-pragmas;-Wno-unused-parameter>") + set(PRIVATE_LINK_OPTIONS "$,,-g>") endif () -set(PRIVATE_LINK_OPTIONS /DEBUG:FULL) set(PUBLIC_COMPILE_FEATURES cxx_std_20) +set(CMAKE_EXPORT_COMPILE_COMMANDS ON) set(UE4SS_COMPILE_DEFINITIONS RC_ASM_HELPER_BUILD_STATIC @@ -136,6 +140,10 @@ set(POLYHOOK_DISASM_CAPSTONE OFF CACHE BOOL "Enable capstone support" FORCE) set(POLYHOOK_DISASM_CAPSTONE_FULL OFF CACHE BOOL "Build all features of capstone." FORCE) set(POLYHOOK_DISASM_ZYDIS ON CACHE BOOL "Enable Zydis support." FORCE) add_subdirectory(Dependencies/PolyHook_2_0) +if (${CMAKE_CXX_COMPILER_ID} STREQUAL Clang) + target_compile_options(asmjit PRIVATE -Wno-bitwise-instead-of-logical -Wno-sign-conversion -Wno-unused-command-line-argument -Wno-unused-but-set-variable) + target_compile_options(PolyHook_2 PRIVATE -Wno-unused-value -Wno-missing-field-initializers -Wno-missing-braces -Wno-unused-variable -Wno-bitwise-instead-of-logical -Wno-reorder-ctor -Wno-unused-private-field) +endif () # For some reason, PolyHook isn't adding the capstone or zydis include directories include_directories(Dependencies/PolyHook_2_0) include_directories(Dependencies/PolyHook_2_0/capstone/include) diff --git a/Dependencies/Function/include/Function/Function.hpp b/Dependencies/Function/include/Function/Function.hpp index 9e7be4aa1..390443137 100644 --- a/Dependencies/Function/include/Function/Function.hpp +++ b/Dependencies/Function/include/Function/Function.hpp @@ -4,6 +4,8 @@ #include #include +// Note: When we assign to 'm_function_address' from a function pointer, we're probably breaking some rules. +// Though it's likely, a function is not guaranteed to be represented as a pointer. namespace RC { template @@ -39,7 +41,7 @@ namespace RC auto assign_address(FunctionSignature func_ptr) -> void { m_active_func = func_ptr; - m_function_address = func_ptr; + m_function_address = std::bit_cast(func_ptr); m_stored_original_func = m_active_func; m_is_ready = true; } @@ -51,7 +53,7 @@ namespace RC if (!func_address) { throw std::runtime_error{"Tried to set the function pointer of a Function object to nullptr"}; } m_active_func = std::bit_cast(func_address); m_stored_original_func = m_active_func; - m_function_address = m_active_func; + m_function_address = func_address; m_is_ready = true; } @@ -59,7 +61,7 @@ namespace RC auto assign_temp_address(FunctionSignature func_ptr) -> void { m_active_func = func_ptr; - m_function_address = func_ptr; + m_function_address = std::bit_cast(func_ptr); m_is_ready = true; } @@ -77,7 +79,7 @@ namespace RC auto reset_address() -> void { m_active_func = m_stored_original_func; - m_function_address = m_stored_original_func; + m_function_address = std::bit_cast(m_stored_original_func); } // Returns the currently active function pointer diff --git a/Dependencies/FunctionTimer/include/Timer/FunctionTimer.hpp b/Dependencies/FunctionTimer/include/Timer/FunctionTimer.hpp index 447861188..95f350e65 100644 --- a/Dependencies/FunctionTimer/include/Timer/FunctionTimer.hpp +++ b/Dependencies/FunctionTimer/include/Timer/FunctionTimer.hpp @@ -5,6 +5,7 @@ #include #include #include +#include #include #include @@ -83,7 +84,7 @@ FunctionTimer scoped_function_timer{__FUNCSIG__}; std::vector hit_frames{}; public: - FunctionTimerFrame(std::string function_name) : self_frame_index(s_frame_stack.size()), end_frame_index(s_frame_stack.size()), function_name(function_name) + FunctionTimerFrame(std::string function_name) : function_name(function_name), self_frame_index(s_frame_stack.size()), end_frame_index(s_frame_stack.size()) { hit_frames.reserve(100000); } @@ -240,7 +241,7 @@ FunctionTimer scoped_function_timer{__FUNCSIG__}; public: ~FunctionTimerFrameGuard() { - if (!FunctionTimerFrame::s_frame_stack.empty() && self_frame_index != -1) + if (!FunctionTimerFrame::s_frame_stack.empty() && self_frame_index != std::numeric_limits::max()) { FunctionTimerFrame::s_frame_stack[self_frame_index].stop_timer(); } @@ -256,7 +257,7 @@ if (FunctionTimerFrame::s_timer_enabled) \ function_timer_frame = FunctionTimerFrame::new_frame(__FUNCSIG__); \ function_timer_frame->start_timer(); \ } \ -FunctionTimerFrameGuard function_timer_frame_guard{function_timer_frame ? function_timer_frame->self_frame_index : -1}; +FunctionTimerFrameGuard function_timer_frame_guard{function_timer_frame ? function_timer_frame->self_frame_index : std::numeric_limits::max()}; #endif #else #define TIME_FUNCTION() diff --git a/Dependencies/Helpers/include/Helpers/ASM.hpp b/Dependencies/Helpers/include/Helpers/ASM.hpp index fe577c919..d2019bd05 100644 --- a/Dependencies/Helpers/include/Helpers/ASM.hpp +++ b/Dependencies/Helpers/include/Helpers/ASM.hpp @@ -18,6 +18,12 @@ namespace RC::Helper::ASM MAX_INSTRUCTIONS, }; + inline auto operator>(Instruction lhs, size_t rhs) -> bool + { + static_assert(sizeof(lhs) <= sizeof(rhs)); + return static_cast(lhs) > rhs; + } + constexpr inline static int32_t rex_prefix = 0x48; struct OpCodeInfo @@ -54,7 +60,7 @@ namespace RC::Helper::ASM if (!instr_ptr) { return opi; } if (instr > asm_instructions.size()) { return opi; } - for (int i : asm_instructions[instr]) + for (int i : asm_instructions[static_cast(instr)]) { if (*instr_ptr == i || (*instr_ptr == rex_prefix && *(instr_ptr + 1) == i)) { diff --git a/Dependencies/IniParser/src/Ini.cpp b/Dependencies/IniParser/src/Ini.cpp index 9a1360fc2..f83f1a4d4 100644 --- a/Dependencies/IniParser/src/Ini.cpp +++ b/Dependencies/IniParser/src/Ini.cpp @@ -8,7 +8,7 @@ namespace RC::Ini { // Tokenize -> START ParserBase::Tokenizer tokenizer; - tokenizer.set_available_tokens(std::move(create_available_tokens_for_tokenizer())); + tokenizer.set_available_tokens(create_available_tokens_for_tokenizer()); tokenizer.tokenize(input); // Tokenize -> END @@ -28,7 +28,7 @@ namespace RC::Ini tc.add(ParserBase::Token::create(IniTokenType::NewLine, STR("NewLine"), STR("\n"))); tc.add(ParserBase::Token::create(IniTokenType::Space, STR("Space"), STR(" "))); tc.add(ParserBase::Token::create(IniTokenType::Characters, STR("Characters"), STR(""), ParserBase::Token::HasData::Yes)); // Empty identifier will match everything that no other token identifier matches - tc.add(ParserBase::Token::create/*/**/(IniTokenType::Equals, STR("Equals"), STR("="))); + tc.add(ParserBase::Token::create/**/(IniTokenType::Equals, STR("Equals"), STR("="))); tc.add(ParserBase::Token::create(IniTokenType::ClosingSquareBracket, STR("CloseSquareBracket"), STR("]"))); tc.add(ParserBase::Token::create(IniTokenType::OpeningSquareBracket, STR("OpenSquareBracket"), STR("["))); tc.add(ParserBase::Token::create(IniTokenType::SemiColon, STR("SemiColon"), STR(";"))); diff --git a/Dependencies/JSON/src/Parser/Parser.cpp b/Dependencies/JSON/src/Parser/Parser.cpp index f00c2184e..a79c754b1 100644 --- a/Dependencies/JSON/src/Parser/Parser.cpp +++ b/Dependencies/JSON/src/Parser/Parser.cpp @@ -31,7 +31,7 @@ namespace RC::JSON::Parser { // Tokenize -> START ParserBase::Tokenizer tokenizer; - tokenizer.set_available_tokens(std::move(create_available_tokens_for_tokenizer())); + tokenizer.set_available_tokens(create_available_tokens_for_tokenizer()); tokenizer.tokenize(input); // Tokenize -> END @@ -51,12 +51,12 @@ namespace RC::JSON::Parser auto parse(File::StringType& input) -> std::unique_ptr { - return std::move(Internal::parse_internal(input)); + return Internal::parse_internal(input); } auto parse(const File::Handle& file) -> std::unique_ptr { auto input = file.read_all(); - return std::move(Internal::parse_internal(input)); + return Internal::parse_internal(input); } } diff --git a/Dependencies/JSON/src/Parser/TokenParser.cpp b/Dependencies/JSON/src/Parser/TokenParser.cpp index 960961767..e383db171 100644 --- a/Dependencies/JSON/src/Parser/TokenParser.cpp +++ b/Dependencies/JSON/src/Parser/TokenParser.cpp @@ -93,7 +93,7 @@ namespace RC::JSON::Parser int local_peek_counter = peek_counter; const auto& token = peek(local_peek_counter); - if ((token.get_type() != TokenType::CarriageReturn && token.get_type() != TokenType::NewLine && token.get_type() != TokenType::Characters) || token.has_data() && !has_only_spaces(get_data(token))) + if ((token.get_type() != TokenType::CarriageReturn && token.get_type() != TokenType::NewLine && token.get_type() != TokenType::Characters) || (token.has_data() && !has_only_spaces(get_data(token)))) { break; } diff --git a/Dependencies/LuaMadeSimple/include/LuaMadeSimple/LuaMadeSimple.hpp b/Dependencies/LuaMadeSimple/include/LuaMadeSimple/LuaMadeSimple.hpp index 5d71a9656..0b165a06f 100644 --- a/Dependencies/LuaMadeSimple/include/LuaMadeSimple/LuaMadeSimple.hpp +++ b/Dependencies/LuaMadeSimple/include/LuaMadeSimple/LuaMadeSimple.hpp @@ -519,7 +519,7 @@ namespace RC::LuaMadeSimple RC_LMS_API auto set_hook(lua_Hook, int32_t mask, int32_t count) const -> void; RC_LMS_API auto registry() const -> const Registry&; - RC_LMS_API auto rawgeti(int32_t idx, lua_Integer n) const -> const int32_t; + RC_LMS_API auto rawgeti(int32_t idx, lua_Integer n) const -> int32_t; RC_LMS_API auto register_post_function_process_callback(PostFunctionProcessCallback) -> void; RC_LMS_API auto register_function(const std::string& name, const LuaFunction&) const -> void; diff --git a/Dependencies/LuaMadeSimple/src/LuaMadeSimple.cpp b/Dependencies/LuaMadeSimple/src/LuaMadeSimple.cpp index 72cac8ea1..70adcb0eb 100644 --- a/Dependencies/LuaMadeSimple/src/LuaMadeSimple.cpp +++ b/Dependencies/LuaMadeSimple/src/LuaMadeSimple.cpp @@ -7,9 +7,6 @@ namespace RC::LuaMadeSimple { - // State that controls whether actions can be performed - static GlobalState global_state = GlobalState::Ready; - // All lua instances, lua_State* are stored in the Lua class static std::unordered_map> lua_instances; @@ -242,7 +239,7 @@ namespace RC::LuaMadeSimple auto Lua::Table::get_float_field(std::string_view field_name, bool* has_error) -> float { - int type = push_field_name_and_value(field_name); + push_field_name_and_value(field_name); if (!get_lua_instance().is_number(-1)) { if (has_error) @@ -470,7 +467,7 @@ namespace RC::LuaMadeSimple return m_registry; } - auto Lua::rawgeti(int32_t idx, lua_Integer n) const -> const int32_t + auto Lua::rawgeti(int32_t idx, lua_Integer n) const -> int32_t { return lua_rawgeti(get_lua_state(), idx, n); } diff --git a/Dependencies/LuaRaw/CMakeLists.txt b/Dependencies/LuaRaw/CMakeLists.txt index f31ae393b..04209e6a8 100644 --- a/Dependencies/LuaRaw/CMakeLists.txt +++ b/Dependencies/LuaRaw/CMakeLists.txt @@ -62,6 +62,10 @@ add_library(${TARGET} ${${TARGET}_Sources}) target_include_directories(${TARGET} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include) # I removed LUA_LIB from the compile definitions because I don't think it's needed but we'll see. target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:LUA_BUILD_AS_DLL>) -target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS} /W0) +if (${CMAKE_CXX_COMPILER_ID} STREQUAL MSVC) + target_compile_options(${TARGET} PRIVATE /W0) +elseif (${CMAKE_CXX_COMPILER_ID} STREQUAL Clang) + target_compile_options(${TARGET} PRIVATE -Wno-deprecated-enum-enum-conversion) +endif () target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) diff --git a/Dependencies/ParserBase/src/Token.cpp b/Dependencies/ParserBase/src/Token.cpp index 259b77190..ea78c79c8 100644 --- a/Dependencies/ParserBase/src/Token.cpp +++ b/Dependencies/ParserBase/src/Token.cpp @@ -3,9 +3,9 @@ namespace RC::ParserBase { Token::Token(int type, File::StringViewType name, File::StringViewType identifier, Token::HasData has_data) - : m_type(type), - m_debug_name(name), + : m_debug_name(name), m_identifier(identifier), + m_type(type), m_has_data(has_data) { } diff --git a/Dependencies/ParserBase/src/Tokenizer.cpp b/Dependencies/ParserBase/src/Tokenizer.cpp index 414b66f4c..27401650b 100644 --- a/Dependencies/ParserBase/src/Tokenizer.cpp +++ b/Dependencies/ParserBase/src/Tokenizer.cpp @@ -91,48 +91,6 @@ namespace RC::ParserBase } }; - auto try_find_token_identifier = [&](const Token& token_to_find) -> int { - //File::StringType b; - int local_cursor{}; - - for (const File::CharType* c = &input_array[global_cursor+1]; local_cursor < input.size() - global_cursor; ++c, ++local_cursor) - { - File::StringViewType identifier_to_find = token_to_find.get_identifier(); - File::StringType compare_to; - peek(compare_to, c, identifier_to_find.size()); - - if (identifier_to_find == compare_to) - { - return local_cursor; - } - - /* - if (*c == identifier_to_find[0]) - { - // The first character matches the first character of the identifier - if (identifier_to_find.size() == 1) - { - // The size of the identifier to find is 1, then we've found the identifier, exit early - return local_cursor; - } - - // Add it to 'b' and step forward - b += *c; - } - else if (b == identifier_to_find) - { - return local_cursor; - } - else if (b.size() > 0) - { - b.clear(); - } - //*/ - } - - return -1; - }; - struct TokenFoundWrapper { const Token* token{nullptr}; diff --git a/Dependencies/SinglePassSigScanner/src/SinglePassSigScanner.cpp b/Dependencies/SinglePassSigScanner/src/SinglePassSigScanner.cpp index 7b1700580..9f53e18a7 100644 --- a/Dependencies/SinglePassSigScanner/src/SinglePassSigScanner.cpp +++ b/Dependencies/SinglePassSigScanner/src/SinglePassSigScanner.cpp @@ -367,7 +367,7 @@ namespace RC auto start_address = static_cast(module.lpBaseOfDll); auto end_address = static_cast(module.lpBaseOfDll) + module.SizeOfImage; - MEMORY_BASIC_INFORMATION memory_info{nullptr}; + MEMORY_BASIC_INFORMATION memory_info{}; DWORD protect_flags = PAGE_GUARD | PAGE_NOCACHE | PAGE_NOACCESS; void* address_found{}; @@ -409,7 +409,7 @@ namespace RC if (!start_address) { start_address = static_cast(info.lpMinimumApplicationAddress); } if (!end_address) { start_address = static_cast(info.lpMaximumApplicationAddress); } - MEMORY_BASIC_INFORMATION memory_info{nullptr}; + MEMORY_BASIC_INFORMATION memory_info{}; DWORD protect_flags = PAGE_GUARD | PAGE_NOCACHE | PAGE_NOACCESS; // TODO: Nasty nasty nasty. Come up with a better solution... wtf @@ -428,16 +428,16 @@ namespace RC for (const auto& container : signature_containers) { // Only continue if the signature is properly formatted - for (const auto& signature_data : container.signatures) - { - // Bring this code back when both: - // A. The regex has been updated to take into consideration. - // B. The threads have been synced before the scan to verify that all threads are scanning for valid signatures. - //if (!std::regex_search(signature_data.signature, signature_validity_regex)) - //{ - // throw std::runtime_error{std::format("[SinglePassSigScanner::start_scan] A signature is improperly formatted. Signature: {}", signature_data.signature)}; - //} - } + // Bring this code back when both: + // A. The regex has been updated to take into consideration. + // B. The threads have been synced before the scan to verify that all threads are scanning for valid signatures. + //for (const auto& signature_data : container.signatures) + //{ + // if (!std::regex_search(signature_data.signature, signature_validity_regex)) + // { + // throw std::runtime_error{std::format("[SinglePassSigScanner::start_scan] A signature is improperly formatted. Signature: {}", signature_data.signature)}; + // } + //} // Signatures for this container vector_of_sigs.emplace_back(string_to_vector(container.signatures)); diff --git a/include/GUI/GUI.hpp b/include/GUI/GUI.hpp index 6bab5c23f..fe8940fc2 100644 --- a/include/GUI/GUI.hpp +++ b/include/GUI/GUI.hpp @@ -36,6 +36,7 @@ namespace RC::GUI public: GfxBackendBase() = default; + virtual ~GfxBackendBase() = default; public: auto set_os_backend(OSBackendBase* backend) { m_os_backend = backend; } @@ -62,6 +63,7 @@ namespace RC::GUI public: OSBackendBase() = default; + virtual ~OSBackendBase() = default; public: auto set_gfx_backend(GfxBackendBase* backend) { m_gfx_backend = backend; } diff --git a/include/Mod.hpp b/include/Mod.hpp index fa1242d86..5696d0616 100644 --- a/include/Mod.hpp +++ b/include/Mod.hpp @@ -60,10 +60,10 @@ namespace RC // TODO: Use LuaMadeSimple instead of lua_State* // Not doing it now because the copy constructor gets implicitly deleted which is needed for erase & remove_if // lua_State* lua_state; - int32_t lua_action_function_ref; - ActionType type; - std::chrono::time_point created_at; - int64_t delay; + int32_t lua_action_function_ref{}; + ActionType type{}; + std::chrono::time_point created_at{}; + int64_t delay{}; }; std::vector m_pending_actions{}; std::vector m_delayed_actions{}; diff --git a/include/USMapGenerator/writer.h b/include/USMapGenerator/writer.h index c7e7e114f..23f62aefa 100644 --- a/include/USMapGenerator/writer.h +++ b/include/USMapGenerator/writer.h @@ -1,5 +1,8 @@ #pragma once +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-variable" + class IBufferWriter { public: @@ -116,3 +119,5 @@ class FileWriter : IBufferWriter Write(&Input, sizeof(T)); } }; + +#pragma clang diagnostic pop diff --git a/include/UnrealCustom/CustomProperty.hpp b/include/UnrealCustom/CustomProperty.hpp index 18a05be82..74dd579a9 100644 --- a/include/UnrealCustom/CustomProperty.hpp +++ b/include/UnrealCustom/CustomProperty.hpp @@ -19,7 +19,10 @@ namespace RC::Unreal private: // Untyped data // The proper data will be copied inside at the proper offsets using StaticOffsetFinder + #pragma clang diagnostic push + #pragma clang diagnostic ignored "-Wunused-private-field" std::byte m_data[0x128]{}; + #pragma clang diagnostic pop public: CustomProperty(int32_t offset_internal, int32_t element_size); diff --git a/src/GUI/Console.cpp b/src/GUI/Console.cpp index 47a7d979b..62d507732 100644 --- a/src/GUI/Console.cpp +++ b/src/GUI/Console.cpp @@ -166,7 +166,11 @@ namespace RC::GUI auto Console::add_line(const std::string& line, LogLevel::LogLevel log_level) -> void { std::lock_guard guard(m_lines_mutex); - if (m_text_editor.GetTotalLines() >= m_maximum_num_lines) { m_text_editor.ClearLines(); } + if (m_text_editor.GetTotalLines() < 0) + { + throw std::runtime_error{"Somehow we negative amount of lines in the console"}; + } + if (static_cast(m_text_editor.GetTotalLines()) >= m_maximum_num_lines) { m_text_editor.ClearLines(); } if (m_lines.size() >= m_maximum_num_lines) { m_lines.clear(); } if (log_level != LogLevel::Default && log_level != LogLevel::Normal) { @@ -180,7 +184,11 @@ namespace RC::GUI { auto ansi_string = to_string(line); std::lock_guard guard(m_lines_mutex); - if (m_text_editor.GetTotalLines() >= m_maximum_num_lines) { m_text_editor.ClearLines(); } + if (m_text_editor.GetTotalLines() < 0) + { + throw std::runtime_error{"Somehow we negative amount of lines in the console"}; + } + if (static_cast(m_text_editor.GetTotalLines()) >= m_maximum_num_lines) { m_text_editor.ClearLines(); } if (m_lines.size() >= m_maximum_num_lines) { m_lines.clear(); } if (log_level != LogLevel::Default && log_level != LogLevel::Normal) { diff --git a/src/LuaLibrary.cpp b/src/LuaLibrary.cpp index 915558b59..3c784b219 100644 --- a/src/LuaLibrary.cpp +++ b/src/LuaLibrary.cpp @@ -107,9 +107,10 @@ namespace RC::LuaLibrary { switch (status) { - + case ExportedFunctionStatus::NO_ERROR_TO_EXPORT: + return L"NO_ERROR_TO_EXPORT | 0"; case ExportedFunctionStatus::UNKNOWN_ERROR: - return L"UNKNOWN_ERROR | 0"; + return L"UNKNOWN_ERROR | 7"; case ExportedFunctionStatus::SUCCESS: return L"SUCCESS | 1"; case ExportedFunctionStatus::VARIABLE_NOT_FOUND: @@ -122,6 +123,8 @@ namespace RC::LuaLibrary return L"UNABLE_TO_CALL_SCRIPT_FUNCTION | 5"; case ExportedFunctionStatus::SCRIPT_FUNCTION_NOT_FOUND: return L"SCRIPT_FUNCTION_NOT_FOUND | 6"; + case ExportedFunctionStatus::UE4SS_NOT_INITIALIZED: + return L"UE4SS_NOT_INITIALIZED | 8"; } return L"Missed switch case"; @@ -139,7 +142,12 @@ namespace RC::LuaLibrary std::string_view output_buffer_view{output_buffer}; auto* mod = UE4SSProgram::find_mod_by_name(mod_name); - if (!mod || !mod->is_installed() || !mod->is_started()) { return std::format("No mod by name '{}' found.", mod_name).c_str(); } + if (!mod || !mod->is_installed() || !mod->is_started()) + { + auto error_message = std::format("No mod by name '{}' found.", mod_name); + std::memcpy(output_buffer, error_message.data(), error_message.size()); + return output_buffer; + } try { diff --git a/src/LuaType/LuaUObject.cpp b/src/LuaType/LuaUObject.cpp index 1725f493e..796adce54 100644 --- a/src/LuaType/LuaUObject.cpp +++ b/src/LuaType/LuaUObject.cpp @@ -116,7 +116,7 @@ namespace RC::LuaType } //for (uint8_t i = 0; i < num_expected_params; ++i) - uint8_t i = 0; + //uint8_t i = 0; func->ForEachProperty([&](Unreal::FProperty* param_next) { //if (i > 0) //{ @@ -717,7 +717,6 @@ namespace RC::LuaType size_t array_element_size = inner->GetElementSize(); - Unreal::FScriptArray* current_array{static_cast(params.data)}; unsigned char* array{}; size_t table_length = lua_rawlen(params.lua.get_lua_state(), 1); bool has_elements = table_length > 0; @@ -748,9 +747,7 @@ namespace RC::LuaType }); } - auto* new_script_array = static_cast(Unreal::FMemory::Malloc(sizeof(Unreal::FScriptArray))); - - auto* to_array = static_cast(params.data); + //auto* to_array = static_cast(params.data); if (has_elements) { //to_array->SetAllocatorInstance(array); diff --git a/src/Mod.cpp b/src/Mod.cpp index 835799108..91ca9e16a 100644 --- a/src/Mod.cpp +++ b/src/Mod.cpp @@ -503,7 +503,7 @@ namespace RC { // Verify that there's a 'Scripts' directory // Give the full path to the 'Scripts' directory to the mod container - m_scripts_path = std::move(m_mod_path + L"\\scripts"); + m_scripts_path = m_mod_path + L"\\scripts"; // If the 'Scripts' directory doesn't exist then mark the mod as non-installable and move on to the next mod if (!std::filesystem::exists(m_scripts_path)) @@ -1232,8 +1232,8 @@ No overload found for function 'StaticConstructObject'. void* param_external_package{}; if (lua.is_integer()) { param_external_package = reinterpret_cast(static_cast(lua.get_integer())); } - void* param_subobject_overrides{}; - if (lua.is_integer()) { param_subobject_overrides = reinterpret_cast(static_cast(lua.get_integer())); } + //void* param_subobject_overrides{}; + //if (lua.is_integer()) { param_subobject_overrides = reinterpret_cast(static_cast(lua.get_integer())); } Unreal::FStaticConstructObjectParameters params{param_class, param_outer}; params.Name = param_name; @@ -2114,7 +2114,6 @@ No overload found for function 'FindObject'. Unreal::FName object_class_name{}; Unreal::UClass* in_class{}; - bool object_class_name_supplied{true}; bool could_be_in_class{}; if (lua.is_string()) { @@ -2143,7 +2142,6 @@ No overload found for function 'FindObject'. else if (lua.is_nil()) { lua.discard_value(); - object_class_name_supplied = false; could_be_in_class = true; } else @@ -2266,6 +2264,10 @@ No overload found for function 'FindObjects'. int32_t num_objects_to_find{}; if (lua.is_integer()) { + if (num_objects_to_find < 0) + { + throw std::runtime_error{error_overload_not_found}; + } num_objects_to_find = static_cast(lua.get_integer()); } else if (lua.is_nil()) @@ -2392,10 +2394,10 @@ No overload found for function 'FindObjects'. } std::vector objects_found{}; - Unreal::UObjectGlobals::FindObjects(num_objects_to_find, object_class_name, object_short_name, objects_found, required_flags, banned_flags, exact_class); + Unreal::UObjectGlobals::FindObjects(static_cast(num_objects_to_find), object_class_name, object_short_name, objects_found, required_flags, banned_flags, exact_class); auto table = lua.prepare_new_table(static_cast(objects_found.size())); - for (auto i = 0; i < objects_found.size(); ++i) + for (size_t i = 0; i < objects_found.size(); ++i) { table.add_key(i + 1); LuaType::auto_construct_object(lua, objects_found[i]); @@ -3411,7 +3413,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. LuaType::RemoteUnrealParam::construct(callback_data.lua, &context, s_object_property_name); callback_data.lua.set_string(to_string(command)); auto params_table = callback_data.lua.prepare_new_table(); - for (auto i = 1; i < command_parts.size(); ++i) + for (size_t i = 1; i < command_parts.size(); ++i) { const auto& command_part = command_parts[i]; params_table.add_pair(i, to_string(command_part).c_str()); @@ -3466,7 +3468,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. LuaType::RemoteUnrealParam::construct(callback_data.lua, &context, s_object_property_name); callback_data.lua.set_string(to_string(command)); auto params_table = callback_data.lua.prepare_new_table(); - for (auto i = 1; i < command_parts.size(); ++i) + for (size_t i = 1; i < command_parts.size(); ++i) { const auto& command_part = command_parts[i]; params_table.add_pair(i, to_string(command_part).c_str()); @@ -3535,7 +3537,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. callback_data.lua.set_string(to_string(command)); auto params_table = callback_data.lua.prepare_new_table(); - for (auto i = 1; i < command_parts.size(); ++i) + for (size_t i = 1; i < command_parts.size(); ++i) { const auto& command_part = command_parts[i]; params_table.add_pair(i, to_string(command_part).c_str()); @@ -3595,7 +3597,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. callback_data.lua.set_string(to_string(command)); auto params_table = callback_data.lua.prepare_new_table(); - for (auto i = 1; i < command_parts.size(); ++i) + for (size_t i = 1; i < command_parts.size(); ++i) { const auto& command_part = command_parts[i]; params_table.add_pair(i, to_string(command_part).c_str()); diff --git a/src/SDKGenerator/Common.cpp b/src/SDKGenerator/Common.cpp index 81cb112f5..c88edb9f2 100644 --- a/src/SDKGenerator/Common.cpp +++ b/src/SDKGenerator/Common.cpp @@ -177,7 +177,6 @@ namespace RC::UEGenerator if (field_class_name == STR("EnumProperty")) { FEnumProperty* enum_property = static_cast(property); - FNumericProperty* underlying_property = enum_property->GetUnderlyingProperty(); UEnum* uenum = enum_property->GetEnum(); if (uenum == NULL) @@ -401,7 +400,6 @@ namespace RC::UEGenerator if (field_class_name == STR("DelegateProperty")) { FDelegateProperty* delegate_property = static_cast(property); - UFunction* delegate_signature_function = delegate_property->GetFunctionSignature(); const std::wstring delegate_type_name = generate_delegate_name(delegate_property, class_context->GetName()); return delegate_type_name; @@ -412,7 +410,6 @@ namespace RC::UEGenerator if (field_class_name == STR("MulticastInlineDelegateProperty") || field_class_name == STR("MulticastDelegateProperty")) { FMulticastInlineDelegateProperty* delegate_property = static_cast(property); - UFunction* delegate_signature_function = delegate_property->GetFunctionSignature(); const std::wstring delegate_type_name = generate_delegate_name(delegate_property, class_context->GetName()); return delegate_type_name; @@ -421,7 +418,6 @@ namespace RC::UEGenerator if (field_class_name == STR("MulticastSparseDelegateProperty")) { FMulticastSparseDelegateProperty* delegate_property = static_cast(property); - UFunction* delegate_signature_function = delegate_property->GetFunctionSignature(); const std::wstring delegate_type_name = generate_delegate_name(delegate_property, class_context->GetName()); return delegate_type_name; diff --git a/src/SDKGenerator/Generator.cpp b/src/SDKGenerator/Generator.cpp index b91030284..9f64e2a21 100644 --- a/src/SDKGenerator/Generator.cpp +++ b/src/SDKGenerator/Generator.cpp @@ -198,7 +198,7 @@ namespace RC::UEGenerator auto CXXGenerator::generate_tab(size_t num_tabs) -> File::StringType { File::StringType tab_storage{}; - for (int i = 0; i < num_tabs; ++i) + for (size_t i = 0; i < num_tabs; ++i) { for (int space = 0; space < 4; ++space) { @@ -537,7 +537,6 @@ namespace RC::UEGenerator content_buffer.append(std::format(STR("{}\n"), generate_offset_comment(property, part_one))); - FName property_type_name = property->GetClass().GetFName(); if (property->IsA()) { generate_function_declaration(object_info, make_function_info(object_info, static_cast(property)->GetFunctionSignature(), current_class_content), generated_file, content_buffer, IsDelegateFunction::Yes); @@ -559,7 +558,6 @@ namespace RC::UEGenerator if (next_property) { int32_t current_property_end_location = current_property_offset + current_property_size; - auto test = current_property_end_location % current_property_size; int32_t next_property_offset = next_property->GetOffset_Internal(); diff --git a/src/SDKGenerator/JSONDumper.cpp b/src/SDKGenerator/JSONDumper.cpp index 440011f06..f2e729908 100644 --- a/src/SDKGenerator/JSONDumper.cpp +++ b/src/SDKGenerator/JSONDumper.cpp @@ -129,8 +129,6 @@ namespace RC::UEGenerator::JSONDumper Output::send(STR("Dumping to JSON file\n")); auto json = JSON::Array{}; - // For now this is for 4.25+ only - bool is_below_425 = Unreal::Version::IsBelow(4, 25); UObjectGlobals::ForEachUObject([&](void* raw_object, int32_t chunk_index, int32_t object_index) { if (!raw_object) { return LoopAction::Continue; } UObject* object = static_cast(raw_object); diff --git a/src/SDKGenerator/TMapOverrideGen.cpp b/src/SDKGenerator/TMapOverrideGen.cpp index 6aa083aa5..22f5e6390 100644 --- a/src/SDKGenerator/TMapOverrideGen.cpp +++ b/src/SDKGenerator/TMapOverrideGen.cpp @@ -40,7 +40,7 @@ namespace RC::UEGenerator auto as_class = Cast(object); auto as_script_struct = as_class ? static_cast(nullptr) : Cast(object); if (!as_class && !as_script_struct) { return LoopAction::Continue; } - if (as_class && as_class->HasAnyClassFlags(CLASS_Native) || as_script_struct && as_script_struct->HasAnyStructFlags(STRUCT_Native)) + if ((as_class && as_class->HasAnyClassFlags(CLASS_Native)) || (as_script_struct && as_script_struct->HasAnyStructFlags(STRUCT_Native))) { casted_object->ForEachProperty([&](FProperty* property) { if (!property->IsA() || MapProperties.contains(property->GetFName())) { return LoopAction::Continue; } diff --git a/src/SDKGenerator/UEHeaderGenerator.cpp b/src/SDKGenerator/UEHeaderGenerator.cpp index 816bec1cc..e5db3c760 100644 --- a/src/SDKGenerator/UEHeaderGenerator.cpp +++ b/src/SDKGenerator/UEHeaderGenerator.cpp @@ -172,7 +172,7 @@ namespace RC::UEGenerator resulting_string.append(STR(", ")); } - for (const std::pair>& parameter_pair : m_parameters) + for (const auto& parameter_pair : m_parameters) { resulting_string.append(parameter_pair.first); resulting_string.append(STR("=")); @@ -2514,7 +2514,6 @@ namespace RC::UEGenerator auto UEHeaderGenerator::generate_function_parameter_list(UClass* uclass, UFunction* function, GeneratedSourceFile& header_data, bool generate_comma_before_name, const std::wstring& context_name, const CaseInsensitiveSet& blacklisted_property_names, int32_t* out_num_params) -> std::wstring { - auto function_flags = function->GetFunctionFlags(); std::wstring function_arguments_string; function->ForEachProperty([&](FProperty* property) { @@ -2611,7 +2610,6 @@ namespace RC::UEGenerator if (field_class_name == STR("EnumProperty")) { FEnumProperty* enum_property = static_cast(property); - FNumericProperty* underlying_type = enum_property->GetUnderlyingProperty(); UEnum* uenum = enum_property->GetEnum(); if (uenum == NULL) @@ -3285,8 +3283,6 @@ namespace RC::UEGenerator } else if (object_class->IsChildOf(UEnum::StaticClass())) { - UEnum* uenum = static_cast(object); - //TODO do we want them? They're not that easy since we do not know enum types precisely in advance throw std::invalid_argument("Enum pre-declarations are not supported"); } diff --git a/src/Signatures.cpp b/src/Signatures.cpp index 7e70fae6e..c186738ef 100644 --- a/src/Signatures.cpp +++ b/src/Signatures.cpp @@ -79,7 +79,7 @@ namespace RC } }, // On Scan Completed - [&lua, scan_complete_func]([[maybe_unused]]const SignatureContainer& self) { + [scan_complete_func]([[maybe_unused]]const SignatureContainer& self) { scan_complete_func(self.get_did_succeed() ? DidLuaScanSucceed::Yes : DidLuaScanSucceed::No); } }); diff --git a/src/UE4SSProgram.cpp b/src/UE4SSProgram.cpp index c8ad39ada..152e0b289 100644 --- a/src/UE4SSProgram.cpp +++ b/src/UE4SSProgram.cpp @@ -265,7 +265,6 @@ namespace RC m_game_path_and_exe_name = game_exe_path; m_object_dumper_output_directory = m_game_executable_directory; - bool has_game_specific_config{}; for (const auto& item : std::filesystem::directory_iterator(m_root_directory)) { if (!item.is_directory()) { continue; } @@ -527,7 +526,7 @@ namespace RC }); Output::send(STR("UStruct\n")); - uint32_t ustruct_size = retrieve_vtable_layout_from_ini(STR("UStruct"), [&](uint32_t index, File::StringType& item) { + retrieve_vtable_layout_from_ini(STR("UStruct"), [&](uint32_t index, File::StringType& item) { uint32_t offset = calculate_virtual_function_offset(index, uobjectbase_size, uobjectbaseutility_size, uobject_size, ufield_size); Output::send(STR("UStruct::{} = 0x{:X}\n"), item, offset); Unreal::UField::VTableLayoutMap.emplace(item, offset); @@ -589,8 +588,6 @@ namespace RC Output::send(STR("m_shared_functions: {}\n"), static_cast(&m_shared_functions)); } - static FName g_player_controller_name{}; - auto UE4SSProgram::on_program_start() -> void { using namespace Unreal; @@ -776,7 +773,7 @@ namespace RC else { // Create the mod but don't install it yet - m_mods.emplace_back(std::make_unique(*this, std::move(sub_directory.path().stem().wstring()), std::move(sub_directory.path().wstring()))); + m_mods.emplace_back(std::make_unique(*this, sub_directory.path().stem().wstring(), sub_directory.path().wstring())); } } @@ -850,8 +847,6 @@ namespace RC // 'mods.txt' exists, lets parse it std::wifstream mods_stream{enabled_mods_file}; - size_t mod_count{}; - std::wstring current_line; while (std::getline(mods_stream, current_line)) { @@ -861,9 +856,6 @@ namespace RC // Don't parse if the line is impossibly short (empty lines for example) if (current_line.size() <= 4) { continue; } - // Increasing the mod counter but only after a valid line has been found - ++mod_count; - // Remove all spaces auto end = std::remove(current_line.begin(), current_line.end(), L' '); current_line.erase(end, current_line.end()); From 7ed01eacd5bb27e88de1b0de12a47921ec593fe4 Mon Sep 17 00:00:00 2001 From: UE4SS Date: Mon, 3 Apr 2023 20:55:30 +0200 Subject: [PATCH 26/55] Fixed MSVC warning 4068 per-file instead of globally. There might be a compiler bug causing /wd4068 to not work so we'll just use pragmas to suppress this warning for now. --- include/USMapGenerator/writer.h | 4 ++++ include/UnrealCustom/CustomProperty.hpp | 4 ++++ 2 files changed, 8 insertions(+) diff --git a/include/USMapGenerator/writer.h b/include/USMapGenerator/writer.h index 23f62aefa..76fdc54d3 100644 --- a/include/USMapGenerator/writer.h +++ b/include/USMapGenerator/writer.h @@ -1,5 +1,7 @@ #pragma once +#pragma warning(disable: 4068) + #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wunused-variable" @@ -121,3 +123,5 @@ class FileWriter : IBufferWriter }; #pragma clang diagnostic pop + +#pragma warning(default: 4068) diff --git a/include/UnrealCustom/CustomProperty.hpp b/include/UnrealCustom/CustomProperty.hpp index 74dd579a9..417a15c58 100644 --- a/include/UnrealCustom/CustomProperty.hpp +++ b/include/UnrealCustom/CustomProperty.hpp @@ -7,6 +7,8 @@ #include #include +#pragma warning(disable: 4068) + namespace RC::Unreal { class UClass; @@ -73,4 +75,6 @@ namespace RC::Unreal }; } +#pragma warning(default: 4068) + #endif //UE4SS_CUSTOMPROPERTY_HPP From 597084764fff911b20a0eb064c929e837b51ba7e Mon Sep 17 00:00:00 2001 From: Narknon Date: Fri, 7 Apr 2023 12:43:47 -0400 Subject: [PATCH 27/55] Update Unreal submodule to add AActor::Tick hook; add AHUD for 5.0 --- Dependencies/Unreal | 2 +- generated_include/build_number.hpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Dependencies/Unreal b/Dependencies/Unreal index 58e01880a..9f278a9e7 160000 --- a/Dependencies/Unreal +++ b/Dependencies/Unreal @@ -1 +1 @@ -Subproject commit 58e01880a2340b1f40f9655dc8d23fa0fdf42d94 +Subproject commit 9f278a9e7f35a96d8755f8758305d72670a115d9 diff --git a/generated_include/build_number.hpp b/generated_include/build_number.hpp index d4ccd2b7f..b665756b3 100644 --- a/generated_include/build_number.hpp +++ b/generated_include/build_number.hpp @@ -1 +1 @@ -#define UE4SS_LIB_BUILD_GITSHA "db60b2f" \ No newline at end of file +#define UE4SS_LIB_BUILD_GITSHA "e4553a7" \ No newline at end of file From 66d070d61cc17033282402d5a110926bb433b5c4 Mon Sep 17 00:00:00 2001 From: Narknon Date: Mon, 17 Apr 2023 16:31:37 -0400 Subject: [PATCH 28/55] update ue submodule --- Dependencies/Unreal | 2 +- generated_include/build_number.hpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Dependencies/Unreal b/Dependencies/Unreal index 9f278a9e7..06718a090 160000 --- a/Dependencies/Unreal +++ b/Dependencies/Unreal @@ -1 +1 @@ -Subproject commit 9f278a9e7f35a96d8755f8758305d72670a115d9 +Subproject commit 06718a090cf912f369f685a887507b3a20ea64a0 diff --git a/generated_include/build_number.hpp b/generated_include/build_number.hpp index b665756b3..07e65e055 100644 --- a/generated_include/build_number.hpp +++ b/generated_include/build_number.hpp @@ -1 +1 @@ -#define UE4SS_LIB_BUILD_GITSHA "e4553a7" \ No newline at end of file +#define UE4SS_LIB_BUILD_GITSHA "f9542ad" \ No newline at end of file From e56110d1a0afdf825fc2b0d539c71d28d1946ff8 Mon Sep 17 00:00:00 2001 From: localcc Date: Thu, 20 Apr 2023 00:08:53 +0200 Subject: [PATCH 29/55] Cpp modding (#101) The beginning of C++ modding. See pull request for more information. --- CMakeLists.txt | 15 +- Dependencies/DynamicOutput/CMakeLists.txt | 8 +- Dependencies/File/CMakeLists.txt | 8 +- .../Function/include/Function/Function.hpp | 7 +- Dependencies/FunctionTimer/CMakeLists.txt | 8 +- .../FunctionTimer/include/Timer/Common.hpp | 2 +- Dependencies/Input/CMakeLists.txt | 8 +- Dependencies/JSON/include/JSON/Value.hpp | 2 +- Dependencies/LuaMadeSimple/CMakeLists.txt | 8 +- .../SinglePassSigScanner/CMakeLists.txt | 8 +- cppsdk/CMakeLists.txt | 42 +++ cppsdk/dllmain.cpp | 18 ++ include/Common.hpp | 14 + include/LuaLibrary.hpp | 1 + include/LuaType/LuaMod.hpp | 33 --- include/LuaType/LuaModRef.hpp | 39 +++ include/Mod/CppMod.hpp | 40 +++ include/Mod/CppUserModBase.hpp | 21 ++ include/{Mod.hpp => Mod/LuaMod.hpp} | 79 +++--- include/Mod/Mod.hpp | 81 ++++++ include/SDKGenerator/Common.hpp | 6 +- include/SettingsManager.hpp | 3 +- include/UE4SSProgram.hpp | 48 ++-- internal_build_tools/cppsdk_gen.py | 51 ++++ src/LuaLibrary.cpp | 10 +- src/LuaType/LuaMod.cpp | 222 ---------------- src/LuaType/LuaModRef.cpp | 171 +++++++++++++ src/Mod/CppMod.cpp | 66 +++++ src/{Mod.cpp => Mod/LuaMod.cpp} | 240 +++++++++--------- src/Mod/Mod.cpp | 106 ++++++++ src/UE4SSProgram.cpp | 49 ++-- 31 files changed, 927 insertions(+), 487 deletions(-) create mode 100644 cppsdk/CMakeLists.txt create mode 100644 cppsdk/dllmain.cpp create mode 100644 include/Common.hpp delete mode 100644 include/LuaType/LuaMod.hpp create mode 100644 include/LuaType/LuaModRef.hpp create mode 100644 include/Mod/CppMod.hpp create mode 100644 include/Mod/CppUserModBase.hpp rename include/{Mod.hpp => Mod/LuaMod.hpp} (78%) create mode 100644 include/Mod/Mod.hpp create mode 100644 internal_build_tools/cppsdk_gen.py delete mode 100644 src/LuaType/LuaMod.cpp create mode 100644 src/LuaType/LuaModRef.cpp create mode 100644 src/Mod/CppMod.cpp rename src/{Mod.cpp => Mod/LuaMod.cpp} (94%) create mode 100644 src/Mod/Mod.cpp diff --git a/CMakeLists.txt b/CMakeLists.txt index 176841b71..52e2017f6 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -6,6 +6,7 @@ message("IPO - Supported: ${supported}; ${error}") message("Project: UE4SS") set(MAKE_DEPENDENCIES_SHARED 0) +set(STATIC_EXPORTS 1) if (${MAKE_DEPENDENCIES_SHARED} EQUAL 0) set(MAKE_DEPENDENCIES_STATIC 1) @@ -71,6 +72,7 @@ set(PUBLIC_COMPILE_FEATURES cxx_std_20) set(CMAKE_EXPORT_COMPILE_COMMANDS ON) set(UE4SS_COMPILE_DEFINITIONS + RC_UE4SS_EXPORTS RC_ASM_HELPER_BUILD_STATIC RC_FILE_BUILD_STATIC RC_DYNAMIC_OUTPUT_BUILD_STATIC @@ -236,10 +238,12 @@ set(${TARGET}_Sources "${CMAKE_CURRENT_SOURCE_DIR}/src/SettingsManager.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/src/ObjectDumper/ObjectToString.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/src/Signatures.cpp" - "${CMAKE_CURRENT_SOURCE_DIR}/src/Mod.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/Mod/Mod.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/Mod/LuaMod.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/Mod/CppMod.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/src/UnrealCustom/CustomProperty.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/src/LuaLibrary.cpp" - "${CMAKE_CURRENT_SOURCE_DIR}/src/LuaType/LuaMod.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/LuaType/LuaModRef.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/src/LuaType/LuaUObject.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/src/LuaType/LuaUStruct.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/src/LuaType/LuaUClass.cpp" @@ -304,7 +308,7 @@ target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) target_compile_definitions(${TARGET} PUBLIC $<${MAKE_DEPENDENCIES_SHARED}:LUA_BUILD_AS_DLL>) set(UE4SS_LINK_WITH_LIBRARIES File DynamicOutput Unreal SinglePassSigScanner LuaMadeSimple FunctionTimer Function IniParser JSON Input PolyHook_2 d3d11 GLFW opengl32) set(UE4SS_LINK_WITH_INTERFACE_LIBRARIES fmt::fmt-header-only Function Constructs Helpers MProgram ScopedTimer) -target_link_libraries(${TARGET} PRIVATE ${UE4SS_LINK_WITH_LIBRARIES} ${UE4SS_LINK_WITH_INTERFACE_LIBRARIES}) +target_link_libraries(${TARGET} PUBLIC ${UE4SS_LINK_WITH_LIBRARIES} ${UE4SS_LINK_WITH_INTERFACE_LIBRARIES}) set(XINPUT_TARGET xinput1_3) enable_language(ASM_MASM) @@ -325,6 +329,10 @@ endif() set_property(TARGET ${TARGET} PROPERTY INTERPROCEDURAL_OPTIMIZATION TRUE) set_property(TARGET ${XINPUT_TARGET} PROPERTY INTERPROCEDURAL_OPTIMIZATION TRUE) +# Making sure that the linked C runtime is a dll so that C++ mods will work correctly +set_property(TARGET ${TARGET} PROPERTY MSVC_RUNTIME_LIBRARY "MultiThreaded$<$:Debug>DLL") +set_property(TARGET ${XINPUT_TARGET} PROPERTY MSVC_RUNTIME_LIBRARY "MultiThreaded$<$:Debug>DLL") + # imgui -> START set(IMGUI_INCLUDES Dependencies/imgui Dependencies/ImGuiColorTextEdit) target_include_directories(${TARGET} PUBLIC ${IMGUI_INCLUDES}) @@ -338,3 +346,4 @@ target_include_directories(${TARGET} PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/Depend target_include_directories(${XINPUT_TARGET} PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/Dependencies/GLFW/include") # GLFW -> END +add_subdirectory("cppsdk") \ No newline at end of file diff --git a/Dependencies/DynamicOutput/CMakeLists.txt b/Dependencies/DynamicOutput/CMakeLists.txt index 2c143a63a..73d1c75f6 100644 --- a/Dependencies/DynamicOutput/CMakeLists.txt +++ b/Dependencies/DynamicOutput/CMakeLists.txt @@ -23,8 +23,14 @@ else () endif () add_library(${TARGET} ${${TARGET}_Sources}) + +if (NOT (${STATIC_EXPORTS})) + target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) +else () + target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} RC_${MODULE_NAME}_EXPORTS) +endif () + target_include_directories(${TARGET} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include) -target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS}) target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) diff --git a/Dependencies/File/CMakeLists.txt b/Dependencies/File/CMakeLists.txt index a049b3288..e6f6871fb 100644 --- a/Dependencies/File/CMakeLists.txt +++ b/Dependencies/File/CMakeLists.txt @@ -22,8 +22,14 @@ else () endif () add_library(${TARGET} ${${TARGET}_Sources}) + +if (NOT (${STATIC_EXPORTS})) + target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) +else () + target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} RC_${MODULE_NAME}_EXPORTS) +endif () + target_include_directories(${TARGET} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include) -target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS}) target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) diff --git a/Dependencies/Function/include/Function/Function.hpp b/Dependencies/Function/include/Function/Function.hpp index 390443137..f87f2b679 100644 --- a/Dependencies/Function/include/Function/Function.hpp +++ b/Dependencies/Function/include/Function/Function.hpp @@ -3,16 +3,17 @@ #include #include +#include // Note: When we assign to 'm_function_address' from a function pointer, we're probably breaking some rules. // Though it's likely, a function is not guaranteed to be represented as a pointer. namespace RC { template - class Function; + class RC_UE_API Function; - template - class Function + template + class RC_UE_API Function { private: // Make non-copyable & non-movable diff --git a/Dependencies/FunctionTimer/CMakeLists.txt b/Dependencies/FunctionTimer/CMakeLists.txt index 233402904..4a3f8bc08 100644 --- a/Dependencies/FunctionTimer/CMakeLists.txt +++ b/Dependencies/FunctionTimer/CMakeLists.txt @@ -21,8 +21,14 @@ else () endif () add_library(${TARGET} ${${TARGET}_Sources}) + +if (NOT (${STATIC_EXPORTS})) + target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) +else () + target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} RC_${MODULE_NAME}_EXPORTS) +endif () + target_include_directories(${TARGET} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include) -target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS}) target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) diff --git a/Dependencies/FunctionTimer/include/Timer/Common.hpp b/Dependencies/FunctionTimer/include/Timer/Common.hpp index 7f5e605ee..eb46c05e6 100644 --- a/Dependencies/FunctionTimer/include/Timer/Common.hpp +++ b/Dependencies/FunctionTimer/include/Timer/Common.hpp @@ -1,7 +1,7 @@ #ifndef RC_FUNCTION_TIMER_COMMON_HPP #define RC_FUNCTION_TIMER_COMMON_HPP -#ifndef RC_EXPORT +#ifndef RC_FUNCTION_TIMER_EXPORTS #ifndef RC_FUNCTION_TIMER_BUILD_STATIC #ifndef RC_FNCTMR_API #define RC_FNCTMR_API __declspec(dllimport) diff --git a/Dependencies/Input/CMakeLists.txt b/Dependencies/Input/CMakeLists.txt index 6493dafaa..b020ef245 100644 --- a/Dependencies/Input/CMakeLists.txt +++ b/Dependencies/Input/CMakeLists.txt @@ -22,8 +22,14 @@ else () endif () add_library(${TARGET} ${${TARGET}_Sources}) + +if (NOT (${STATIC_EXPORTS})) + target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) +else () + target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} RC_${MODULE_NAME}_EXPORTS) +endif () + target_include_directories(${TARGET} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include) -target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS}) target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) diff --git a/Dependencies/JSON/include/JSON/Value.hpp b/Dependencies/JSON/include/JSON/Value.hpp index e14cbb933..f2abbc231 100644 --- a/Dependencies/JSON/include/JSON/Value.hpp +++ b/Dependencies/JSON/include/JSON/Value.hpp @@ -45,7 +45,7 @@ namespace RC::JSON No }; - class Value + class RC_JSON_API Value { public: virtual ~Value() = default; diff --git a/Dependencies/LuaMadeSimple/CMakeLists.txt b/Dependencies/LuaMadeSimple/CMakeLists.txt index b21826984..6f9ea6f71 100644 --- a/Dependencies/LuaMadeSimple/CMakeLists.txt +++ b/Dependencies/LuaMadeSimple/CMakeLists.txt @@ -22,8 +22,14 @@ else () endif () add_library(${TARGET} ${${TARGET}_Sources}) + +if (NOT (${STATIC_EXPORTS})) + target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) +else () + target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} RC_${MODULE_NAME}_EXPORTS) +endif () + target_include_directories(${TARGET} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include) -target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS LUA_BUILD_AS_DLL> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS}) target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) diff --git a/Dependencies/SinglePassSigScanner/CMakeLists.txt b/Dependencies/SinglePassSigScanner/CMakeLists.txt index 8cd75649a..2372c6f70 100644 --- a/Dependencies/SinglePassSigScanner/CMakeLists.txt +++ b/Dependencies/SinglePassSigScanner/CMakeLists.txt @@ -21,8 +21,14 @@ else () endif () add_library(${TARGET} ${${TARGET}_Sources}) + +if (NOT (${STATIC_EXPORTS})) + target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) +else () + target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} RC_${MODULE_NAME}_EXPORTS) +endif () + target_include_directories(${TARGET} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include) -target_compile_definitions(${TARGET} PRIVATE ${PRIVATE_COMPILE_DEFINITIONS} $<${BUILD_SHARED}:RC_${MODULE_NAME}_EXPORTS> $<${BUILD_STATIC}:RC_${MODULE_NAME}_BUILD_STATIC>) target_compile_options(${TARGET} PRIVATE ${PRIVATE_COMPILE_OPTIONS}) target_compile_features(${TARGET} PUBLIC ${PUBLIC_COMPILE_FEATURES}) target_link_options(${TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) diff --git a/cppsdk/CMakeLists.txt b/cppsdk/CMakeLists.txt new file mode 100644 index 000000000..741865fc3 --- /dev/null +++ b/cppsdk/CMakeLists.txt @@ -0,0 +1,42 @@ +cmake_minimum_required(VERSION 3.18) + +set(TARGET cppsdk) +project(${TARGET}) + +# set(CMAKE_WINDOWS_EXPORT_ALL_SYMBOLS ON) +add_library(${TARGET} SHARED "dllmain.cpp" "${LIBRARY_OUTPUT_PATH}/cppsdk.def") +set_target_properties(${TARGET} PROPERTIES OUTPUT_NAME "UE4SS-cppsdk") + +add_custom_command( + OUTPUT + "${LIBRARY_OUTPUT_PATH}/cppsdk.def" + COMMAND python ${CMAKE_SOURCE_DIR}/internal_build_tools/cppsdk_gen.py ${LIBRARY_OUTPUT_PATH}/ue4ss.lib ${LIBRARY_OUTPUT_PATH}/cppsdk.def + DEPENDS + ${CMAKE_SOURCE_DIR}/internal_build_tools/cppsdk_gen.py + ${LIBRARY_OUTPUT_PATH}/ue4ss.lib + WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}/internal_build_tools/" +) + +add_custom_target(cppsdk_ue4ss_def DEPENDS "${LIBRARY_OUTPUT_PATH}/cppsdk.def") +add_dependencies(${TARGET} cppsdk_ue4ss_def) + +target_link_libraries(${TARGET} PUBLIC ue4ss) + + +add_library(${TARGET}_xinput SHARED "dllmain.cpp" "${LIBRARY_OUTPUT_PATH}/cppsdk_xinput.def") +set_target_properties(${TARGET}_xinput PROPERTIES OUTPUT_NAME "UE4SS-cppsdk_xinput") + +add_custom_command( + OUTPUT + "${LIBRARY_OUTPUT_PATH}/cppsdk_xinput.def" + COMMAND python ${CMAKE_SOURCE_DIR}/internal_build_tools/cppsdk_gen.py ${LIBRARY_OUTPUT_PATH}/xinput1_3.lib ${LIBRARY_OUTPUT_PATH}/cppsdk_xinput.def + DEPENDS + ${CMAKE_SOURCE_DIR}/internal_build_tools/cppsdk_gen.py + ${LIBRARY_OUTPUT_PATH}/xinput1_3.lib + WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}/internal_build_tools/" +) + +add_custom_target(cppsdk_xinput_def DEPENDS "${LIBRARY_OUTPUT_PATH}/cppsdk_xinput.def") +add_dependencies(${TARGET}_xinput cppsdk_xinput_def) + +target_link_libraries(${TARGET}_xinput PUBLIC xinput1_3) diff --git a/cppsdk/dllmain.cpp b/cppsdk/dllmain.cpp new file mode 100644 index 000000000..336fd2b83 --- /dev/null +++ b/cppsdk/dllmain.cpp @@ -0,0 +1,18 @@ +#include + +BOOL WINAPI DllMain(HINSTANCE hinstDLL, // handle to DLL module + DWORD fdwReason, // reason for calling function + LPVOID lpvReserved) // reserved +{ + switch (fdwReason) + { + case DLL_PROCESS_ATTACH: break; + + case DLL_THREAD_ATTACH: break; + + case DLL_THREAD_DETACH: break; + + case DLL_PROCESS_DETACH: break; + } + return TRUE; +} \ No newline at end of file diff --git a/include/Common.hpp b/include/Common.hpp new file mode 100644 index 000000000..0f5af0ac6 --- /dev/null +++ b/include/Common.hpp @@ -0,0 +1,14 @@ +#ifndef UE4SS_REWRITTEN_COMMON_HPP +#define UE4SS_REWRITTEN_COMMON_HPP + +#ifndef RC_UE4SS_EXPORTS +#ifndef RC_UE4SS_API +#define RC_UE4SS_API __declspec(dllimport) +#endif +#else +#ifndef RC_UE4SS_API +#define RC_UE4SS_API __declspec(dllexport) +#endif +#endif + +#endif // UE4SS_REWRITTEN_COMMON_HPP \ No newline at end of file diff --git a/include/LuaLibrary.hpp b/include/LuaLibrary.hpp index 6f7183f8e..c83de841e 100644 --- a/include/LuaLibrary.hpp +++ b/include/LuaLibrary.hpp @@ -2,6 +2,7 @@ #define UE4SS_REWRITTEN_LUALIBRARY_HPP #include +#include #define DefaultStructMemberData(member_name) \ union { \ diff --git a/include/LuaType/LuaMod.hpp b/include/LuaType/LuaMod.hpp deleted file mode 100644 index 20dfcb3d2..000000000 --- a/include/LuaType/LuaMod.hpp +++ /dev/null @@ -1,33 +0,0 @@ -#ifndef UE4SS_REWRITTEN_LUAMOD_HPP -#define UE4SS_REWRITTEN_LUAMOD_HPP - -#include - -namespace RC -{ - class Mod; -} - -namespace RC::LuaType -{ - struct ModName { constexpr static const char* ToString() { return "ModRef"; }}; - class Mod : public RemoteObjectBase - { - private: - explicit Mod(RC::Mod* object); - - public: - Mod() = delete; - auto static construct(const LuaMadeSimple::Lua&, RC::Mod*) -> const LuaMadeSimple::Lua::Table; - - private: - auto static setup_metamethods(BaseObject&) -> void; - - private: - template - auto static setup_member_functions(const LuaMadeSimple::Lua::Table&) -> void; - }; -} - - -#endif //UE4SS_REWRITTEN_LUAMOD_HPP diff --git a/include/LuaType/LuaModRef.hpp b/include/LuaType/LuaModRef.hpp new file mode 100644 index 000000000..373d86168 --- /dev/null +++ b/include/LuaType/LuaModRef.hpp @@ -0,0 +1,39 @@ +#ifndef UE4SS_REWRITTEN_LUAMODREF_HPP +#define UE4SS_REWRITTEN_LUAMODREF_HPP + +#include + +namespace RC +{ + class LuaMod; +} + +namespace RC::LuaType +{ + struct ModName + { + constexpr static const char* ToString() + { + return "ModRef"; + } + }; + class LuaModRef : public RemoteObjectBase + { + private: + explicit LuaModRef(RC::LuaMod* object); + + public: + LuaModRef() = delete; + auto static construct(const LuaMadeSimple::Lua&, RC::LuaMod*) -> const LuaMadeSimple::Lua::Table; + + private: + auto static setup_metamethods(BaseObject&) -> void; + + private: + template + auto static setup_member_functions(const LuaMadeSimple::Lua::Table&) -> void; + }; +} + + +#endif //UE4SS_REWRITTEN_LUAMODREF_HPP diff --git a/include/Mod/CppMod.hpp b/include/Mod/CppMod.hpp new file mode 100644 index 000000000..83bc7f2a2 --- /dev/null +++ b/include/Mod/CppMod.hpp @@ -0,0 +1,40 @@ +#ifndef UE4SS_REWRITTEN_CPPMOD_HPP +#define UE4SS_REWRITTEN_CPPMOD_HPP + +#include + +#include +#include + +namespace RC +{ + class CppMod : public Mod + { + private: + typedef CppUserModBase* (*start_type)(); + typedef void (*uninstall_type)(CppUserModBase*); + + private: + std::wstring m_dlls_path; + + HMODULE m_main_dll_module = NULL; + start_type m_start_mod_func = nullptr; + uninstall_type m_uninstall_mod_func = nullptr; + + CppUserModBase* m_mod = nullptr; + + public: + CppMod(UE4SSProgram&, std::wstring&& mod_name, std::wstring&& mod_path); + CppMod(CppMod&) = delete; + CppMod(CppMod&&) = delete; + ~CppMod(); + + public: + auto start_mod() -> void override; + auto uninstall() -> void override; + + auto update() -> void override; + }; +} + +#endif // UE4SS_REWRITTEN_CPPMOD_HPP \ No newline at end of file diff --git a/include/Mod/CppUserModBase.hpp b/include/Mod/CppUserModBase.hpp new file mode 100644 index 000000000..c6d8de781 --- /dev/null +++ b/include/Mod/CppUserModBase.hpp @@ -0,0 +1,21 @@ +#ifndef UE4SS_REWRITTEN_CPPMODUSERBASE_HPP +#define UE4SS_REWRITTEN_CPPMODUSERBASE_HPP + +#include + +namespace RC +{ + // When making C++ mods, keep in mind that they will break if UE4SS and the mod don't use the same C Runtime library version + // This includes them being compiled in different configurations (Debug/Release). + class RC_UE4SS_API CppUserModBase + { + public: + CppUserModBase() = default; + virtual ~CppUserModBase() = default; + + public: + auto virtual update() -> void = 0; + }; +} + +#endif // UE4SS_REWRITTEN_CPPMODUSERBASE_HPP \ No newline at end of file diff --git a/include/Mod.hpp b/include/Mod/LuaMod.hpp similarity index 78% rename from include/Mod.hpp rename to include/Mod/LuaMod.hpp index 5696d0616..48f4021fd 100644 --- a/include/Mod.hpp +++ b/include/Mod/LuaMod.hpp @@ -1,5 +1,5 @@ -#ifndef UE4SS_REWRITTEN_MOD_HPP -#define UE4SS_REWRITTEN_MOD_HPP +#ifndef UE4SS_REWRITTEN_LUAMOD_HPP +#define UE4SS_REWRITTEN_LUAMOD_HPP #include #include @@ -8,6 +8,7 @@ #include #include +#include #include #include @@ -20,16 +21,11 @@ namespace RC class UClass; } - auto get_mod_ref(const LuaMadeSimple::Lua& lua) -> class Mod*; + auto get_mod_ref(const LuaMadeSimple::Lua& lua) -> class LuaMod*; - class Mod + class LuaMod : public Mod { - public: - UE4SSProgram& m_program; - private: - std::wstring m_mod_name; - std::wstring m_mod_path; std::wstring m_scripts_path; LuaMadeSimple::Lua& m_lua; @@ -38,16 +34,13 @@ namespace RC LuaMadeSimple::Lua* m_main_lua{}; LuaMadeSimple::Lua* m_async_lua{}; - private: - // Whether the mod can be installed - // This is true by default and is only false if the state of the mod won't allow for a successful installation - bool m_installable{true}; - bool m_installed{false}; - mutable bool m_is_started{false}; - public: - enum class IsTrueMod { Yes, No }; - enum class ActionType { Immediate, Delayed, Loop }; + enum class ActionType + { + Immediate, + Delayed, + Loop + }; struct SimpleLuaAction { @@ -70,7 +63,10 @@ namespace RC struct SharedLuaVariable { - struct UserdataContainer { void* userdata; }; + struct UserdataContainer + { + void* userdata; + }; int lua_type{LUA_TNIL}; void* value{}; bool is_integer{}; // Is true if lua_isinteger returned true when this variable was shared. @@ -110,7 +106,7 @@ namespace RC static inline bool m_is_currently_executing_game_action{}; static inline std::recursive_mutex m_thread_actions_mutex{}; - protected: + private: std::jthread m_async_thread; bool m_processing_events{}; bool m_pause_events_processing{}; @@ -118,8 +114,14 @@ namespace RC std::mutex m_actions_lock{}; public: - Mod(UE4SSProgram&, std::wstring&& mod_name, std::wstring&& mod_path); - ~Mod() = default; + LuaMod(UE4SSProgram&, std::wstring&& mod_name, std::wstring&& mod_path); + ~LuaMod() = default; + + private: + auto start_async_thread() -> void + { + m_async_thread = std::jthread{&Mod::update_async, this}; + } private: auto setup_lua_require_paths(const LuaMadeSimple::Lua& lua) const -> void; @@ -127,41 +129,35 @@ namespace RC auto setup_lua_global_functions_main_state_only() const -> void; auto setup_lua_classes(const LuaMadeSimple::Lua& lua) const -> void; - auto start_async_thread() -> void - { - m_async_thread = std::jthread{ &Mod::update_async, this }; - } - public: - auto get_name() const -> std::wstring_view; + auto start_mod() -> void override; + auto uninstall() -> void override; - auto set_installable(bool) -> void; - auto is_installable() const -> bool; - auto set_installed(bool) -> void; - auto is_installed() const -> bool; auto prepare_mod(const LuaMadeSimple::Lua& lua) -> void; - auto start_mod() -> void; - auto is_started() const -> bool; - auto uninstall() -> void; auto lua() const -> const LuaMadeSimple::Lua&; auto main_lua() const -> const LuaMadeSimple::Lua*; auto async_lua() const -> const LuaMadeSimple::Lua*; auto get_lua_state() const -> lua_State*; - auto actions_lock() -> void { m_actions_lock.lock(); } - auto actions_unlock() -> void { m_actions_lock.unlock(); } + auto actions_lock() -> void + { + m_actions_lock.lock(); + } + auto actions_unlock() -> void + { + m_actions_lock.unlock(); + } public: // Called once when the program is starting, after mods are setup but before any mods have been started auto static on_program_start() -> void; - // Main update from the program - auto static update() -> void; + auto static global_uninstall() -> void; // Async update // Used when the main update function would block other mods from executing their scripts - auto update_async() -> void; + auto update_async() -> void override; auto process_delayed_actions() -> void; auto clear_delayed_actions() -> void; @@ -175,5 +171,4 @@ namespace RC }; } - -#endif //UE4SS_REWRITTEN_MOD_HPP +#endif //UE4SS_REWRITTEN_LUAMOD_HPP \ No newline at end of file diff --git a/include/Mod/Mod.hpp b/include/Mod/Mod.hpp new file mode 100644 index 000000000..3e64b3d35 --- /dev/null +++ b/include/Mod/Mod.hpp @@ -0,0 +1,81 @@ +#ifndef UE4SS_REWRITTEN_MOD_HPP +#define UE4SS_REWRITTEN_MOD_HPP + +#include +#include +#include +#include +#include +#include + +#include +#include + +namespace RC +{ + class UE4SSProgram; + + namespace Unreal + { + class UClass; + } + + class RC_UE4SS_API Mod + { + public: + UE4SSProgram& m_program; + + protected: +#pragma warning(disable : 4251) + std::wstring m_mod_name; + std::wstring m_mod_path; +#pragma warning(default : 4251) + + + protected: + // Whether the mod can be installed + // This is true by default and is only false if the state of the mod won't allow for a successful installation + bool m_installable{true}; + bool m_installed{false}; + mutable bool m_is_started{false}; + + public: + enum class IsTrueMod + { + Yes, + No + }; + + public: + Mod(UE4SSProgram&, std::wstring&& mod_name, std::wstring&& mod_path); + ~Mod() = default; + + public: + auto get_name() const -> std::wstring_view; + + auto virtual start_mod() -> void = 0; + auto virtual uninstall() -> void = 0; + + auto set_installable(bool) -> void; + auto is_installable() const -> bool; + auto set_installed(bool) -> void; + auto is_installed() const -> bool; + auto is_started() const -> bool; + + public: + // Called once when the program is starting, after mods are setup but before any mods have been started + auto static on_program_start() -> void; + + auto static global_uninstall() -> void; + + // Main update from the program + auto virtual update() -> void; + + // Async update + // Used when the main update function would block other mods from executing their scripts + auto virtual update_async() -> void; + }; +} + + +#endif //UE4SS_REWRITTEN_MOD_HPP diff --git a/include/SDKGenerator/Common.hpp b/include/SDKGenerator/Common.hpp index 138a75a4e..511c3516e 100644 --- a/include/SDKGenerator/Common.hpp +++ b/include/SDKGenerator/Common.hpp @@ -1,5 +1,5 @@ -#ifndef UE4SS_REWRITTEN_COMMON_HPP -#define UE4SS_REWRITTEN_COMMON_HPP +#ifndef UE4SS_REWRITTEN_SDKGENERATOR_COMMON_HPP +#define UE4SS_REWRITTEN_SDKGENERATOR_COMMON_HPP #include #include @@ -42,4 +42,4 @@ namespace RC } } -#endif //UE4SS_REWRITTEN_COMMON_HPP +#endif //UE4SS_REWRITTEN_SDKGENERATOR_COMMON_HPP diff --git a/include/SettingsManager.hpp b/include/SettingsManager.hpp index 688a18ed1..e734525b7 100644 --- a/include/SettingsManager.hpp +++ b/include/SettingsManager.hpp @@ -4,12 +4,13 @@ #include #include +#include #include #include namespace RC { - class SettingsManager + class RC_UE4SS_API SettingsManager { public: struct SectionOverrides diff --git a/include/UE4SSProgram.hpp b/include/UE4SSProgram.hpp index ac85e3037..3a5a140e7 100644 --- a/include/UE4SSProgram.hpp +++ b/include/UE4SSProgram.hpp @@ -7,12 +7,14 @@ #include #include +#include #include #include #include #include #include -#include +#include +#include #include #include #include @@ -55,7 +57,7 @@ namespace RC constexpr static wchar_t m_object_dumper_file_name[] = L"UE4SS_ObjectDump.txt"; public: - static SettingsManager settings_manager; + RC_UE4SS_API static SettingsManager settings_manager; static inline bool unreal_is_shutting_down{}; protected: @@ -146,33 +148,43 @@ namespace RC public: auto reinstall_mods() -> void; auto get_object_dumper_output_directory() -> const File::StringType; - auto get_module_directory() -> File::StringViewType; - auto get_working_directory() -> File::StringViewType; - auto get_mods_directory() -> File::StringViewType; - auto generate_uht_compatible_headers() -> void; - auto generate_cxx_headers(const std::filesystem::path& output_dir) -> void; - auto get_debugging_ui() -> GUI::DebuggingGUI& { return m_debugging_gui; }; + RC_UE4SS_API auto get_module_directory() -> File::StringViewType; + RC_UE4SS_API auto get_working_directory() -> File::StringViewType; + RC_UE4SS_API auto get_mods_directory() -> File::StringViewType; + RC_UE4SS_API auto generate_uht_compatible_headers() -> void; + RC_UE4SS_API auto generate_cxx_headers(const std::filesystem::path& output_dir) -> void; + auto get_debugging_ui() -> GUI::DebuggingGUI& + { + return m_debugging_gui; + }; auto stop_render_thread() -> void; - auto queue_event(EventCallable callable, void* data) -> void; - auto is_queue_empty() -> bool; - auto can_process_events() -> bool { return m_processing_events; } + RC_UE4SS_API auto queue_event(EventCallable callable, void* data) -> void; + RC_UE4SS_API auto is_queue_empty() -> bool; + RC_UE4SS_API auto can_process_events() -> bool + { + return m_processing_events; + } public: // API pass-through for use outside the private scope of UE4SSProgram - auto register_keydown_event(Input::Key, const Input::EventCallbackCallable&, uint8_t custom_data = 0) -> void; - auto register_keydown_event(Input::Key, const Input::Handler::ModifierKeyArray&, const Input::EventCallbackCallable&, uint8_t custom_data = 0) -> void; - auto is_keydown_event_registered(Input::Key) -> bool; - auto is_keydown_event_registered(Input::Key, const Input::Handler::ModifierKeyArray&) -> bool; + RC_UE4SS_API auto register_keydown_event(Input::Key, const Input::EventCallbackCallable&, uint8_t custom_data = 0) -> void; + RC_UE4SS_API auto register_keydown_event(Input::Key, const Input::Handler::ModifierKeyArray&, const Input::EventCallbackCallable&, uint8_t custom_data = 0) -> void; + RC_UE4SS_API auto is_keydown_event_registered(Input::Key) -> bool; + RC_UE4SS_API auto is_keydown_event_registered(Input::Key, const Input::Handler::ModifierKeyArray&) -> bool; private: static auto install_mods() -> void; public: static auto dump_all_objects_and_properties(const File::StringType& output_path_and_file_name) -> void; - static auto find_mod_by_name(std::wstring_view mod_name, IsInstalled = IsInstalled::No, IsStarted = IsStarted::No) -> Mod*; - static auto find_mod_by_name(std::string_view mod_name, IsInstalled = IsInstalled::No, IsStarted = IsStarted::No) -> Mod*; + RC_UE4SS_API static auto find_mod_by_name(std::wstring_view mod_name, IsInstalled = IsInstalled::No, IsStarted = IsStarted::No) -> Mod*; + RC_UE4SS_API static auto find_mod_by_name(std::string_view mod_name, IsInstalled = IsInstalled::No, IsStarted = IsStarted::No) -> Mod*; + RC_UE4SS_API static auto find_lua_mod_by_name(std::string_view mod_name, IsInstalled = IsInstalled::No, IsStarted = IsStarted::No) -> LuaMod*; static auto static_cleanup() -> void; - static auto get_program() -> UE4SSProgram& { return *s_program; } + RC_UE4SS_API static auto get_program() -> UE4SSProgram& + { + return *s_program; + } }; } diff --git a/internal_build_tools/cppsdk_gen.py b/internal_build_tools/cppsdk_gen.py new file mode 100644 index 000000000..eeb1329e7 --- /dev/null +++ b/internal_build_tools/cppsdk_gen.py @@ -0,0 +1,51 @@ +# Generates a proxy export file for UE4SS-cppsdk.dll +# This is needed to support both ue4ss.dll and xinput1_3.dll as loaders +# cppsdk gets compiled to two variants, which are UE4SS-cppsdk.dll (ue4ss) and UE4SS-cppsdk_xinput.dll(xinput1_3) +# The sdk should be copied into the Mods directory and renamed to UE4SS-cppsdk.dll +import os +import sys +import subprocess +from pathlib import Path + +input_lib = sys.argv[1] +input_lib_name = Path(input_lib).name.split(".")[0] +output_def = sys.argv[2] + +result = subprocess.run(["dumpbin", "/exports", input_lib], stdout=subprocess.PIPE) + +lines = result.stdout.decode('utf-8').splitlines() + +start_line = 0 +end_line = 0 + +def renumerate(sequence, start=None): + if start is None: + start = len(sequence) - 1 + n = start + for elem in sequence[::-1]: + yield n, elem + n -= 1 + +for i, line in enumerate(lines): + if "ordinal" in line and "name" in line: + start_line = i + 2 # + 2 because next line is empty + break + +for i, line in renumerate(lines): + if "Summary" in line: + end_line = i - 2 # - 2 because previous line is empty + break + +lines = map(lambda x: x.strip(), lines[start_line:end_line]) +lines = map(lambda x: x.split(" ")[0], lines) +lines = filter(lambda x: not x.isnumeric(), lines) # filtering ordinals + +output = open(output_def, "w") + +output.write("LIBRARY UE4SS-cppsdk.dll\n") +output.write("EXPORTS\n") + +for line in lines: + output.write(" " + line + "=" + input_lib_name + "." + line + "\n") + +output.close() \ No newline at end of file diff --git a/src/LuaLibrary.cpp b/src/LuaLibrary.cpp index 3c784b219..4cd94ffab 100644 --- a/src/LuaLibrary.cpp +++ b/src/LuaLibrary.cpp @@ -132,7 +132,7 @@ namespace RC::LuaLibrary auto get_lua_state_by_mod_name(const char* mod_name) -> lua_State* { - auto* mod = UE4SSProgram::find_mod_by_name(mod_name); + auto* mod = UE4SSProgram::find_lua_mod_by_name(mod_name); if (!mod) { return nullptr; } return mod->lua().get_lua_state(); }; @@ -141,7 +141,7 @@ namespace RC::LuaLibrary { std::string_view output_buffer_view{output_buffer}; - auto* mod = UE4SSProgram::find_mod_by_name(mod_name); + auto* mod = UE4SSProgram::find_lua_mod_by_name(mod_name); if (!mod || !mod->is_installed() || !mod->is_started()) { auto error_message = std::format("No mod by name '{}' found.", mod_name); @@ -191,7 +191,7 @@ namespace RC::LuaLibrary Output::send(STR("Setting variable '{}' in mod '{}' to {}\n"), variable_name_wide, mod_name_wide, new_value); //*/ - auto mod = UE4SSProgram::find_mod_by_name(mod_name, UE4SSProgram::IsInstalled::Yes, UE4SSProgram::IsStarted::Yes); + auto mod = UE4SSProgram::find_lua_mod_by_name(mod_name, UE4SSProgram::IsInstalled::Yes, UE4SSProgram::IsStarted::Yes); if (!mod) { return_struct.status = ExportedFunctionStatus::MOD_IS_NULLPTR; @@ -257,7 +257,7 @@ namespace RC::LuaLibrary } //*/ - auto mod = UE4SSProgram::find_mod_by_name(mod_name, UE4SSProgram::IsInstalled::Yes, UE4SSProgram::IsStarted::Yes); + auto mod = UE4SSProgram::find_lua_mod_by_name(mod_name, UE4SSProgram::IsInstalled::Yes, UE4SSProgram::IsStarted::Yes); if (!mod) { return_struct.status = ExportedFunctionStatus::MOD_IS_NULLPTR; @@ -351,7 +351,7 @@ namespace RC::LuaLibrary Output::send(STR("Calling script function '{}' in mod '{}'\n"), func_name_wide, mod_name_wide); //*/ - auto mod = UE4SSProgram::find_mod_by_name(mod_name, UE4SSProgram::IsInstalled::Yes, UE4SSProgram::IsStarted::Yes); + auto mod = UE4SSProgram::find_lua_mod_by_name(mod_name, UE4SSProgram::IsInstalled::Yes, UE4SSProgram::IsStarted::Yes); if (!mod) { return_struct.status = ExportedFunctionStatus::MOD_IS_NULLPTR; diff --git a/src/LuaType/LuaMod.cpp b/src/LuaType/LuaMod.cpp deleted file mode 100644 index 36c9dfbd2..000000000 --- a/src/LuaType/LuaMod.cpp +++ /dev/null @@ -1,222 +0,0 @@ -#include -#include - -#include - -namespace RC::LuaType -{ - Mod::Mod(RC::Mod* object) : RemoteObjectBase(object) {} - - auto Mod::construct(const LuaMadeSimple::Lua& lua, RC::Mod* cpp_object) -> const LuaMadeSimple::Lua::Table - { - LuaType::Mod lua_object{cpp_object}; - - auto metatable_name = ClassName::ToString(); - - LuaMadeSimple::Lua::Table table = lua.get_metatable(metatable_name); - if (lua.is_nil(-1)) - { - lua.discard_value(-1); - lua.prepare_new_table(); - setup_metamethods(lua_object); - setup_member_functions(table); - lua.new_metatable(metatable_name, lua_object.get_metamethods()); - } - - // Create object & surrender ownership to Lua - lua.transfer_stack_object(std::move(lua_object), metatable_name, lua_object.get_metamethods()); - - return table; - } - - auto Mod::setup_metamethods(BaseObject&) -> void - { - // Mod has no metamethods - } - - template - auto Mod::setup_member_functions(const LuaMadeSimple::Lua::Table& table) -> void - { - table.add_pair("SetSharedVariable", [](const LuaMadeSimple::Lua& lua) -> int { - std::string error_overload_not_found{R"( -No overload found for function 'SetSharedVariable'. -Overloads: -#1: SetSharedVariable(string VariableName, any Value))"}; - lua.discard_value(); // Discard the 'this' param. - - if (!lua.is_string()) { throw std::runtime_error{error_overload_not_found}; } - auto variable_name = std::string{lua.get_string()}; - - RC::Mod::SharedLuaVariable* currently_stored_value{}; - if (auto it = RC::Mod::m_shared_lua_variables.find(variable_name); it != RC::Mod::m_shared_lua_variables.end()) - { - currently_stored_value = &it->second; - } - - auto type = lua_type(lua.get_lua_state(), 1); - if (type == LUA_TNIL) - { - RC::Mod::m_shared_lua_variables[variable_name] = RC::Mod::SharedLuaVariable{type, nullptr, false}; - } - else if (type == LUA_TBOOLEAN) - { - if (currently_stored_value && currently_stored_value->value) - { - delete static_cast(currently_stored_value->value); - currently_stored_value->value = nullptr; - } - RC::Mod::m_shared_lua_variables[variable_name] = RC::Mod::SharedLuaVariable{type, new bool{lua.get_bool()}, false}; - } - else if (type == LUA_TLIGHTUSERDATA) - { - if (currently_stored_value && currently_stored_value->value) - { - delete static_cast(currently_stored_value->value); - currently_stored_value->value = nullptr; - } - RC::Mod::m_shared_lua_variables[variable_name] = RC::Mod::SharedLuaVariable{type, new RC::Mod::SharedLuaVariable::UserdataContainer{lua_touserdata(lua.get_lua_state(), 1)}, false}; - } - else if (type == LUA_TNUMBER) - { - if (lua_isinteger(lua.get_lua_state(), 1)) - { - if (currently_stored_value && currently_stored_value->value) - { - delete static_cast(currently_stored_value->value); - currently_stored_value->value = nullptr; - } - RC::Mod::m_shared_lua_variables[variable_name] = RC::Mod::SharedLuaVariable{type, new int64_t{lua.get_integer()}, true}; - } - else - { - if (currently_stored_value && currently_stored_value->value) - { - delete static_cast(currently_stored_value->value); - currently_stored_value->value = nullptr; - } - RC::Mod::m_shared_lua_variables[variable_name] = RC::Mod::SharedLuaVariable{type, new double{lua.get_number()}, false}; - } - } - else if (type == LUA_TSTRING) - { - if (currently_stored_value && currently_stored_value->value) - { - delete static_cast(currently_stored_value->value); - currently_stored_value->value = nullptr; - } - RC::Mod::m_shared_lua_variables[variable_name] = RC::Mod::SharedLuaVariable{type, new std::string{lua.get_string()}, false}; - } - else if (type == LUA_TTABLE) - { - lua.throw_error("Tried to set shared variable but the variable is unsupported type: 'table'."); - } - else if (type == LUA_TFUNCTION) - { - lua.throw_error("Tried to set shared variable but the variable is unsupported type: 'function'."); - } - else if (type == LUA_TUSERDATA) - { - if (currently_stored_value && currently_stored_value->value) - { - delete static_cast(currently_stored_value->value); - currently_stored_value->value = nullptr; - } - auto& userdata = lua.get_userdata(); - std::string_view lua_object_name = userdata.get_object_name(); - if (lua_object_name == "UObject" || lua_object_name == "World" || lua_object_name == "Actor" || - lua_object_name == "UClass" || lua_object_name == "UEnum" || lua_object_name == "UScriptStruct" || - lua_object_name == "UStruct") - { - RC::Mod::m_shared_lua_variables[variable_name] = RC::Mod::SharedLuaVariable{type, new RC::Mod::SharedLuaVariable::UserdataContainer{userdata.get_remote_cpp_object()}, false}; - } - else - { - lua.throw_error("Tried to set shared variable but the variable is unsupported type: 'userdata' other than UObject derivative."); - } - } - else if (type == LUA_TTHREAD) - { - lua.throw_error("Tried to set shared variable but the variable is unsupported type: 'thread'."); - } - - return 0; - }); - - table.add_pair("GetSharedVariable", [](const LuaMadeSimple::Lua& lua) -> int { - std::string error_overload_not_found{R"( -No overload found for function 'GetSharedVariable'. -Overloads: -#1: GetSharedVariable(string VariableName))"}; - lua.discard_value(); // Discard the 'this' param. - - if (!lua.is_string()) { throw std::runtime_error{error_overload_not_found}; } - auto variable_name = std::string{lua.get_string()}; - - if (auto it = RC::Mod::m_shared_lua_variables.find(variable_name); it != RC::Mod::m_shared_lua_variables.end()) - { - auto value = it->second.value; - if (it->second.lua_type == LUA_TNIL) - { - lua.set_nil(); - } - else if (it->second.lua_type == LUA_TBOOLEAN) - { - lua.set_bool(*static_cast(value)); - } - else if (it->second.lua_type == LUA_TLIGHTUSERDATA) - { - lua_pushlightuserdata(lua.get_lua_state(), static_cast(value)->userdata); - } - else if (it->second.lua_type == LUA_TNUMBER) - { - if (it->second.is_integer) - { - lua.set_integer(*static_cast(value)); - } - else - { - lua.set_number(*static_cast(value)); - } - } - else if (it->second.lua_type == LUA_TSTRING) - { - lua.set_string(static_cast(value)->c_str()); - } - else if (it->second.lua_type == LUA_TTABLE) - { - lua.throw_error("Tried to get shared variable but the variable is unsupported type: 'table'."); - } - else if (it->second.lua_type == LUA_TFUNCTION) - { - lua.throw_error("Tried to get shared variable but the variable is unsupported type: 'function'."); - } - else if (it->second.lua_type == LUA_TUSERDATA) - { - auto_construct_object(lua, static_cast(static_cast(value)->userdata)); - } - else if (it->second.lua_type == LUA_TTHREAD) - { - lua.throw_error("Tried to get shared variable but the variable is unsupported type: 'thread'."); - } - } - else - { - lua.set_nil(); - } - - return 1; - }); - - if constexpr (is_final == LuaMadeSimple::Type::IsFinal::Yes) - { - table.add_pair("type", [](const LuaMadeSimple::Lua& lua) -> int { - lua.set_string(ClassName::ToString()); - return 1; - }); - - // If this is the final object then we also want to finalize creating the table - // If not then it's the responsibility of the overriding object to call 'make_global()' - //table.make_global(ClassName::ToString()); - } - } -} diff --git a/src/LuaType/LuaModRef.cpp b/src/LuaType/LuaModRef.cpp new file mode 100644 index 000000000..049f422a3 --- /dev/null +++ b/src/LuaType/LuaModRef.cpp @@ -0,0 +1,171 @@ +#include +#include + +#include + +namespace RC::LuaType +{ + LuaModRef::LuaModRef(RC::LuaMod* object) : RemoteObjectBase(object) + {} + + auto LuaModRef::construct(const LuaMadeSimple::Lua& lua, RC::LuaMod* cpp_object) -> const LuaMadeSimple::Lua::Table + { + LuaType::LuaModRef lua_object{cpp_object}; + + auto metatable_name = ClassName::ToString(); + + LuaMadeSimple::Lua::Table table = lua.get_metatable(metatable_name); + if (lua.is_nil(-1)) + { + lua.discard_value(-1); + lua.prepare_new_table(); + setup_metamethods(lua_object); + setup_member_functions(table); + lua.new_metatable(metatable_name, lua_object.get_metamethods()); + } + + // Create object & surrender ownership to Lua + lua.transfer_stack_object(std::move(lua_object), metatable_name, lua_object.get_metamethods()); + + return table; + } + + auto LuaModRef::setup_metamethods(BaseObject&) -> void + { + // Mod has no metamethods + } + + template + auto LuaModRef::setup_member_functions(const LuaMadeSimple::Lua::Table& table) -> void + { + table.add_pair("SetSharedVariable", [](const LuaMadeSimple::Lua& lua) -> int { + std::string error_overload_not_found{R"( +No overload found for function 'SetSharedVariable'. +Overloads: +#1: SetSharedVariable(string VariableName, any Value))"}; + lua.discard_value(); // Discard the 'this' param. + + if (!lua.is_string()) { throw std::runtime_error{error_overload_not_found}; } + auto variable_name = std::string{lua.get_string()}; + + RC::LuaMod::SharedLuaVariable* currently_stored_value{}; + if (auto it = RC::LuaMod::m_shared_lua_variables.find(variable_name); it != RC::LuaMod::m_shared_lua_variables.end()) { currently_stored_value = &it->second; } + + auto type = lua_type(lua.get_lua_state(), 1); + if (type == LUA_TNIL) { RC::LuaMod::m_shared_lua_variables[variable_name] = RC::LuaMod::SharedLuaVariable{type, nullptr, false}; } + else if (type == LUA_TBOOLEAN) + { + if (currently_stored_value && currently_stored_value->value) + { + delete static_cast(currently_stored_value->value); + currently_stored_value->value = nullptr; + } + RC::LuaMod::m_shared_lua_variables[variable_name] = RC::LuaMod::SharedLuaVariable{type, new bool{lua.get_bool()}, false}; + } + else if (type == LUA_TLIGHTUSERDATA) + { + if (currently_stored_value && currently_stored_value->value) + { + delete static_cast(currently_stored_value->value); + currently_stored_value->value = nullptr; + } + RC::LuaMod::m_shared_lua_variables[variable_name] = RC::LuaMod::SharedLuaVariable{type, new RC::LuaMod::SharedLuaVariable::UserdataContainer{lua_touserdata(lua.get_lua_state(), 1)}, false}; + } + else if (type == LUA_TNUMBER) + { + if (lua_isinteger(lua.get_lua_state(), 1)) + { + if (currently_stored_value && currently_stored_value->value) + { + delete static_cast(currently_stored_value->value); + currently_stored_value->value = nullptr; + } + RC::LuaMod::m_shared_lua_variables[variable_name] = RC::LuaMod::SharedLuaVariable{type, new int64_t{lua.get_integer()}, true}; + } + else + { + if (currently_stored_value && currently_stored_value->value) + { + delete static_cast(currently_stored_value->value); + currently_stored_value->value = nullptr; + } + RC::LuaMod::m_shared_lua_variables[variable_name] = RC::LuaMod::SharedLuaVariable{type, new double{lua.get_number()}, false}; + } + } + else if (type == LUA_TSTRING) + { + if (currently_stored_value && currently_stored_value->value) + { + delete static_cast(currently_stored_value->value); + currently_stored_value->value = nullptr; + } + RC::LuaMod::m_shared_lua_variables[variable_name] = RC::LuaMod::SharedLuaVariable{type, new std::string{lua.get_string()}, false}; + } + else if (type == LUA_TTABLE) { lua.throw_error("Tried to set shared variable but the variable is unsupported type: 'table'."); } + else if (type == LUA_TFUNCTION) { lua.throw_error("Tried to set shared variable but the variable is unsupported type: 'function'."); } + else if (type == LUA_TUSERDATA) + { + if (currently_stored_value && currently_stored_value->value) + { + delete static_cast(currently_stored_value->value); + currently_stored_value->value = nullptr; + } + auto& userdata = lua.get_userdata(); + std::string_view lua_object_name = userdata.get_object_name(); + if (lua_object_name == "UObject" || lua_object_name == "World" || lua_object_name == "Actor" || lua_object_name == "UClass" || lua_object_name == "UEnum" || lua_object_name == "UScriptStruct" || + lua_object_name == "UStruct") + { + RC::LuaMod::m_shared_lua_variables[variable_name] = RC::LuaMod::SharedLuaVariable{type, new RC::LuaMod::SharedLuaVariable::UserdataContainer{userdata.get_remote_cpp_object()}, false}; + } + else { lua.throw_error("Tried to set shared variable but the variable is unsupported type: 'userdata' other than UObject derivative."); } + } + else if (type == LUA_TTHREAD) { lua.throw_error("Tried to set shared variable but the variable is unsupported type: 'thread'."); } + + return 0; + }); + + table.add_pair("GetSharedVariable", [](const LuaMadeSimple::Lua& lua) -> int { + std::string error_overload_not_found{R"( +No overload found for function 'GetSharedVariable'. +Overloads: +#1: GetSharedVariable(string VariableName))"}; + lua.discard_value(); // Discard the 'this' param. + + if (!lua.is_string()) { throw std::runtime_error{error_overload_not_found}; } + auto variable_name = std::string{lua.get_string()}; + + if (auto it = RC::LuaMod::m_shared_lua_variables.find(variable_name); it != RC::LuaMod::m_shared_lua_variables.end()) + { + auto value = it->second.value; + if (it->second.lua_type == LUA_TNIL) { lua.set_nil(); } + else if (it->second.lua_type == LUA_TBOOLEAN) { lua.set_bool(*static_cast(value)); } + else if (it->second.lua_type == LUA_TLIGHTUSERDATA) { lua_pushlightuserdata(lua.get_lua_state(), static_cast(value)->userdata); } + else if (it->second.lua_type == LUA_TNUMBER) + { + if (it->second.is_integer) { lua.set_integer(*static_cast(value)); } + else { lua.set_number(*static_cast(value)); } + } + else if (it->second.lua_type == LUA_TSTRING) { lua.set_string(static_cast(value)->c_str()); } + else if (it->second.lua_type == LUA_TTABLE) { lua.throw_error("Tried to get shared variable but the variable is unsupported type: 'table'."); } + else if (it->second.lua_type == LUA_TFUNCTION) { lua.throw_error("Tried to get shared variable but the variable is unsupported type: 'function'."); } + else if (it->second.lua_type == LUA_TUSERDATA) { auto_construct_object(lua, static_cast(static_cast(value)->userdata)); } + else if (it->second.lua_type == LUA_TTHREAD) { lua.throw_error("Tried to get shared variable but the variable is unsupported type: 'thread'."); } + } + else { lua.set_nil(); } + + return 1; + }); + + if constexpr (is_final == LuaMadeSimple::Type::IsFinal::Yes) + { + table.add_pair("type", [](const LuaMadeSimple::Lua& lua) -> int { + lua.set_string(ClassName::ToString()); + return 1; + }); + + // If this is the final object then we also want to finalize creating the table + // If not then it's the responsibility of the overriding object to call 'make_global()' + //table.make_global(ClassName::ToString()); + } + } +} diff --git a/src/Mod/CppMod.cpp b/src/Mod/CppMod.cpp new file mode 100644 index 000000000..21576787b --- /dev/null +++ b/src/Mod/CppMod.cpp @@ -0,0 +1,66 @@ +#define NOMINMAX + +#include + +#include +#include + +namespace RC +{ + CppMod::CppMod(UE4SSProgram& program, std::wstring&& mod_name, std::wstring&& mod_path) : Mod(program, std::move(mod_name), std::move(mod_path)) + { + m_dlls_path = m_mod_path + L"\\dlls"; + + if (!std::filesystem::exists(m_dlls_path)) + { + Output::send(STR("Could not find the dlls folder for mod {}"), m_mod_name); + set_installable(false); + return; + } + + auto dll_path = m_dlls_path + L"\\main.dll"; + m_main_dll_module = LoadLibraryW(dll_path.c_str()); + + if (!m_main_dll_module) + { + Output::send(STR("Failed to load dll <{}> for mod {}, error code: 0x{:x}"), dll_path, m_mod_name, GetLastError()); + set_installable(false); + return; + } + + m_start_mod_func = reinterpret_cast(GetProcAddress(m_main_dll_module, "start_mod")); + m_uninstall_mod_func = reinterpret_cast(GetProcAddress(m_main_dll_module, "uninstall_mod")); + + if (!m_start_mod_func || !m_uninstall_mod_func) + { + Output::send(STR("Failed to find exported mod lifecycle functions for mod {}"), m_mod_name); + + FreeLibrary(m_main_dll_module); + m_main_dll_module = NULL; + + set_installable(false); + return; + } + } + + auto CppMod::start_mod() -> void + { + m_mod = m_start_mod_func(); + m_is_started = m_mod != nullptr; + } + + auto CppMod::uninstall() -> void + { + if (m_mod && m_uninstall_mod_func) { m_uninstall_mod_func(m_mod); } + } + + auto CppMod::update() -> void + { + if (m_mod) { m_mod->update(); } + } + + CppMod::~CppMod() + { + if (m_main_dll_module) { FreeLibrary(m_main_dll_module); } + } +} \ No newline at end of file diff --git a/src/Mod.cpp b/src/Mod/LuaMod.cpp similarity index 94% rename from src/Mod.cpp rename to src/Mod/LuaMod.cpp index 91ca9e16a..aefe9614b 100644 --- a/src/Mod.cpp +++ b/src/Mod/LuaMod.cpp @@ -7,7 +7,7 @@ #include #include -#include +#include #include #include #include @@ -18,7 +18,7 @@ #include #include #include -#include +#include #include #include #include @@ -66,7 +66,7 @@ namespace RC LuaMadeSimple::Lua* LuaStatics::console_executor{}; bool LuaStatics::console_executor_enabled{}; - auto get_mod_ref(const LuaMadeSimple::Lua& lua) -> Mod* + auto get_mod_ref(const LuaMadeSimple::Lua& lua) -> LuaMod* { if (lua_getglobal(lua.get_lua_state(), "ModRef") == LUA_TNIL) { @@ -74,7 +74,7 @@ namespace RC } // Explicitly using the top of the stack (-1) since that's where 'getglobal' puts stuff - auto& lua_object = lua.get_userdata(-1); + auto& lua_object = lua.get_userdata(-1); return lua_object.get_remote_cpp_object(); } @@ -499,7 +499,7 @@ namespace RC efindname_table.make_global("EFindName"); } - Mod::Mod(UE4SSProgram& program, std::wstring&& mod_name, std::wstring&& mod_path) : m_program(program), m_mod_name(mod_name), m_mod_path(mod_path), m_lua(LuaMadeSimple::new_state()) + LuaMod::LuaMod(UE4SSProgram& program, std::wstring&& mod_name, std::wstring&& mod_path) : Mod(program, std::move(mod_name), std::move(mod_path)), m_lua(LuaMadeSimple::new_state()) { // Verify that there's a 'Scripts' directory // Give the full path to the 'Scripts' directory to the mod container @@ -513,6 +513,26 @@ namespace RC } } + auto LuaMod::global_uninstall() -> void + { + LuaMod::m_static_construct_object_lua_callbacks.clear(); + LuaMod::m_process_console_exec_pre_callbacks.clear(); + LuaMod::m_process_console_exec_post_callbacks.clear(); + LuaMod::m_global_command_lua_callbacks.clear(); + LuaMod::m_custom_command_lua_pre_callbacks.clear(); + LuaMod::m_custom_event_callbacks.clear(); + LuaMod::m_init_game_state_pre_callbacks.clear(); + LuaMod::m_init_game_state_post_callbacks.clear(); + LuaMod::m_begin_play_pre_callbacks.clear(); + LuaMod::m_begin_play_post_callbacks.clear(); + LuaMod::m_call_function_by_name_with_arguments_pre_callbacks.clear(); + LuaMod::m_call_function_by_name_with_arguments_post_callbacks.clear(); + LuaMod::m_local_player_exec_pre_callbacks.clear(); + LuaMod::m_local_player_exec_post_callbacks.clear(); + LuaMod::m_script_hook_callbacks.clear(); + LuaMod::m_native_hook_id_to_generic_hook_id.clear(); + } + template auto add_property_type_table(const LuaMadeSimple::Lua& lua, LuaMadeSimple::Lua::Table& property_types_table, std::string_view property_type_name) -> void { @@ -547,7 +567,7 @@ namespace RC } //auto static make_hook_state(Mod* mod, const LuaMadeSimple::Lua& lua)->std::shared_ptr - auto static make_hook_state(Mod* mod) -> LuaMadeSimple::Lua* + auto static make_hook_state(LuaMod* mod) -> LuaMadeSimple::Lua* { //if (!mod->m_hook_lua) //{ @@ -573,7 +593,7 @@ namespace RC //} } - auto static make_async_state(Mod* mod, const LuaMadeSimple::Lua& lua) -> void + auto static make_async_state(LuaMod* mod, const LuaMadeSimple::Lua& lua) -> void { if (!mod->m_async_lua) { @@ -599,7 +619,7 @@ namespace RC } } - auto static make_main_state(Mod* mod, const LuaMadeSimple::Lua& lua) -> void + auto static make_main_state(LuaMod* mod, const LuaMadeSimple::Lua& lua) -> void { if (!mod->m_main_lua) { @@ -657,7 +677,7 @@ namespace RC property_types_table.make_global("PropertyTypes"); } - auto Mod::setup_lua_require_paths(const LuaMadeSimple::Lua& lua) const -> void + auto LuaMod::setup_lua_require_paths(const LuaMadeSimple::Lua& lua) const -> void { auto* lua_state = m_lua.get_lua_state(); lua_getglobal(lua_state, "package"); @@ -976,7 +996,7 @@ No overload found for function 'RegisterKeyBind'. Input::Key key_to_register = static_cast(key_from_lua); const auto lua_keybind_callback_lambda = [](const LuaMadeSimple::Lua& lua, const int callback_register_index) -> void { - std::lock_guard guard{Mod::m_thread_actions_mutex}; + std::lock_guard guard{LuaMod::m_thread_actions_mutex}; try { lua.registry().get_function_ref(callback_register_index); @@ -1061,7 +1081,7 @@ No overload found for function 'RegisterKeyBind'. }); lua.register_function("UnregisterHook", [](const LuaMadeSimple::Lua& lua) -> int { - std::lock_guard guard{Mod::m_thread_actions_mutex}; + std::lock_guard guard{LuaMod::m_thread_actions_mutex}; std::string error_overload_not_found{R"( No overload found for function 'UnregisterHook'. @@ -1097,9 +1117,9 @@ No overload found for function 'UnregisterHook'. bool is_native{}; - auto native_hook_pre_id_it = Mod::m_native_hook_id_to_generic_hook_id.find(static_cast(pre_id)); - auto native_hook_post_id_it = Mod::m_native_hook_id_to_generic_hook_id.find(static_cast(post_id)); - if (native_hook_pre_id_it != Mod::m_native_hook_id_to_generic_hook_id.end() && native_hook_post_id_it != Mod::m_native_hook_id_to_generic_hook_id.end()) + auto native_hook_pre_id_it = LuaMod::m_native_hook_id_to_generic_hook_id.find(static_cast(pre_id)); + auto native_hook_post_id_it = LuaMod::m_native_hook_id_to_generic_hook_id.find(static_cast(post_id)); + if (native_hook_pre_id_it != LuaMod::m_native_hook_id_to_generic_hook_id.end() && native_hook_post_id_it != LuaMod::m_native_hook_id_to_generic_hook_id.end()) { is_native = true; } @@ -1113,10 +1133,10 @@ No overload found for function 'UnregisterHook'. } else { - if (auto callback_data_it = Mod::m_script_hook_callbacks.find(unreal_function->GetFullName()); callback_data_it != Mod::m_script_hook_callbacks.end()) + if (auto callback_data_it = LuaMod::m_script_hook_callbacks.find(unreal_function->GetFullName()); callback_data_it != LuaMod::m_script_hook_callbacks.end()) { auto& registry_indexes = callback_data_it->second.registry_indexes; - registry_indexes.erase(std::remove_if(registry_indexes.begin(), registry_indexes.end(), [&](Mod::LuaCallbackData::RegistryIndex& registry_index) -> bool { + registry_indexes.erase(std::remove_if(registry_indexes.begin(), registry_indexes.end(), [&](LuaMod::LuaCallbackData::RegistryIndex& registry_index) -> bool { return post_id == registry_index.identifier; }), registry_indexes.end()); } @@ -1522,7 +1542,7 @@ No overload found for function 'NotifyOnNewObject'. Unreal::UClass* instance_of_class = Unreal::UObjectGlobals::StaticFindObject(nullptr, nullptr, class_name); - Mod::m_static_construct_object_lua_callbacks.emplace_back(Mod::LuaCallbackData{ *hook_lua, instance_of_class, {{lua_callback_registry_index}} }); + LuaMod::m_static_construct_object_lua_callbacks.emplace_back(LuaMod::LuaCallbackData{ *hook_lua, instance_of_class, {{lua_callback_registry_index}} }); return 0; }); @@ -1553,7 +1573,7 @@ No overload found for function 'RegisterCustomEvent'. // Take a reference to the Lua function (it also pops it of the stack) const int32_t lua_callback_registry_index = hook_lua->registry().make_ref(); - Mod::m_custom_event_callbacks.emplace(event_name, Mod::LuaCallbackData{ + LuaMod::m_custom_event_callbacks.emplace(event_name, LuaMod::LuaCallbackData{ .lua = lua, .instance_of_class = nullptr, .registry_indexes = {{lua_callback_registry_index}}, @@ -1574,7 +1594,7 @@ No overload found for function 'UnregisterCustomEvent'. } auto custom_event_name = to_wstring(lua.get_string()); - Mod::m_custom_event_callbacks.erase(custom_event_name); + LuaMod::m_custom_event_callbacks.erase(custom_event_name); return 0; }); @@ -1598,7 +1618,7 @@ No overload found for function 'RegisterInitGameStatePreHook'. // Take a reference to the Lua function (it also pops it of the stack) const int32_t lua_callback_registry_index = hook_lua->registry().make_ref(); - Mod::m_init_game_state_pre_callbacks.emplace_back(Mod::LuaCallbackData{ + LuaMod::m_init_game_state_pre_callbacks.emplace_back(LuaMod::LuaCallbackData{ .lua = lua, .instance_of_class = nullptr, .registry_indexes = {{lua_callback_registry_index}}, @@ -1626,7 +1646,7 @@ No overload found for function 'RegisterInitGameStatePostHook'. // Take a reference to the Lua function (it also pops it of the stack) const int32_t lua_callback_registry_index = hook_lua->registry().make_ref(); - Mod::m_init_game_state_post_callbacks.emplace_back(Mod::LuaCallbackData{ + LuaMod::m_init_game_state_post_callbacks.emplace_back(LuaMod::LuaCallbackData{ .lua = lua, .instance_of_class = nullptr, .registry_indexes = {{lua_callback_registry_index}}, @@ -1654,7 +1674,7 @@ No overload found for function 'RegisterBeginPlayPreHook'. // Take a reference to the Lua function (it also pops it of the stack) const int32_t lua_callback_registry_index = hook_lua->registry().make_ref(); - Mod::m_begin_play_pre_callbacks.emplace_back(Mod::LuaCallbackData{ + LuaMod::m_begin_play_pre_callbacks.emplace_back(LuaMod::LuaCallbackData{ .lua = lua, .instance_of_class = nullptr, .registry_indexes = {{lua_callback_registry_index}}, @@ -1682,7 +1702,7 @@ No overload found for function 'RegisterBeginPlayPostHook'. // Take a reference to the Lua function (it also pops it of the stack) const int32_t lua_callback_registry_index = hook_lua->registry().make_ref(); - Mod::m_begin_play_post_callbacks.emplace_back(Mod::LuaCallbackData{ + LuaMod::m_begin_play_post_callbacks.emplace_back(LuaMod::LuaCallbackData{ .lua = lua, .instance_of_class = nullptr, .registry_indexes = {{lua_callback_registry_index}}, @@ -1828,9 +1848,9 @@ No overload found for function 'ExecuteAsync'. const int32_t lua_function_ref = lua.registry().make_ref(); mod->actions_lock(); - mod->m_pending_actions.emplace_back(Mod::AsyncAction{ + mod->m_pending_actions.emplace_back(LuaMod::AsyncAction{ lua_function_ref, - Mod::ActionType::Immediate + LuaMod::ActionType::Immediate }); mod->actions_unlock(); @@ -1852,9 +1872,9 @@ No overload found for function 'ExecuteWithDelay'. auto mod = get_mod_ref(lua); mod->actions_lock(); - mod->m_pending_actions.emplace_back(Mod::AsyncAction{ + mod->m_pending_actions.emplace_back(LuaMod::AsyncAction{ lua_function_ref, - Mod::ActionType::Delayed, + LuaMod::ActionType::Delayed, std::chrono::steady_clock::now(), delay, }); @@ -1877,9 +1897,9 @@ No overload found for function 'LoopAsync'. auto mod = get_mod_ref(lua); mod->actions_lock(); - mod->m_pending_actions.emplace_back(Mod::AsyncAction{ + mod->m_pending_actions.emplace_back(LuaMod::AsyncAction{ lua_function_ref, - Mod::ActionType::Loop, + LuaMod::ActionType::Loop, std::chrono::steady_clock::now(), delay, }); @@ -1896,13 +1916,13 @@ No overload found for function 'RegisterProcessConsoleExecPreHook'. if (!lua.is_function()) { throw std::runtime_error{error_overload_not_found}; } - Mod::LuaCallbackData* callback = nullptr; + LuaMod::LuaCallbackData* callback = nullptr; auto mod = get_mod_ref(lua); auto hook_lua = make_hook_state(mod); - callback = &Mod::m_process_console_exec_pre_callbacks.emplace_back(Mod::LuaCallbackData{ *hook_lua, nullptr, {} }); + callback = &LuaMod::m_process_console_exec_pre_callbacks.emplace_back(LuaMod::LuaCallbackData{ *hook_lua, nullptr, {} }); lua_xmove(lua.get_lua_state(), callback->lua.get_lua_state(), 1); const int32_t lua_function_ref = callback->lua.registry().make_ref(); - callback->registry_indexes.emplace_back(Mod::LuaCallbackData::RegistryIndex{lua_function_ref}); + callback->registry_indexes.emplace_back(LuaMod::LuaCallbackData::RegistryIndex{lua_function_ref}); return 0; }); @@ -1914,13 +1934,13 @@ No overload found for function 'RegisterProcessConsoleExecPostHook'. if (!lua.is_function()) { throw std::runtime_error{error_overload_not_found}; } - Mod::LuaCallbackData* callback = nullptr; + LuaMod::LuaCallbackData* callback = nullptr; auto mod = get_mod_ref(lua); auto hook_lua = make_hook_state(mod); - callback = &Mod::m_process_console_exec_post_callbacks.emplace_back(Mod::LuaCallbackData{ *hook_lua, nullptr, {} }); + callback = &LuaMod::m_process_console_exec_post_callbacks.emplace_back(LuaMod::LuaCallbackData{ *hook_lua, nullptr, {} }); lua_xmove(lua.get_lua_state(), callback->lua.get_lua_state(), 1); const int32_t lua_function_ref = callback->lua.registry().make_ref(); - callback->registry_indexes.emplace_back(Mod::LuaCallbackData::RegistryIndex{lua_function_ref}); + callback->registry_indexes.emplace_back(LuaMod::LuaCallbackData::RegistryIndex{lua_function_ref}); return 0; }); @@ -1932,13 +1952,13 @@ No overload found for function 'RegisterCallFunctionByNameWithArgumentsPreHook'. if (!lua.is_function()) { throw std::runtime_error{error_overload_not_found}; } - Mod::LuaCallbackData* callback = nullptr; + LuaMod::LuaCallbackData* callback = nullptr; auto mod = get_mod_ref(lua); auto hook_lua = make_hook_state(mod); - callback = &Mod::m_call_function_by_name_with_arguments_pre_callbacks.emplace_back(Mod::LuaCallbackData{ *hook_lua, nullptr, {} }); + callback = &LuaMod::m_call_function_by_name_with_arguments_pre_callbacks.emplace_back(LuaMod::LuaCallbackData{ *hook_lua, nullptr, {} }); lua_xmove(lua.get_lua_state(), callback->lua.get_lua_state(), 1); const int32_t lua_function_ref = callback->lua.registry().make_ref(); - callback->registry_indexes.emplace_back(Mod::LuaCallbackData::RegistryIndex{lua_function_ref}); + callback->registry_indexes.emplace_back(LuaMod::LuaCallbackData::RegistryIndex{lua_function_ref}); return 0; }); @@ -1950,13 +1970,13 @@ No overload found for function 'RegisterCallFunctionByNameWithArgumentsPostHook' if (!lua.is_function()) { throw std::runtime_error{error_overload_not_found}; } - Mod::LuaCallbackData* callback = nullptr; + LuaMod::LuaCallbackData* callback = nullptr; auto mod = get_mod_ref(lua); auto hook_lua = make_hook_state(mod); - callback = &Mod::m_call_function_by_name_with_arguments_post_callbacks.emplace_back(Mod::LuaCallbackData{ *hook_lua, nullptr, {} }); + callback = &LuaMod::m_call_function_by_name_with_arguments_post_callbacks.emplace_back(LuaMod::LuaCallbackData{ *hook_lua, nullptr, {} }); lua_xmove(lua.get_lua_state(), callback->lua.get_lua_state(), 1); const int32_t lua_function_ref = callback->lua.registry().make_ref(); - callback->registry_indexes.emplace_back(Mod::LuaCallbackData::RegistryIndex{lua_function_ref}); + callback->registry_indexes.emplace_back(LuaMod::LuaCallbackData::RegistryIndex{lua_function_ref}); return 0; }); @@ -1968,13 +1988,13 @@ No overload found for function 'RegisterULocalPlayerExecPreHook'. if (!lua.is_function()) { throw std::runtime_error{error_overload_not_found}; } - Mod::LuaCallbackData* callback = nullptr; + LuaMod::LuaCallbackData* callback = nullptr; auto mod = get_mod_ref(lua); auto hook_lua = make_hook_state(mod); - callback = &Mod::m_local_player_exec_pre_callbacks.emplace_back(Mod::LuaCallbackData{ *hook_lua, nullptr, {} }); + callback = &LuaMod::m_local_player_exec_pre_callbacks.emplace_back(LuaMod::LuaCallbackData{ *hook_lua, nullptr, {} }); lua_xmove(lua.get_lua_state(), callback->lua.get_lua_state(), 1); const int32_t lua_function_ref = callback->lua.registry().make_ref(); - callback->registry_indexes.emplace_back(Mod::LuaCallbackData::RegistryIndex{lua_function_ref}); + callback->registry_indexes.emplace_back(LuaMod::LuaCallbackData::RegistryIndex{lua_function_ref}); return 0; }); @@ -1986,13 +2006,13 @@ No overload found for function 'RegisterULocalPlayerExecPostHook'. if (!lua.is_function()) { throw std::runtime_error{error_overload_not_found}; } - Mod::LuaCallbackData* callback = nullptr; + LuaMod::LuaCallbackData* callback = nullptr; auto mod = get_mod_ref(lua); auto hook_lua = make_hook_state(mod); - callback = &Mod::m_local_player_exec_post_callbacks.emplace_back(Mod::LuaCallbackData{ *hook_lua, nullptr, {} }); + callback = &LuaMod::m_local_player_exec_post_callbacks.emplace_back(LuaMod::LuaCallbackData{ *hook_lua, nullptr, {} }); lua_xmove(lua.get_lua_state(), callback->lua.get_lua_state(), 1); const int32_t lua_function_ref = callback->lua.registry().make_ref(); - callback->registry_indexes.emplace_back(Mod::LuaCallbackData::RegistryIndex{lua_function_ref}); + callback->registry_indexes.emplace_back(LuaMod::LuaCallbackData::RegistryIndex{lua_function_ref}); return 0; }); @@ -2007,13 +2027,13 @@ No overload found for function 'RegisterConsoleCommandGlobalHandler'. if (!lua.is_function()) { throw std::runtime_error{error_overload_not_found}; } - Mod::LuaCallbackData* callback = nullptr; - auto iter = Mod::m_global_command_lua_callbacks.find(command_name); - if (iter == Mod::m_global_command_lua_callbacks.end()) + LuaMod::LuaCallbackData* callback = nullptr; + auto iter = LuaMod::m_global_command_lua_callbacks.find(command_name); + if (iter == LuaMod::m_global_command_lua_callbacks.end()) { auto mod = get_mod_ref(lua); auto hook_lua = make_hook_state(mod); - callback = &Mod::m_global_command_lua_callbacks.emplace(command_name, Mod::LuaCallbackData{ *hook_lua, nullptr, {} }).first->second; + callback = &LuaMod::m_global_command_lua_callbacks.emplace(command_name, LuaMod::LuaCallbackData{ *hook_lua, nullptr, {} }).first->second; } else { @@ -2021,7 +2041,7 @@ No overload found for function 'RegisterConsoleCommandGlobalHandler'. } lua_xmove(lua.get_lua_state(), callback->lua.get_lua_state(), 1); const int32_t lua_function_ref = callback->lua.registry().make_ref(); - callback->registry_indexes.emplace_back(Mod::LuaCallbackData::RegistryIndex{lua_function_ref}); + callback->registry_indexes.emplace_back(LuaMod::LuaCallbackData::RegistryIndex{lua_function_ref}); return 0; }); @@ -2036,13 +2056,13 @@ No overload found for function 'RegisterConsoleCommandHandler'. if (!lua.is_function()) { throw std::runtime_error{error_overload_not_found}; } - Mod::LuaCallbackData* callback = nullptr; - auto iter = Mod::m_custom_command_lua_pre_callbacks.find(command_name); - if (iter == Mod::m_custom_command_lua_pre_callbacks.end()) + LuaMod::LuaCallbackData* callback = nullptr; + auto iter = LuaMod::m_custom_command_lua_pre_callbacks.find(command_name); + if (iter == LuaMod::m_custom_command_lua_pre_callbacks.end()) { auto mod = get_mod_ref(lua); auto hook_lua = make_hook_state(mod); - callback = &Mod::m_custom_command_lua_pre_callbacks.emplace(command_name, Mod::LuaCallbackData{ *hook_lua, nullptr, {} }).first->second; + callback = &LuaMod::m_custom_command_lua_pre_callbacks.emplace(command_name, LuaMod::LuaCallbackData{ *hook_lua, nullptr, {} }).first->second; } else { @@ -2050,7 +2070,7 @@ No overload found for function 'RegisterConsoleCommandHandler'. } lua_xmove(lua.get_lua_state(), callback->lua.get_lua_state(), 1); const int32_t lua_function_ref = callback->lua.registry().make_ref(); - callback->registry_indexes.emplace_back(Mod::LuaCallbackData::RegistryIndex{lua_function_ref}); + callback->registry_indexes.emplace_back(LuaMod::LuaCallbackData::RegistryIndex{lua_function_ref}); return 0; }); @@ -2408,17 +2428,17 @@ No overload found for function 'FindObjects'. }); } - auto Mod::setup_lua_global_functions(const LuaMadeSimple::Lua& lua) const -> void + auto LuaMod::setup_lua_global_functions(const LuaMadeSimple::Lua& lua) const -> void { setup_lua_global_functions_internal(lua, IsTrueMod::Yes); } auto static process_event_hook([[maybe_unused]]Unreal::UObject* Context, [[maybe_unused]]Unreal::UFunction* Function, [[maybe_unused]]void* Parms) -> void { - std::lock_guard guard{Mod::m_thread_actions_mutex}; + std::lock_guard guard{LuaMod::m_thread_actions_mutex}; // NOTE: This will break horribly if UFunctions ever execute asynchronously. - Mod::m_game_thread_actions.erase(std::remove_if(Mod::m_game_thread_actions.begin(), Mod::m_game_thread_actions.end(), [&](Mod::SimpleLuaAction& lua_data) -> bool { - if (Mod::m_is_currently_executing_game_action) + LuaMod::m_game_thread_actions.erase(std::remove_if(LuaMod::m_game_thread_actions.begin(), LuaMod::m_game_thread_actions.end(), [&](LuaMod::SimpleLuaAction& lua_data) -> bool { + if (LuaMod::m_is_currently_executing_game_action) { // We can only execute one action per frame so we'll have to wait until the next frame. return false; @@ -2426,7 +2446,7 @@ No overload found for function 'FindObjects'. // This is a promise that we're in the game thread, used by other functions to ensure that we don't execute when unsafe set_is_in_game_thread(*lua_data.lua, true); - Mod::m_is_currently_executing_game_action = true; + LuaMod::m_is_currently_executing_game_action = true; lua_data.lua->registry().get_function_ref(lua_data.lua_action_function_ref); @@ -2434,15 +2454,15 @@ No overload found for function 'FindObjects'. // No longer promising to be in the game thread set_is_in_game_thread(*lua_data.lua, false); - Mod::m_is_currently_executing_game_action = false; + LuaMod::m_is_currently_executing_game_action = false; return true; - }), Mod::m_game_thread_actions.end()); + }), LuaMod::m_game_thread_actions.end()); } - auto Mod::setup_lua_global_functions_main_state_only() const -> void + auto LuaMod::setup_lua_global_functions_main_state_only() const -> void { m_lua.register_function("RegisterHook", [](const LuaMadeSimple::Lua& lua) -> int { - std::lock_guard guard{Mod::m_thread_actions_mutex}; + std::lock_guard guard{LuaMod::m_thread_actions_mutex}; std::string error_overload_not_found{ R"( No overload found for function 'RegisterHook'. @@ -2504,8 +2524,8 @@ No overload found for function 'RegisterHook'. !unreal_function->HasAnyFunctionFlags(Unreal::EFunctionFlags::FUNC_Native)) { ++m_last_generic_hook_id; - auto [callback_data, _] = Mod::m_script_hook_callbacks.emplace(unreal_function->GetFullName(), LuaCallbackData{lua, nullptr, {}}); - callback_data->second.registry_indexes.emplace_back(Mod::LuaCallbackData::RegistryIndex{lua_callback_registry_index, m_last_generic_hook_id}); + auto [callback_data, _] = LuaMod::m_script_hook_callbacks.emplace(unreal_function->GetFullName(), LuaCallbackData{lua, nullptr, {}}); + callback_data->second.registry_indexes.emplace_back(LuaMod::LuaCallbackData::RegistryIndex{lua_callback_registry_index, m_last_generic_hook_id}); pre_id = m_last_generic_hook_id; post_id = m_last_generic_hook_id; Output::send(STR("[RegisterHook] Registered script hook ({}, {}) for {}\n"), pre_id, post_id, unreal_function->GetFullName()); @@ -2542,7 +2562,7 @@ No overload found for function 'ExecuteInGameThread'. lua_xmove(lua.get_lua_state(), hook_lua->get_lua_state(), 1); { - std::lock_guard guard{Mod::m_thread_actions_mutex}; + std::lock_guard guard{LuaMod::m_thread_actions_mutex}; mod->m_game_thread_actions.emplace_back(SimpleLuaAction{hook_lua, luaL_ref(hook_lua->get_lua_state(), LUA_REGISTRYINDEX)}); } @@ -2729,37 +2749,13 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. // FPackageName -> END } - auto Mod::setup_lua_classes(const LuaMadeSimple::Lua& lua) const -> void - { - setup_lua_classes_internal(lua); - } - - auto Mod::get_name() const -> std::wstring_view - { - return m_mod_name; - } - auto Mod::set_installable(bool is_installable) -> void + auto LuaMod::setup_lua_classes(const LuaMadeSimple::Lua& lua) const -> void { - m_installable = is_installable; - } - - auto Mod::is_installable() const -> bool - { - return m_installable; - } - - auto Mod::set_installed(bool is_installed) -> void - { - m_installed = is_installed; - } - - auto Mod::is_installed() const -> bool - { - return m_installed; + setup_lua_classes_internal(lua); } - auto Mod::prepare_mod(const LuaMadeSimple::Lua& lua) -> void + auto LuaMod::prepare_mod(const LuaMadeSimple::Lua& lua) -> void { lua.open_all_libs(); @@ -2771,7 +2767,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. // Setup a global reference for this mod // It can be accessed later when you otherwise don't have access to the 'Mod' instance - LuaType::Mod::construct(lua, this); + LuaType::LuaModRef::construct(lua, this); lua_setglobal(lua.get_lua_state(), "ModRef"); // Setup all the input related globals (keys & modifier keys) @@ -2785,25 +2781,21 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. lua_setglobal(lua.get_lua_state(), "__OriginalReturnValue"); } - auto Mod::start_mod() -> void + auto LuaMod::start_mod() -> void { prepare_mod(lua()); make_main_state(this, lua()); setup_lua_global_functions_main_state_only(); make_async_state(this, lua()); + start_async_thread(); m_is_started = true; main_lua()->execute_file(m_scripts_path + L"\\main.lua"); } - auto Mod::is_started() const -> bool - { - return m_is_started; - } - - auto Mod::uninstall() -> void + auto LuaMod::uninstall() -> void { Output::send(STR("Stopping mod '{}' for uninstall\n"), m_mod_name); @@ -2848,22 +2840,22 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. }); } - auto Mod::lua() const -> const LuaMadeSimple::Lua& + auto LuaMod::lua() const -> const LuaMadeSimple::Lua& { return m_lua; } - auto Mod::main_lua() const -> const LuaMadeSimple::Lua* + auto LuaMod::main_lua() const -> const LuaMadeSimple::Lua* { return m_main_lua; } - auto Mod::async_lua() const -> const LuaMadeSimple::Lua* + auto LuaMod::async_lua() const -> const LuaMadeSimple::Lua* { return m_async_lua; } - auto Mod::get_lua_state() const -> lua_State* + auto LuaMod::get_lua_state() const -> lua_State* { return lua().get_lua_state(); } @@ -2872,7 +2864,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. { LuaStatics::console_executor = &LuaMadeSimple::new_state(); LuaStatics::console_executor->open_all_libs(); - setup_lua_global_functions_internal(*LuaStatics::console_executor, Mod::IsTrueMod::No); + setup_lua_global_functions_internal(*LuaStatics::console_executor, LuaMod::IsTrueMod::No); setup_lua_classes_internal(*LuaStatics::console_executor); register_input_globals(*LuaStatics::console_executor); register_all_property_types(*LuaStatics::console_executor); @@ -2890,9 +2882,9 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. static auto script_hook([[maybe_unused]]Unreal::UObject* Context, Unreal::FFrame& Stack, [[maybe_unused]]void* RESULT_DECL) -> void { - std::lock_guard guard{Mod::m_thread_actions_mutex}; + std::lock_guard guard{LuaMod::m_thread_actions_mutex}; - auto execute_hook = [&](std::unordered_map& callback_container, bool precise_name_match) { + auto execute_hook = [&](std::unordered_map& callback_container, bool precise_name_match) { if (callback_container.empty()) { return; } if (auto it = callback_container.find(precise_name_match ? Stack.Node()->GetFullName() : Stack.Node()->GetName()); it != callback_container.end()) { @@ -2989,12 +2981,12 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. }; TRY([&] { - execute_hook(Mod::m_custom_event_callbacks, false); - execute_hook(Mod::m_script_hook_callbacks, true); + execute_hook(LuaMod::m_custom_event_callbacks, false); + execute_hook(LuaMod::m_script_hook_callbacks, true); }); } - auto Mod::on_program_start() -> void + auto LuaMod::on_program_start() -> void { Unreal::Hook::RegisterInitGameStatePreCallback([]([[maybe_unused]]Unreal::AGameModeBase* Context) { TRY([&] { @@ -3634,14 +3626,10 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. { Output::send(STR("Enabling custom events\n")); Unreal::Hook::RegisterProcessInternalPostCallback(script_hook); - } - } - - auto Mod::update() -> void - { + } } - auto Mod::update_async() -> void + auto LuaMod::update_async() -> void { for (m_processing_events = true; m_processing_events && !m_async_thread.get_stop_token().stop_requested();) { @@ -3653,7 +3641,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. } } - auto Mod::process_delayed_actions() -> void + auto LuaMod::process_delayed_actions() -> void { auto now = std::chrono::duration_cast(std::chrono::steady_clock::now().time_since_epoch()).count(); @@ -3668,14 +3656,14 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. m_delayed_actions.erase(std::remove_if(m_delayed_actions.begin(), m_delayed_actions.end(), [&](AsyncAction& action) -> bool { auto passed = now - std::chrono::duration_cast(action.created_at.time_since_epoch()).count(); - auto duration_since_creation = (action.type == Mod::ActionType::Immediate || passed >= action.delay); + auto duration_since_creation = (action.type == LuaMod::ActionType::Immediate || passed >= action.delay); if (duration_since_creation) { bool result = true; try { async_lua()->registry().get_function_ref(action.lua_action_function_ref); - if (action.type == Mod::ActionType::Loop) + if (action.type == LuaMod::ActionType::Loop) { async_lua()->call_function(0, 1); result = async_lua()->is_bool() && async_lua()->get_bool(); @@ -3688,7 +3676,7 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. } catch (std::runtime_error& e) { - Output::send(STR("[{}] {}\n"), to_wstring(action.type == Mod::ActionType::Loop ? "LoopAsync" : "DelayedAction"), to_wstring(e.what())); + Output::send(STR("[{}] {}\n"), to_wstring(action.type == LuaMod::ActionType::Loop ? "LoopAsync" : "DelayedAction"), to_wstring(e.what())); } return result; @@ -3700,11 +3688,11 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. }), m_delayed_actions.end()); } - auto Mod::clear_delayed_actions() -> void + auto LuaMod::clear_delayed_actions() -> void { actions_lock(); m_pending_actions.clear(); m_delayed_actions.clear(); actions_unlock(); } -} +} \ No newline at end of file diff --git a/src/Mod/Mod.cpp b/src/Mod/Mod.cpp new file mode 100644 index 000000000..31fb53dc6 --- /dev/null +++ b/src/Mod/Mod.cpp @@ -0,0 +1,106 @@ +#define NOMINMAX + +#include +#include +#include +#include +#include +#include + +#include +#include +#include +#include +#include +#include +#pragma warning(disable : 4005) +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#pragma warning(default : 4005) + +#include + +namespace RC +{ + + Mod::Mod(UE4SSProgram& program, std::wstring&& mod_name, std::wstring&& mod_path) : m_program(program), m_mod_name(mod_name), m_mod_path(mod_path) + {} + + auto Mod::get_name() const -> std::wstring_view + { + return m_mod_name; + } + + auto Mod::set_installable(bool is_installable) -> void + { + m_installable = is_installable; + } + + auto Mod::is_installable() const -> bool + { + return m_installable; + } + + auto Mod::set_installed(bool is_installed) -> void + { + m_installed = is_installed; + } + + auto Mod::is_installed() const -> bool + { + return m_installed; + } + + auto Mod::is_started() const -> bool + { + return m_is_started; + } + + auto Mod::on_program_start() -> void + { + LuaMod::on_program_start(); + } + + auto Mod::global_uninstall() -> void + { + LuaMod::global_uninstall(); + } + + auto Mod::update() -> void + {} + + auto Mod::update_async() -> void + {} +} diff --git a/src/UE4SSProgram.cpp b/src/UE4SSProgram.cpp index 9fb7dabfc..503bba6d2 100644 --- a/src/UE4SSProgram.cpp +++ b/src/UE4SSProgram.cpp @@ -29,7 +29,9 @@ #include #include #include -#include +#include +#include +#include #include #include #include @@ -713,7 +715,11 @@ namespace RC //*/ m_input_handler.process_event(); - Mod::update(); + + for (auto& mod : m_mods) + { + if (mod->is_started()) mod->update(); + } std::this_thread::sleep_for(std::chrono::milliseconds(5)); } @@ -750,11 +756,18 @@ namespace RC { Output::send(STR("Setting up mods...\n")); - if (!std::filesystem::exists(m_mods_directory)) + if (!std::filesystem::exists(m_mods_directory)) { set_error("Mods directory doesn't exist, please create it: <%S>", m_mods_directory.c_str()); } + + auto cpp_sdk_path = m_mods_directory / "UE4SS-cppsdk.dll"; + bool cpp_sdk_loaded = false; + if (std::filesystem::exists(cpp_sdk_path)) { - set_error("Mods directory doesn't exist, please create it: <%S>", m_mods_directory.c_str()); + HMODULE cpp_sdk = LoadLibraryW(cpp_sdk_path.c_str()); + if (cpp_sdk) { cpp_sdk_loaded = true; } } + if (!cpp_sdk_loaded) { Output::send(STR("Cppsdk not present, cpp mods will not be loaded\n")); } + for (const auto& sub_directory : std::filesystem::directory_iterator(m_mods_directory)) { std::error_code ec; @@ -773,7 +786,8 @@ namespace RC else { // Create the mod but don't install it yet - m_mods.emplace_back(std::make_unique(*this, sub_directory.path().stem().wstring(), sub_directory.path().wstring())); + if (std::filesystem::exists(sub_directory.path() / "scripts")) m_mods.emplace_back(std::make_unique(*this, sub_directory.path().stem().wstring(), sub_directory.path().wstring())); + if (std::filesystem::exists(sub_directory.path() / "dlls")) m_mods.emplace_back(std::make_unique(*this, sub_directory.path().stem().wstring(), sub_directory.path().wstring())); } } @@ -916,27 +930,11 @@ namespace RC for (auto& mod : m_mods) { // Remove any actions, or we'll get an internal error as the lua ref won't be valid - mod->clear_delayed_actions(); mod->uninstall(); } m_mods.clear(); - Mod::m_static_construct_object_lua_callbacks.clear(); - Mod::m_process_console_exec_pre_callbacks.clear(); - Mod::m_process_console_exec_post_callbacks.clear(); - Mod::m_global_command_lua_callbacks.clear(); - Mod::m_custom_command_lua_pre_callbacks.clear(); - Mod::m_custom_event_callbacks.clear(); - Mod::m_init_game_state_pre_callbacks.clear(); - Mod::m_init_game_state_post_callbacks.clear(); - Mod::m_begin_play_pre_callbacks.clear(); - Mod::m_begin_play_post_callbacks.clear(); - Mod::m_call_function_by_name_with_arguments_pre_callbacks.clear(); - Mod::m_call_function_by_name_with_arguments_post_callbacks.clear(); - Mod::m_local_player_exec_pre_callbacks.clear(); - Mod::m_local_player_exec_post_callbacks.clear(); - Mod::m_script_hook_callbacks.clear(); - Mod::m_native_hook_id_to_generic_hook_id.clear(); + Mod::global_uninstall(); } auto UE4SSProgram::reinstall_mods() -> void @@ -975,7 +973,7 @@ namespace RC LuaType::LuaCustomProperty::StaticStorage::property_list.clear(); // Reset the Lua callbacks for the global Lua function 'NotifyOnNewObject' - Mod::m_static_construct_object_lua_callbacks.clear(); + LuaMod::m_static_construct_object_lua_callbacks.clear(); // Start processing events again as everything is now properly setup // Do this before mods are started or else you won't be able to use the hot-reload key bind if there's an error from Lua @@ -1116,6 +1114,11 @@ namespace RC return find_mod_by_name(to_wstring(mod_name), installed_only, is_started); } + auto UE4SSProgram::find_lua_mod_by_name(std::string_view mod_name, UE4SSProgram::IsInstalled installed_only, IsStarted is_started) -> LuaMod* + { + return dynamic_cast(find_mod_by_name(mod_name, installed_only, is_started)); + } + auto UE4SSProgram::get_object_dumper_output_directory() -> const File::StringType { return m_object_dumper_output_directory.c_str(); From aac011dbad781238bb262c3ac4cf702c8c3b2ac4 Mon Sep 17 00:00:00 2001 From: UE4SS Date: Thu, 20 Apr 2023 00:16:56 +0200 Subject: [PATCH 30/55] Updated Unreal submodule. --- Dependencies/Unreal | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Dependencies/Unreal b/Dependencies/Unreal index 06718a090..b0e4b9e88 160000 --- a/Dependencies/Unreal +++ b/Dependencies/Unreal @@ -1 +1 @@ -Subproject commit 06718a090cf912f369f685a887507b3a20ea64a0 +Subproject commit b0e4b9e882e8cc457ecc820dc615f08397388cd3 From 851715b55c749b2c73e6fbf31488cc68e245429d Mon Sep 17 00:00:00 2001 From: narknon <73571427+narknon@users.noreply.github.com> Date: Thu, 20 Apr 2023 10:46:44 -0400 Subject: [PATCH 31/55] Update gitignore --- .gitignore | 1 + generated_include/build_number.hpp | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/.gitignore b/.gitignore index eba4afd9b..cf38e207f 100644 --- a/.gitignore +++ b/.gitignore @@ -30,6 +30,7 @@ Output/ ue4ss_rewrite_maybe_main.dir/ VS_Solution/vendor/ VS_Solution/Dependencies/ +/VS_Solution/cppsdk/ Releases/ # Others diff --git a/generated_include/build_number.hpp b/generated_include/build_number.hpp index 07e65e055..99d376d1f 100644 --- a/generated_include/build_number.hpp +++ b/generated_include/build_number.hpp @@ -1 +1 @@ -#define UE4SS_LIB_BUILD_GITSHA "f9542ad" \ No newline at end of file +#define UE4SS_LIB_BUILD_GITSHA "aac011d" \ No newline at end of file From 163cc742ccd904cbdf21b1be007225be3e9a98e4 Mon Sep 17 00:00:00 2001 From: UE4SS Date: Fri, 21 Apr 2023 17:12:00 +0200 Subject: [PATCH 32/55] Re-added call to 'clear_delayed_actions'. --- src/Mod/LuaMod.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/Mod/LuaMod.cpp b/src/Mod/LuaMod.cpp index aefe9614b..13378b896 100644 --- a/src/Mod/LuaMod.cpp +++ b/src/Mod/LuaMod.cpp @@ -2838,6 +2838,8 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. return false; }); + + clear_delayed_actions(); } auto LuaMod::lua() const -> const LuaMadeSimple::Lua& From f53a9409f9f2b95ae833b92c3bb24571d8ecd413 Mon Sep 17 00:00:00 2001 From: UE4SS Date: Sat, 22 Apr 2023 07:13:20 +0200 Subject: [PATCH 33/55] Added metadata to C++ mods --- CMakeLists.txt | 2 ++ include/Mod/CppUserModBase.hpp | 20 +++++++++++++++++++- src/Mod/CppMod.cpp | 20 ++++++++++++++++++-- src/Mod/CppUserModBase.cpp | 14 ++++++++++++++ 4 files changed, 53 insertions(+), 3 deletions(-) create mode 100644 src/Mod/CppUserModBase.cpp diff --git a/CMakeLists.txt b/CMakeLists.txt index 52e2017f6..4245fcd9c 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -168,6 +168,7 @@ add_subdirectory("Dependencies/ParserBase") add_subdirectory("Dependencies/IniParser") add_subdirectory("Dependencies/JSON") add_subdirectory("Dependencies/ArgsParser") +add_subdirectory("CppMods/MyAwesomeMod") # UE4SS # Settings override -> START @@ -241,6 +242,7 @@ set(${TARGET}_Sources "${CMAKE_CURRENT_SOURCE_DIR}/src/Mod/Mod.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/src/Mod/LuaMod.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/src/Mod/CppMod.cpp" + "${CMAKE_CURRENT_SOURCE_DIR}/src/Mod/CppUserModBase.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/src/UnrealCustom/CustomProperty.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/src/LuaLibrary.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/src/LuaType/LuaModRef.cpp" diff --git a/include/Mod/CppUserModBase.hpp b/include/Mod/CppUserModBase.hpp index c6d8de781..25b407091 100644 --- a/include/Mod/CppUserModBase.hpp +++ b/include/Mod/CppUserModBase.hpp @@ -2,15 +2,33 @@ #define UE4SS_REWRITTEN_CPPMODUSERBASE_HPP #include +#include namespace RC { + struct ModMetadata + { + const StringType ModName{}; + const StringType ModVersion{}; + const StringType ModDescription{}; + const StringType ModAuthors{}; + const StringType ModIntendedSDKVersion{}; + }; + // When making C++ mods, keep in mind that they will break if UE4SS and the mod don't use the same C Runtime library version // This includes them being compiled in different configurations (Debug/Release). class RC_UE4SS_API CppUserModBase { public: - CppUserModBase() = default; + const StringType ModName{}; + const StringType ModVersion{}; + const StringType ModDescription{}; + const StringType ModAuthors{}; + const StringType ModIntendedSDKVersion{}; + + public: + CppUserModBase() = delete; + CppUserModBase(const ModMetadata&); virtual ~CppUserModBase() = default; public: diff --git a/src/Mod/CppMod.cpp b/src/Mod/CppMod.cpp index 21576787b..de6651fa3 100644 --- a/src/Mod/CppMod.cpp +++ b/src/Mod/CppMod.cpp @@ -3,6 +3,7 @@ #include #include +#include #include namespace RC @@ -45,12 +46,27 @@ namespace RC auto CppMod::start_mod() -> void { - m_mod = m_start_mod_func(); - m_is_started = m_mod != nullptr; + try + { + m_mod = m_start_mod_func(); + m_is_started = m_mod != nullptr; + } + catch (std::exception& e) + { + if (!Output::has_internal_error()) + { + Output::send(STR("Failed to load dll <{}> for mod {}, because: {}\n"), m_dlls_path + L"\\main.dll", m_mod_name, to_wstring(e.what())); + } + else + { + printf_s("Internal Error: %s\n", e.what()); + } + } } auto CppMod::uninstall() -> void { + Output::send(STR("Stopping C++ mod '{}' for uninstall\n"), m_mod_name); if (m_mod && m_uninstall_mod_func) { m_uninstall_mod_func(m_mod); } } diff --git a/src/Mod/CppUserModBase.cpp b/src/Mod/CppUserModBase.cpp new file mode 100644 index 000000000..0f5bb70bd --- /dev/null +++ b/src/Mod/CppUserModBase.cpp @@ -0,0 +1,14 @@ +#include +#include + +namespace RC +{ + CppUserModBase::CppUserModBase(const ModMetadata& Metadata) : + ModName(Metadata.ModName), + ModVersion(Metadata.ModVersion), + ModDescription(Metadata.ModDescription), + ModAuthors(Metadata.ModAuthors), + ModIntendedSDKVersion(Metadata.ModIntendedSDKVersion) + { + } +} From 16433b627cc786b1bad952f78bd89b74c68e0d7e Mon Sep 17 00:00:00 2001 From: UE4SS Date: Sat, 22 Apr 2023 07:14:58 +0200 Subject: [PATCH 34/55] Removed debug mod from CMakeLists --- CMakeLists.txt | 1 - 1 file changed, 1 deletion(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index 4245fcd9c..a1878624d 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -168,7 +168,6 @@ add_subdirectory("Dependencies/ParserBase") add_subdirectory("Dependencies/IniParser") add_subdirectory("Dependencies/JSON") add_subdirectory("Dependencies/ArgsParser") -add_subdirectory("CppMods/MyAwesomeMod") # UE4SS # Settings override -> START From a81c2a25f7b963d28cc5fd130eac2bc6bdacbdcd Mon Sep 17 00:00:00 2001 From: UE4SS Date: Sat, 22 Apr 2023 20:07:19 +0200 Subject: [PATCH 35/55] Change the way you set C++ mod metadata --- include/Mod/CppUserModBase.hpp | 13 ++++++------- src/Mod/CppUserModBase.cpp | 11 +++++------ 2 files changed, 11 insertions(+), 13 deletions(-) diff --git a/include/Mod/CppUserModBase.hpp b/include/Mod/CppUserModBase.hpp index 25b407091..3434063dc 100644 --- a/include/Mod/CppUserModBase.hpp +++ b/include/Mod/CppUserModBase.hpp @@ -20,15 +20,14 @@ namespace RC class RC_UE4SS_API CppUserModBase { public: - const StringType ModName{}; - const StringType ModVersion{}; - const StringType ModDescription{}; - const StringType ModAuthors{}; - const StringType ModIntendedSDKVersion{}; + StringType ModName{}; + StringType ModVersion{}; + StringType ModDescription{}; + StringType ModAuthors{}; + StringType ModIntendedSDKVersion{}; public: - CppUserModBase() = delete; - CppUserModBase(const ModMetadata&); + CppUserModBase(); virtual ~CppUserModBase() = default; public: diff --git a/src/Mod/CppUserModBase.cpp b/src/Mod/CppUserModBase.cpp index 0f5bb70bd..5018c5e37 100644 --- a/src/Mod/CppUserModBase.cpp +++ b/src/Mod/CppUserModBase.cpp @@ -3,12 +3,11 @@ namespace RC { - CppUserModBase::CppUserModBase(const ModMetadata& Metadata) : - ModName(Metadata.ModName), - ModVersion(Metadata.ModVersion), - ModDescription(Metadata.ModDescription), - ModAuthors(Metadata.ModAuthors), - ModIntendedSDKVersion(Metadata.ModIntendedSDKVersion) + CppUserModBase::CppUserModBase() { + if (ModIntendedSDKVersion.empty()) + { + ModIntendedSDKVersion = std::format(STR("{}.{}.{}"), UE4SS_LIB_VERSION_MAJOR, UE4SS_LIB_VERSION_MINOR, UE4SS_LIB_VERSION_HOTFIX); + } } } From 3f2f502a0f67d458ffa3674deff13f6aef4c27ed Mon Sep 17 00:00:00 2001 From: UE4SS Date: Sat, 22 Apr 2023 20:16:54 +0200 Subject: [PATCH 36/55] Updated .gitignore to ignore everything in VS_Solution except the bat file. --- .gitignore | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/.gitignore b/.gitignore index cf38e207f..3ef99d5ef 100644 --- a/.gitignore +++ b/.gitignore @@ -5,10 +5,8 @@ # Visual Studio .vs/ *.vcxproj* -VS_Solution/*.sln -VS_Solution/CMakeCache.txt -VS_Solution/cmake_install.cmake -VS_Solution/*.proj* +VS_Solution/* +!VS_Solution/generate_vs_solution.bat # Build results [Dd]ebug/ From b129ee7347832b868ee31a0ab8bfdcc427703830 Mon Sep 17 00:00:00 2001 From: UE4SS Date: Sun, 23 Apr 2023 22:40:03 +0200 Subject: [PATCH 37/55] C++ mod API & other changes. C++ mods are now loaded immediately after paths & the logging system has been initialized. Renamed `update` to `on_update`. Added `on_unreal_init`. The `Unreal` namespace is not safe to use until this function has fired. Added 'on_program_start'. --- include/Mod/CppMod.hpp | 4 +- include/Mod/CppUserModBase.hpp | 14 ++- include/Mod/Mod.hpp | 10 +- include/UE4SSProgram.hpp | 16 ++-- src/Mod/CppMod.cpp | 14 ++- src/Mod/Mod.cpp | 18 +--- src/UE4SSProgram.cpp | 165 +++++++++++++++++++++------------ 7 files changed, 146 insertions(+), 95 deletions(-) diff --git a/include/Mod/CppMod.hpp b/include/Mod/CppMod.hpp index 83bc7f2a2..c4712ea01 100644 --- a/include/Mod/CppMod.hpp +++ b/include/Mod/CppMod.hpp @@ -33,7 +33,9 @@ namespace RC auto start_mod() -> void override; auto uninstall() -> void override; - auto update() -> void override; + auto fire_unreal_init() -> void override; + auto fire_program_start() -> void override; + auto fire_update() -> void override; }; } diff --git a/include/Mod/CppUserModBase.hpp b/include/Mod/CppUserModBase.hpp index 3434063dc..f542796be 100644 --- a/include/Mod/CppUserModBase.hpp +++ b/include/Mod/CppUserModBase.hpp @@ -17,7 +17,7 @@ namespace RC // When making C++ mods, keep in mind that they will break if UE4SS and the mod don't use the same C Runtime library version // This includes them being compiled in different configurations (Debug/Release). - class RC_UE4SS_API CppUserModBase + class CppUserModBase { public: StringType ModName{}; @@ -27,11 +27,17 @@ namespace RC StringType ModIntendedSDKVersion{}; public: - CppUserModBase(); - virtual ~CppUserModBase() = default; + RC_UE4SS_API CppUserModBase(); + RC_UE4SS_API virtual ~CppUserModBase() = default; public: - auto virtual update() -> void = 0; + RC_UE4SS_API auto virtual on_update() -> void = 0; + + // The 'Unreal' module has been initialized. + // Before this fires, you cannot use anything in the 'Unreal' namespace. + RC_UE4SS_API auto virtual on_unreal_init() -> void {} + + RC_UE4SS_API auto virtual on_program_start() -> void {} }; } diff --git a/include/Mod/Mod.hpp b/include/Mod/Mod.hpp index 3e64b3d35..bd5ffb07e 100644 --- a/include/Mod/Mod.hpp +++ b/include/Mod/Mod.hpp @@ -63,13 +63,13 @@ namespace RC auto is_started() const -> bool; public: - // Called once when the program is starting, after mods are setup but before any mods have been started - auto static on_program_start() -> void; + // Main update from the program + auto virtual fire_update() -> void; - auto static global_uninstall() -> void; + auto virtual fire_unreal_init() -> void {}; - // Main update from the program - auto virtual update() -> void; + // Called once when the program is starting, after mods are setup but before any mods have been started + auto virtual fire_program_start() -> void {}; // Async update // Used when the main update function would block other mods from executing their scripts diff --git a/include/UE4SSProgram.hpp b/include/UE4SSProgram.hpp index 3a5a140e7..8fcdd9087 100644 --- a/include/UE4SSProgram.hpp +++ b/include/UE4SSProgram.hpp @@ -99,9 +99,6 @@ namespace RC bool m_has_game_specific_config{}; bool m_processing_events{}; bool m_pause_events_processing{}; - bool m_simple_console_enabled{}; - bool m_debug_console_enabled{}; - bool m_debug_console_visible{}; public: enum class IsInstalled @@ -130,9 +127,8 @@ namespace RC Failure, }; auto create_emergency_console_for_early_error(File::StringViewType error_message) -> void; - auto setup_output_devices() -> void; auto setup_mod_directory_path() -> void; - auto create_debug_console() -> void; + auto create_simple_console() -> void; auto setup_unreal() -> void; auto load_unreal_offsets_from_file() -> void; auto share_lua_functions() -> void; @@ -141,9 +137,13 @@ namespace RC protected: auto update() -> void; + auto setup_cpp_mods() -> void; + auto start_cpp_mods() -> void; auto setup_mods() -> void; - auto start_mods() -> void; + auto start_lua_mods() -> void; auto uninstall_mods() -> void; + auto fire_unreal_init_for_cpp_mods() -> void; + auto fire_program_start_for_cpp_mods() -> void; public: auto reinstall_mods() -> void; @@ -173,12 +173,14 @@ namespace RC RC_UE4SS_API auto is_keydown_event_registered(Input::Key, const Input::Handler::ModifierKeyArray&) -> bool; private: - static auto install_mods() -> void; + static auto install_cpp_mods() -> void; + static auto install_lua_mods() -> void; public: static auto dump_all_objects_and_properties(const File::StringType& output_path_and_file_name) -> void; RC_UE4SS_API static auto find_mod_by_name(std::wstring_view mod_name, IsInstalled = IsInstalled::No, IsStarted = IsStarted::No) -> Mod*; RC_UE4SS_API static auto find_mod_by_name(std::string_view mod_name, IsInstalled = IsInstalled::No, IsStarted = IsStarted::No) -> Mod*; + RC_UE4SS_API static auto find_lua_mod_by_name(std::wstring_view mod_name, IsInstalled = IsInstalled::No, IsStarted = IsStarted::No) -> LuaMod*; RC_UE4SS_API static auto find_lua_mod_by_name(std::string_view mod_name, IsInstalled = IsInstalled::No, IsStarted = IsStarted::No) -> LuaMod*; static auto static_cleanup() -> void; RC_UE4SS_API static auto get_program() -> UE4SSProgram& diff --git a/src/Mod/CppMod.cpp b/src/Mod/CppMod.cpp index de6651fa3..32ecfc38b 100644 --- a/src/Mod/CppMod.cpp +++ b/src/Mod/CppMod.cpp @@ -70,9 +70,19 @@ namespace RC if (m_mod && m_uninstall_mod_func) { m_uninstall_mod_func(m_mod); } } - auto CppMod::update() -> void + auto CppMod::fire_unreal_init() -> void { - if (m_mod) { m_mod->update(); } + if (m_mod) { m_mod->on_unreal_init(); } + } + + auto CppMod::fire_program_start() -> void + { + if (m_mod) { m_mod->on_program_start(); } + } + + auto CppMod::fire_update() -> void + { + if (m_mod) { m_mod->on_update(); } } CppMod::~CppMod() diff --git a/src/Mod/Mod.cpp b/src/Mod/Mod.cpp index 31fb53dc6..a0ba97987 100644 --- a/src/Mod/Mod.cpp +++ b/src/Mod/Mod.cpp @@ -87,20 +87,8 @@ namespace RC { return m_is_started; } + + auto Mod::fire_update() -> void {} - auto Mod::on_program_start() -> void - { - LuaMod::on_program_start(); - } - - auto Mod::global_uninstall() -> void - { - LuaMod::global_uninstall(); - } - - auto Mod::update() -> void - {} - - auto Mod::update_async() -> void - {} + auto Mod::update_async() -> void {} } diff --git a/src/UE4SSProgram.cpp b/src/UE4SSProgram.cpp index 503bba6d2..9f4be44ee 100644 --- a/src/UE4SSProgram.cpp +++ b/src/UE4SSProgram.cpp @@ -145,15 +145,25 @@ namespace RC // Setup the log file auto& file_device = Output::set_default_devices(); - //auto& file_device = Output::get_device(); file_device.set_file_name_and_path(m_log_directory / m_log_file_name); + + create_simple_console(); - m_simple_console_enabled = settings_manager.Debug.SimpleConsoleEnabled; - m_debug_console_enabled = settings_manager.Debug.DebugConsoleEnabled; - m_debug_console_visible = settings_manager.Debug.DebugConsoleVisible; + setup_mods(); + install_cpp_mods(); + start_cpp_mods(); - create_debug_console(); - setup_output_devices(); + if (settings_manager.Debug.DebugConsoleEnabled) + { + m_console_device = &Output::set_default_devices(); + m_console_device->set_formatter([](File::StringViewType string) -> File::StringType { + return std::format(STR("[{}] {}"), std::format(STR("{:%X}"), std::chrono::system_clock::now()), string); + }); + if (settings_manager.Debug.DebugConsoleVisible) + { + m_render_thread = std::jthread{ &GUI::gui_thread, &m_debugging_gui }; + } + } // This is experimental code that's here only for future reference /* @@ -198,6 +208,7 @@ namespace RC Output::send(STR("object dumper directory: {}\n\n\n"), m_object_dumper_output_directory.c_str()); setup_unreal(); + fire_unreal_init_for_cpp_mods(); setup_unreal_properties(); UAssetRegistry::SetMaxMemoryUsageDuringAssetLoading(settings_manager.Memory.MaxMemoryUsageDuringAssetLoading); @@ -289,8 +300,8 @@ namespace RC auto UE4SSProgram::create_emergency_console_for_early_error(File::StringViewType error_message) -> void { - m_simple_console_enabled = true; - create_debug_console(); + settings_manager.Debug.SimpleConsoleEnabled = true; + create_simple_console(); printf_s("%S\n", error_message.data()); } @@ -308,10 +319,16 @@ namespace RC } } - auto UE4SSProgram::create_debug_console() -> void + auto UE4SSProgram::create_simple_console() -> void { - if (m_simple_console_enabled) + if (settings_manager.Debug.SimpleConsoleEnabled) { + m_debug_console_device = &Output::set_default_devices(); + Output::set_default_log_level(); + m_debug_console_device->set_formatter([](File::StringViewType string) -> File::StringType { + return std::format(STR("[{}] {}"), std::format(STR("{:%X}"), std::chrono::system_clock::now()), string); + }); + if (AllocConsole()) { FILE* stdin_filename; @@ -323,10 +340,6 @@ namespace RC } } - if (m_debug_console_enabled && m_debug_console_visible) - { - m_render_thread = std::jthread{ &GUI::gui_thread, &m_debugging_gui }; - } } auto UE4SSProgram::load_unreal_offsets_from_file() -> void @@ -599,7 +612,7 @@ namespace RC UObjectArray::AddUObjectCreateListener(&FUEDeathListener::UEDeathListener); //*/ - if (m_debug_console_enabled) + if (settings_manager.Debug.DebugConsoleEnabled) { if (settings_manager.General.UseUObjectArrayCache) { @@ -657,9 +670,10 @@ namespace RC Output::send(STR("FAssetData not available in <4.17, ignoring 'LoadAllAssetsBeforeDumpingObjects' & 'LoadAllAssetsBeforeGeneratingCXXHeaders'.")); } - setup_mods(); - Mod::on_program_start(); - start_mods(); + install_lua_mods(); + LuaMod::on_program_start(); + fire_program_start_for_cpp_mods(); + start_lua_mods(); }); if (settings_manager.General.EnableDebugKeyBindings) @@ -718,7 +732,10 @@ namespace RC for (auto& mod : m_mods) { - if (mod->is_started()) mod->update(); + if (mod->is_started()) + { + mod->fire_update(); + } } std::this_thread::sleep_for(std::chrono::milliseconds(5)); @@ -790,38 +807,18 @@ namespace RC if (std::filesystem::exists(sub_directory.path() / "dlls")) m_mods.emplace_back(std::make_unique(*this, sub_directory.path().stem().wstring(), sub_directory.path().wstring())); } } - - install_mods(); } - auto UE4SSProgram::setup_output_devices() -> void + template + auto install_mods(std::vector>& mods) -> void { - // Setup DynamicOutput - if (m_simple_console_enabled) - { - m_debug_console_device = &Output::set_default_devices(); - Output::set_default_log_level(); - m_debug_console_device->set_formatter([](File::StringViewType string) -> File::StringType { - return std::format(STR("[{}] {}"), std::format(STR("{:%X}"), std::chrono::system_clock::now()), string); - }); - } - - if (m_debug_console_enabled) + for (auto& mod : mods) { - m_console_device = &Output::set_default_devices(); - m_console_device->set_formatter([](File::StringViewType string) -> File::StringType { - return std::format(STR("[{}] {}"), std::format(STR("{:%X}"), std::chrono::system_clock::now()), string); - }); - } - } + if (!dynamic_cast(mod.get())) { continue; } - auto UE4SSProgram::install_mods() -> void - { - for (auto& mod : m_mods) - { - bool mod_name_is_taken = std::find_if(m_mods.begin(), m_mods.end(), [&](auto& elem) { + bool mod_name_is_taken = std::find_if(mods.begin(), mods.end(), [&](auto& elem) { return elem->get_name() == mod->get_name(); - }) == m_mods.end(); + }) == mods.end(); if (mod_name_is_taken) { @@ -846,12 +843,42 @@ namespace RC } } - auto UE4SSProgram::start_mods() -> void + auto UE4SSProgram::install_cpp_mods() -> void + { + install_mods(m_mods); + } + + auto UE4SSProgram::install_lua_mods() -> void + { + install_mods(m_mods); + } + + auto UE4SSProgram::fire_unreal_init_for_cpp_mods() -> void + { + for (const auto& mod : m_mods) + { + if (!dynamic_cast(mod.get())) { continue; } + mod->fire_unreal_init(); + } + } + + auto UE4SSProgram::fire_program_start_for_cpp_mods() -> void + { + for (const auto& mod : m_mods) + { + if (!dynamic_cast(mod.get())) { continue; } + mod->fire_program_start(); + } + } + + template + auto start_mods() -> std::string { // Part #1: Start all mods that are enabled in mods.txt. Output::send(STR("Starting mods (from mods.txt load order)...\n")); - std::wstring enabled_mods_file{m_mods_directory / "mods.txt"}; + std::filesystem::path mods_directory = UE4SSProgram::get_program().get_mods_directory(); + std::wstring enabled_mods_file{mods_directory / "mods.txt"}; if (!std::filesystem::exists(enabled_mods_file)) { Output::send(STR("No mods.txt file found...\n")); @@ -878,17 +905,12 @@ namespace RC std::wstring mod_name = explode_by_occurrence(current_line, L':', 1); std::wstring mod_enabled = explode_by_occurrence(current_line, L':', ExplodeType::FromEnd); - Mod* mod = find_mod_by_name(mod_name, IsInstalled::Yes); + auto mod = UE4SSProgram::find_mod_by_name(mod_name, UE4SSProgram::IsInstalled::Yes); + if (!mod || !dynamic_cast(mod)) { continue; } if (!mod_enabled.empty() && mod_enabled[0] == L'1') { - if (!mod) - { - Output::send(STR("Tried to start non-existent mod '{}'\n"), mod_name); - continue; - } - - Output::send(STR("Starting mod '{}'\n"), mod->get_name().data()); + Output::send(STR("Starting {} mod '{}'\n"), std::is_same_v ? STR("Lua") : STR("C++"), mod->get_name().data()); mod->start_mod(); } else @@ -901,17 +923,18 @@ namespace RC // Part #2: Start all mods that have enabled.txt present in the mod directory. Output::send(STR("Starting mods (from enabled.txt, no defined load order)...\n")); - for (const auto& mod_directory : std::filesystem::directory_iterator(m_mods_directory)) + for (const auto& mod_directory : std::filesystem::directory_iterator(mods_directory)) { std::error_code ec{}; if (!mod_directory.is_directory(ec)) { continue; } - if (ec.value() != 0) { set_error("is_directory ran into error %d", ec.value()); } + if (ec.value() != 0) { return std::format("is_directory ran into error {}", ec.value()); } if (!std::filesystem::exists(mod_directory.path() / "enabled.txt", ec)) { continue; } - if (ec.value() != 0) { set_error("exists ran into error %d", ec.value()); } + if (ec.value() != 0) { return std::format("exists ran into error {}", ec.value()); } - auto mod = find_mod_by_name(mod_directory.path().stem().c_str(), IsInstalled::Yes); + auto mod = UE4SSProgram::find_mod_by_name(mod_directory.path().stem().c_str(), UE4SSProgram::IsInstalled::Yes); + if (!dynamic_cast(mod)) { continue; } if (!mod) { Output::send(STR("Found a mod with enabled.txt but mod has not been installed properly.\n")); @@ -923,6 +946,20 @@ namespace RC Output::send(STR("Mod '{}' has enabled.txt, starting mod.\n"), mod->get_name().data()); mod->start_mod(); } + + return {}; + } + + auto UE4SSProgram::start_lua_mods() -> void + { + auto error_message = start_mods(); + if (!error_message.empty()) { set_error(error_message.c_str()); } + } + + auto UE4SSProgram::start_cpp_mods() -> void + { + auto error_message = start_mods(); + if (!error_message.empty()) { set_error(error_message.c_str()); } } auto UE4SSProgram::uninstall_mods() -> void @@ -934,7 +971,7 @@ namespace RC } m_mods.clear(); - Mod::global_uninstall(); + LuaMod::global_uninstall(); } auto UE4SSProgram::reinstall_mods() -> void @@ -980,7 +1017,8 @@ namespace RC m_pause_events_processing = false; setup_mods(); - start_mods(); + start_lua_mods(); + start_cpp_mods(); Output::send(STR("All mods re-installed\n")); } @@ -1119,6 +1157,11 @@ namespace RC return dynamic_cast(find_mod_by_name(mod_name, installed_only, is_started)); } + auto UE4SSProgram::find_lua_mod_by_name(std::wstring_view mod_name, UE4SSProgram::IsInstalled installed_only, IsStarted is_started) -> LuaMod* + { + return dynamic_cast(find_mod_by_name(mod_name, installed_only, is_started)); + } + auto UE4SSProgram::get_object_dumper_output_directory() -> const File::StringType { return m_object_dumper_output_directory.c_str(); From cc43470d18dc331c2f0ecb2388f34fb4383c87c6 Mon Sep 17 00:00:00 2001 From: UE4SS Date: Mon, 24 Apr 2023 00:37:33 +0200 Subject: [PATCH 38/55] Made libraries that UE4SS links with public so that C++ mods don't need to manually link to them --- CMakeLists.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index a1878624d..905eb4302 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -320,7 +320,7 @@ target_compile_features(${XINPUT_TARGET} PUBLIC cxx_std_20) target_compile_definitions(${XINPUT_TARGET} PUBLIC $<${MAKE_DEPENDENCIES_SHARED}:LUA_BUILD_AS_DLL> UE4SS_LIB_BUILD_AS_XINPUT=1) target_compile_options(${XINPUT_TARGET} PRIVATE ${PRIVATE_MASM_COMPILE_OPTIONS}) target_link_options(${XINPUT_TARGET} PRIVATE ${PRIVATE_LINK_OPTIONS}) -target_link_libraries(${XINPUT_TARGET} PRIVATE ${UE4SS_LINK_WITH_LIBRARIES} ${UE4SS_LINK_WITH_INTERFACE_LIBRARIES}) +target_link_libraries(${XINPUT_TARGET} PUBLIC ${UE4SS_LINK_WITH_LIBRARIES} ${UE4SS_LINK_WITH_INTERFACE_LIBRARIES}) if (${MAKE_DEPENDENCIES_STATIC} EQUAL 1) target_compile_definitions(${TARGET} PRIVATE ${UE4SS_COMPILE_DEFINITIONS}) From bce0b4a85fade099f11323d0fd503b36ad207e54 Mon Sep 17 00:00:00 2001 From: Truman Kilen Date: Fri, 21 Apr 2023 12:29:57 -0500 Subject: [PATCH 39/55] .gitignore build directory --- .gitignore | 3 +++ 1 file changed, 3 insertions(+) diff --git a/.gitignore b/.gitignore index 3ef99d5ef..2babd80ee 100644 --- a/.gitignore +++ b/.gitignore @@ -31,6 +31,9 @@ VS_Solution/Dependencies/ /VS_Solution/cppsdk/ Releases/ +# standard cmake build directory +/build + # Others *.tlog *.log From 6499d566455701ddcfc2eb6e9ff45f83f10d647a Mon Sep 17 00:00:00 2001 From: Truman Kilen Date: Sun, 23 Apr 2023 14:05:09 -0500 Subject: [PATCH 40/55] .gitignore generated_src and genenerated_include/build_number.hpp --- .gitignore | 5 ++++- generated_include/build_number.hpp | 1 - 2 files changed, 4 insertions(+), 2 deletions(-) delete mode 100644 generated_include/build_number.hpp diff --git a/.gitignore b/.gitignore index 2babd80ee..1ff214947 100644 --- a/.gitignore +++ b/.gitignore @@ -60,4 +60,7 @@ _ReSharper*/ *.code-workspace # Local History for Visual Studio Code -.history/ \ No newline at end of file +.history/ + +/generated_include/build_number.hpp +/generated_src diff --git a/generated_include/build_number.hpp b/generated_include/build_number.hpp deleted file mode 100644 index 99d376d1f..000000000 --- a/generated_include/build_number.hpp +++ /dev/null @@ -1 +0,0 @@ -#define UE4SS_LIB_BUILD_GITSHA "aac011d" \ No newline at end of file From 82a26e231857a0ed8b4d238f648bf5bf3eaeaeda Mon Sep 17 00:00:00 2001 From: Truman Kilen Date: Sun, 23 Apr 2023 14:17:16 -0500 Subject: [PATCH 41/55] Fix CMake Polyhook/Zydis/Zycore target errors --- CMakeLists.txt | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/CMakeLists.txt b/CMakeLists.txt index 905eb4302..2c98adceb 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -141,7 +141,13 @@ set(POLYHOOK_BUILD_STATIC_RUNTIME OFF CACHE BOOL "Use static runtime" FORCE) set(POLYHOOK_DISASM_CAPSTONE OFF CACHE BOOL "Enable capstone support" FORCE) set(POLYHOOK_DISASM_CAPSTONE_FULL OFF CACHE BOOL "Build all features of capstone." FORCE) set(POLYHOOK_DISASM_ZYDIS ON CACHE BOOL "Enable Zydis support." FORCE) +# disable 'install' by replacing with no-op before calling add_subdirectory +macro (install) +endmacro () add_subdirectory(Dependencies/PolyHook_2_0) +macro (install) + _install(${ARGV}) +endmacro(install) if (${CMAKE_CXX_COMPILER_ID} STREQUAL Clang) target_compile_options(asmjit PRIVATE -Wno-bitwise-instead-of-logical -Wno-sign-conversion -Wno-unused-command-line-argument -Wno-unused-but-set-variable) target_compile_options(PolyHook_2 PRIVATE -Wno-unused-value -Wno-missing-field-initializers -Wno-missing-braces -Wno-unused-variable -Wno-bitwise-instead-of-logical -Wno-reorder-ctor -Wno-unused-private-field) From fdfec4638ed67f4156764103e39641f8ffbce020 Mon Sep 17 00:00:00 2001 From: Truman Kilen Date: Fri, 21 Apr 2023 12:22:59 -0500 Subject: [PATCH 42/55] Remove stdin read which blocks until user input on Linux --- src/main_ue4ss_rewritten.cpp | 2 -- 1 file changed, 2 deletions(-) diff --git a/src/main_ue4ss_rewritten.cpp b/src/main_ue4ss_rewritten.cpp index 5cd22cefa..db2b8e1e9 100644 --- a/src/main_ue4ss_rewritten.cpp +++ b/src/main_ue4ss_rewritten.cpp @@ -55,8 +55,6 @@ auto dll_process_attached(HMODULE moduleHandle) -> void { CloseHandle(handle); } - - std::cin.get(); } auto WIN_API_FUNCTION_NAME(HMODULE hModule, From b5f63c1a0d3a57fdfbea6d767fc0899b4ed6be69 Mon Sep 17 00:00:00 2001 From: UE4SS Date: Mon, 24 Apr 2023 02:58:45 +0200 Subject: [PATCH 43/55] Added colors to the regular console when a LogLevel is supplied --- .../DynamicOutput/DebugConsoleDevice.hpp | 13 +-- .../DynamicOutput/src/DebugConsoleDevice.cpp | 99 +++++++------------ 2 files changed, 37 insertions(+), 75 deletions(-) diff --git a/Dependencies/DynamicOutput/include/DynamicOutput/DebugConsoleDevice.hpp b/Dependencies/DynamicOutput/include/DynamicOutput/DebugConsoleDevice.hpp index 87beb5a4b..aa39d1069 100644 --- a/Dependencies/DynamicOutput/include/DynamicOutput/DebugConsoleDevice.hpp +++ b/Dependencies/DynamicOutput/include/DynamicOutput/DebugConsoleDevice.hpp @@ -1,10 +1,6 @@ #ifndef UE4SS_REWRITTEN_DEBUGCONSOLEDEVICE_HPP #define UE4SS_REWRITTEN_DEBUGCONSOLEDEVICE_HPP -#ifdef UE4SS_CONSOLE_COLORS_ENABLED -#include -#endif - #include #include #include @@ -15,9 +11,10 @@ namespace RC::Output class RC_DYNOUT_API DebugConsoleDevice : public OutputDevice { private: -#ifdef UE4SS_CONSOLE_COLORS_ENABLED - mutable std::recursive_mutex m_receive_mutex; -#endif + mutable bool m_windows_console_mode_set{}; + + private: + auto set_windows_console_out_mode_if_needed() const -> void; public: @@ -40,8 +37,6 @@ namespace RC::Output auto has_optional_arg() const -> bool override; auto receive(File::StringViewType fmt) const -> void override; auto receive_with_optional_arg(File::StringViewType fmt, int32_t optional_arg = 0) const -> void override; - auto lock() const -> void override; - auto unlock() const -> void override; }; } diff --git a/Dependencies/DynamicOutput/src/DebugConsoleDevice.cpp b/Dependencies/DynamicOutput/src/DebugConsoleDevice.cpp index 416fdd12a..240c38312 100644 --- a/Dependencies/DynamicOutput/src/DebugConsoleDevice.cpp +++ b/Dependencies/DynamicOutput/src/DebugConsoleDevice.cpp @@ -4,17 +4,45 @@ #include #include -// TODO: Abstract the colors system -#ifdef UE4SS_CONSOLE_COLORS_ENABLED #define NOMINMAX #include #ifdef TEXT #undef TEXT #endif -#endif namespace RC::Output { + static auto log_level_to_color(LogLevel::LogLevel log_level) -> std::string + { + switch (log_level) + { + case LogLevel::Default: + case LogLevel::Normal: + return "\033[0;0m"; + case LogLevel::Verbose: + return "\033[1;36m"; + case LogLevel::Warning: + return "\033[1;33m"; + case LogLevel::Error: + return "\033[1;31m"; + } + + return "\033[0;0m"; + } + + auto DebugConsoleDevice::set_windows_console_out_mode_if_needed() const -> void + { + if (m_windows_console_mode_set) { return; } + HANDLE current_console_out_handle = GetStdHandle(STD_OUTPUT_HANDLE); + if (current_console_out_handle != INVALID_HANDLE_VALUE) + { + DWORD current_console_out_mode = 0; + GetConsoleMode(current_console_out_handle, ¤t_console_out_mode); + SetConsoleMode(current_console_out_handle, current_console_out_mode | ENABLE_VIRTUAL_TERMINAL_PROCESSING); + } + m_windows_console_mode_set = true; + } + auto DebugConsoleDevice::has_optional_arg() const -> bool { return true; @@ -27,73 +55,12 @@ namespace RC::Output auto DebugConsoleDevice::receive_with_optional_arg(File::StringViewType fmt, [[maybe_unused]]int32_t optional_arg) const -> void { -#ifdef UE4SS_CONSOLE_COLORS_ENABLED -#if ENABLE_OUTPUT_DEVICE_DEBUG_MODE - printf_s("DebugConsoleDevice received: %S", m_formatter(fmt).c_str()); -#else - Color::Color color_enum = static_cast(optional_arg); - WORD text_attributes{FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE}; + set_windows_console_out_mode_if_needed(); - if (color_enum == Color::Default) - { - color_enum = static_cast(DefaultTargets::get_default_log_level()); - } - - switch (color_enum) - { - case Color::Default: - case Color::NoColor: - break; - case Color::Cyan: - text_attributes = FOREGROUND_BLUE | FOREGROUND_GREEN; - break; - case Color::Yellow: - text_attributes = FOREGROUND_RED | FOREGROUND_GREEN; - break; - case Color::Red: - text_attributes = FOREGROUND_RED; - break; - case Color::Green: - text_attributes = FOREGROUND_GREEN; - break; - case Color::Blue: - text_attributes = 9; - break; - case Color::Magenta: - text_attributes = FOREGROUND_BLUE | FOREGROUND_RED; - break; - } - - if (color_enum != Color::NoColor) - { - text_attributes |= FOREGROUND_INTENSITY; - } - - Lock output_lock{this}; - SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), text_attributes); - printf_s("%S", m_formatter(fmt).c_str()); - -#endif -#else #if ENABLE_OUTPUT_DEVICE_DEBUG_MODE printf_s("DebugConsoleDevice received: %S", m_formatter(fmt).c_str()); #else - printf_s("%S", m_formatter(fmt).c_str()); -#endif -#endif - } - - auto DebugConsoleDevice::lock() const -> void - { -#ifdef UE4SS_CONSOLE_COLORS_ENABLED - m_receive_mutex.lock(); -#endif - } - - auto DebugConsoleDevice::unlock() const -> void - { -#ifdef UE4SS_CONSOLE_COLORS_ENABLED - m_receive_mutex.unlock(); + printf_s("%s%S\033[0m", log_level_to_color(static_cast(optional_arg)).c_str(), m_formatter(fmt).c_str()); #endif } } From 93b71e5d34187ed4b2bc48515c5829d10fe35663 Mon Sep 17 00:00:00 2001 From: UE4SS Date: Mon, 24 Apr 2023 23:02:20 +0200 Subject: [PATCH 44/55] Fixed 'LoadAllAssetsBefore'. --- src/Mod/LuaMod.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/src/Mod/LuaMod.cpp b/src/Mod/LuaMod.cpp index 13378b896..730135fd9 100644 --- a/src/Mod/LuaMod.cpp +++ b/src/Mod/LuaMod.cpp @@ -2435,7 +2435,8 @@ No overload found for function 'FindObjects'. auto static process_event_hook([[maybe_unused]]Unreal::UObject* Context, [[maybe_unused]]Unreal::UFunction* Function, [[maybe_unused]]void* Parms) -> void { - std::lock_guard guard{LuaMod::m_thread_actions_mutex}; + // Do not put a lock here! It can cause a freeze when game code is run from a keybind. + //std::lock_guard guard{LuaMod::m_thread_actions_mutex}; // NOTE: This will break horribly if UFunctions ever execute asynchronously. LuaMod::m_game_thread_actions.erase(std::remove_if(LuaMod::m_game_thread_actions.begin(), LuaMod::m_game_thread_actions.end(), [&](LuaMod::SimpleLuaAction& lua_data) -> bool { if (LuaMod::m_is_currently_executing_game_action) @@ -2884,7 +2885,8 @@ No overload found for function 'FPackageName:IsValidLongPackageName'. static auto script_hook([[maybe_unused]]Unreal::UObject* Context, Unreal::FFrame& Stack, [[maybe_unused]]void* RESULT_DECL) -> void { - std::lock_guard guard{LuaMod::m_thread_actions_mutex}; + // Do not put a lock here! It can cause a freeze when game code is run from a keybind. + //std::lock_guard guard{LuaMod::m_thread_actions_mutex}; auto execute_hook = [&](std::unordered_map& callback_container, bool precise_name_match) { if (callback_container.empty()) { return; } From 0f6b99e67b246b9d8603e78592369821689141dc Mon Sep 17 00:00:00 2001 From: UE4SS Date: Tue, 25 Apr 2023 01:44:48 +0200 Subject: [PATCH 45/55] Allow C++ mods to include UE4SS as a CMake subdirectory The hierarchy would be: Root CMakeLists.txt <- Containing add_subdirectory(RE-UE4SS) and add_subdirectory(Mod_1) Mod_1 <- C++ mod 1 CMakeLists.txt RE-UE4SS <- Full UE4SS source CMakeLists.txt --- CMakeLists.txt | 4 ++-- cppsdk/CMakeLists.txt | 12 ++++++------ 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index 2c98adceb..2a240ae2d 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -116,8 +116,8 @@ include_directories(${CMAKE_CURRENT_BINARY_DIR}/Dependencies/zydis) include_directories(${CMAKE_CURRENT_BINARY_DIR}/Dependencies/zydis/zycore) set(CMAKE_PREFIX_PATH ${LIBRARY_OUTPUT_PATH}/${CMAKE_BUILD_TYPE} - ${CMAKE_HOME_DIRECTORY}/Dependencies/zydis/include - ${CMAKE_HOME_DIRECTORY}/Dependencies/zydis/dependencies/zycore/include + ${CMAKE_CURRENT_SOURCE_DIRECTORY}/Dependencies/zydis/include + ${CMAKE_CURRENT_SOURCE_DIRECTORY}/Dependencies/zydis/dependencies/zycore/include ) add_subdirectory(Dependencies/ASMHelper) diff --git a/cppsdk/CMakeLists.txt b/cppsdk/CMakeLists.txt index 741865fc3..b96feee00 100644 --- a/cppsdk/CMakeLists.txt +++ b/cppsdk/CMakeLists.txt @@ -10,11 +10,11 @@ set_target_properties(${TARGET} PROPERTIES OUTPUT_NAME "UE4SS-cppsdk") add_custom_command( OUTPUT "${LIBRARY_OUTPUT_PATH}/cppsdk.def" - COMMAND python ${CMAKE_SOURCE_DIR}/internal_build_tools/cppsdk_gen.py ${LIBRARY_OUTPUT_PATH}/ue4ss.lib ${LIBRARY_OUTPUT_PATH}/cppsdk.def + COMMAND python ${CMAKE_CURRENT_SOURCE_DIR}/../internal_build_tools/cppsdk_gen.py ${LIBRARY_OUTPUT_PATH}/ue4ss.lib ${LIBRARY_OUTPUT_PATH}/cppsdk.def DEPENDS - ${CMAKE_SOURCE_DIR}/internal_build_tools/cppsdk_gen.py + ${CMAKE_CURRENT_SOURCE_DIR}/../internal_build_tools/cppsdk_gen.py ${LIBRARY_OUTPUT_PATH}/ue4ss.lib - WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}/internal_build_tools/" + WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/../internal_build_tools/" ) add_custom_target(cppsdk_ue4ss_def DEPENDS "${LIBRARY_OUTPUT_PATH}/cppsdk.def") @@ -29,11 +29,11 @@ set_target_properties(${TARGET}_xinput PROPERTIES OUTPUT_NAME "UE4SS-cppsdk_xinp add_custom_command( OUTPUT "${LIBRARY_OUTPUT_PATH}/cppsdk_xinput.def" - COMMAND python ${CMAKE_SOURCE_DIR}/internal_build_tools/cppsdk_gen.py ${LIBRARY_OUTPUT_PATH}/xinput1_3.lib ${LIBRARY_OUTPUT_PATH}/cppsdk_xinput.def + COMMAND python ${CMAKE_CURRENT_SOURCE_DIR}/../internal_build_tools/cppsdk_gen.py ${LIBRARY_OUTPUT_PATH}/xinput1_3.lib ${LIBRARY_OUTPUT_PATH}/cppsdk_xinput.def DEPENDS - ${CMAKE_SOURCE_DIR}/internal_build_tools/cppsdk_gen.py + ${CMAKE_CURRENT_SOURCE_DIR}/../internal_build_tools/cppsdk_gen.py ${LIBRARY_OUTPUT_PATH}/xinput1_3.lib - WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}/internal_build_tools/" + WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/../internal_build_tools/" ) add_custom_target(cppsdk_xinput_def DEPENDS "${LIBRARY_OUTPUT_PATH}/cppsdk_xinput.def") From 811211b49bf9f4f1b98f4889a3b3203eb5d489a7 Mon Sep 17 00:00:00 2001 From: UE4SS Date: Tue, 25 Apr 2023 02:08:19 +0200 Subject: [PATCH 46/55] Fixed wrong CMake variable for current source directory --- CMakeLists.txt | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index 2a240ae2d..cc638cc88 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -116,8 +116,8 @@ include_directories(${CMAKE_CURRENT_BINARY_DIR}/Dependencies/zydis) include_directories(${CMAKE_CURRENT_BINARY_DIR}/Dependencies/zydis/zycore) set(CMAKE_PREFIX_PATH ${LIBRARY_OUTPUT_PATH}/${CMAKE_BUILD_TYPE} - ${CMAKE_CURRENT_SOURCE_DIRECTORY}/Dependencies/zydis/include - ${CMAKE_CURRENT_SOURCE_DIRECTORY}/Dependencies/zydis/dependencies/zycore/include + ${CMAKE_CURRENT_SOURCE_DIR}/Dependencies/zydis/include + ${CMAKE_CURRENT_SOURCE_DIR}/Dependencies/zydis/dependencies/zycore/include ) add_subdirectory(Dependencies/ASMHelper) From bfcef4c0d0961a36364056bd1bb9fe9d2ef3b142 Mon Sep 17 00:00:00 2001 From: Truman Kilen Date: Mon, 24 Apr 2023 02:27:23 -0500 Subject: [PATCH 47/55] Update PolyHook --- CMakeLists.txt | 33 ++++++++++++++++++++------------- Dependencies/PolyHook_2_0 | 2 +- Dependencies/Unreal | 2 +- 3 files changed, 22 insertions(+), 15 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index 2c98adceb..4c0bfb430 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -109,6 +109,7 @@ else () set(ZYDIS_BUILD_SHARED_LIB OFF CACHE BOOL "Build zydis as shared libary" FORCE) set(ZYCORE_BUILD_SHARED_LIB OFF CACHE BOOL "Build zycore as shared libary" FORCE) endif () +set(ZYDIS_BUILD_TOOLS OFF CACHE BOOL "") add_subdirectory("Dependencies/zydis") include_directories(Dependencies/zydis/include) include_directories(Dependencies/zydis/dependencies/zycore/include) @@ -119,6 +120,11 @@ set(CMAKE_PREFIX_PATH ${CMAKE_HOME_DIRECTORY}/Dependencies/zydis/include ${CMAKE_HOME_DIRECTORY}/Dependencies/zydis/dependencies/zycore/include ) +# needed for PolyHook +set(ZYDIS_LIBRARY Zydis) +set(ZYCORE_LIBRARY Zycore) +set(ZYDIS_INCLUDE_DIR Dependencies/zydis/include) +set(ZYCORE_INCLUDE_DIR Dependencies/zydis/dependencies/zycore/include) add_subdirectory(Dependencies/ASMHelper) @@ -131,30 +137,31 @@ else () set(MAKE_POLYHOOK_DEPENDENCIES_STATIC ON) endif () set(POLYHOOK_BUILD_DLL ON CACHE BOOL "Build dll & lib instead of tests" FORCE) -set(POLYHOOK_BUILD_SHARED_LIB ${MAKE_POLYHOOK_DEPENDENCIES_SHARED} CACHE BOOL "Build polyhook as shared libary" FORCE) -set(POLYHOOK_BUILD_SHARED_ASMJIT ${MAKE_POLYHOOK_DEPENDENCIES_SHARED} CACHE BOOL "Build polyhook as shared libary" FORCE) -set(POLYHOOK_BUILD_SHARED_CAPSTONE ${MAKE_POLYHOOK_DEPENDENCIES_SHARED} CACHE BOOL "Build polyhook as shared libary" FORCE) -set(POLYHOOK_BUILD_SHARED_ZYDIS ${MAKE_POLYHOOK_DEPENDENCIES_SHARED} CACHE BOOL "Build polyhook as shared libary" FORCE) +set(POLYHOOK_BUILD_SHARED_LIB ${MAKE_POLYHOOK_DEPENDENCIES_SHARED} CACHE BOOL "Build polyhook2 as shared libary" FORCE) set(POLYHOOK_USE_EXTERNAL_ZYDIS ON CACHE BOOL "Use external zydis libary" FORCE) -set(ASMJIT_STATIC ${MAKE_POLYHOOK_DEPENDENCIES_STATIC} CACHE BOOL "Build asmjit as shared libary" FORCE) +set(ASMJIT_STATIC ${MAKE_POLYHOOK_DEPENDENCIES_STATIC} CACHE BOOL "Build 'asmjit' library as static" FORCE) set(POLYHOOK_BUILD_STATIC_RUNTIME OFF CACHE BOOL "Use static runtime" FORCE) -set(POLYHOOK_DISASM_CAPSTONE OFF CACHE BOOL "Enable capstone support" FORCE) -set(POLYHOOK_DISASM_CAPSTONE_FULL OFF CACHE BOOL "Build all features of capstone." FORCE) -set(POLYHOOK_DISASM_ZYDIS ON CACHE BOOL "Enable Zydis support." FORCE) + # disable 'install' by replacing with no-op before calling add_subdirectory macro (install) endmacro () +# disable 'set_target_properties' to prevent PolyHook from setting MSVC_RUNTIME_LIBRARY to "MultiThreaded$<$:Debug>DLL" +# seriously, this can't be good, but it keeps working +macro (set_target_properties) +endmacro () add_subdirectory(Dependencies/PolyHook_2_0) +# clean up macros +macro (set_target_properties) + _set_target_properties(${ARGV}) +endmacro () macro (install) _install(${ARGV}) -endmacro(install) +endmacro () + if (${CMAKE_CXX_COMPILER_ID} STREQUAL Clang) target_compile_options(asmjit PRIVATE -Wno-bitwise-instead-of-logical -Wno-sign-conversion -Wno-unused-command-line-argument -Wno-unused-but-set-variable) target_compile_options(PolyHook_2 PRIVATE -Wno-unused-value -Wno-missing-field-initializers -Wno-missing-braces -Wno-unused-variable -Wno-bitwise-instead-of-logical -Wno-reorder-ctor -Wno-unused-private-field) endif () -# For some reason, PolyHook isn't adding the capstone or zydis include directories -include_directories(Dependencies/PolyHook_2_0) -include_directories(Dependencies/PolyHook_2_0/capstone/include) add_subdirectory("Dependencies/Unreal") add_subdirectory("Dependencies/MProgram") @@ -353,4 +360,4 @@ target_include_directories(${TARGET} PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/Depend target_include_directories(${XINPUT_TARGET} PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/Dependencies/GLFW/include") # GLFW -> END -add_subdirectory("cppsdk") \ No newline at end of file +add_subdirectory("cppsdk") diff --git a/Dependencies/PolyHook_2_0 b/Dependencies/PolyHook_2_0 index 3995e0f79..71d273463 160000 --- a/Dependencies/PolyHook_2_0 +++ b/Dependencies/PolyHook_2_0 @@ -1 +1 @@ -Subproject commit 3995e0f79064a1e4e958d2ba077574641c7eb065 +Subproject commit 71d273463a3c4e30ec0a4031c4b477b85ea773fb diff --git a/Dependencies/Unreal b/Dependencies/Unreal index b0e4b9e88..57437445c 160000 --- a/Dependencies/Unreal +++ b/Dependencies/Unreal @@ -1 +1 @@ -Subproject commit b0e4b9e882e8cc457ecc820dc615f08397388cd3 +Subproject commit 57437445cf4e88ba4d02d8a58ebb3a99fb896f02 From 52112bfd629b8f8234b4899586b5042bfbaee97e Mon Sep 17 00:00:00 2001 From: UE4SS Date: Wed, 26 Apr 2023 02:51:24 +0200 Subject: [PATCH 48/55] Updated Unreal submodule --- Dependencies/Unreal | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Dependencies/Unreal b/Dependencies/Unreal index b0e4b9e88..db1c204e3 160000 --- a/Dependencies/Unreal +++ b/Dependencies/Unreal @@ -1 +1 @@ -Subproject commit b0e4b9e882e8cc457ecc820dc615f08397388cd3 +Subproject commit db1c204e3b7b7458e0031001490854aec256af50 From 92038d18f35082ca555fbb96b8e2fd98b9db6484 Mon Sep 17 00:00:00 2001 From: UE4SS Date: Wed, 26 Apr 2023 03:15:54 +0200 Subject: [PATCH 49/55] Updated PolyHook to fix problem with WINE We're now using the upstream repo. The old repo containing the branch UE4SSBranch will be kept until 2.XDev merges into the Release branch. --- .gitmodules | 2 +- Dependencies/PolyHook_2_0 | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/.gitmodules b/.gitmodules index 06d559819..0daaf7dfc 100644 --- a/.gitmodules +++ b/.gitmodules @@ -4,7 +4,7 @@ branch = main [submodule "Dependencies/PolyHook_2_0"] path = Dependencies/PolyHook_2_0 - url = git@github.com:UE4SS-RE/PolyHook_2_0.git + url = git@github.com:stevemk14ebr/PolyHook_2_0.git branch = main [submodule "Dependencies/fmt"] path = Dependencies/fmt diff --git a/Dependencies/PolyHook_2_0 b/Dependencies/PolyHook_2_0 index 71d273463..4d1b3e3fe 160000 --- a/Dependencies/PolyHook_2_0 +++ b/Dependencies/PolyHook_2_0 @@ -1 +1 @@ -Subproject commit 71d273463a3c4e30ec0a4031c4b477b85ea773fb +Subproject commit 4d1b3e3fe258d1d30fce91f4b360ce88da96d332 From 5351f00340f6884171766075704caf848ff1d722 Mon Sep 17 00:00:00 2001 From: localcc Date: Wed, 26 Apr 2023 18:14:30 +0200 Subject: [PATCH 50/55] fix cppsdk linking incorrectly when building as sln --- cppsdk/CMakeLists.txt | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/cppsdk/CMakeLists.txt b/cppsdk/CMakeLists.txt index b96feee00..7e3e8413f 100644 --- a/cppsdk/CMakeLists.txt +++ b/cppsdk/CMakeLists.txt @@ -20,7 +20,9 @@ add_custom_command( add_custom_target(cppsdk_ue4ss_def DEPENDS "${LIBRARY_OUTPUT_PATH}/cppsdk.def") add_dependencies(${TARGET} cppsdk_ue4ss_def) -target_link_libraries(${TARGET} PUBLIC ue4ss) +target_link_libraries(${TARGET} PRIVATE ue4ss) +get_target_property(UE4SS_INCLUDES ue4ss INCLUDE_DIRECTORIES) +target_include_directories(${TARGET} PUBLIC ${UE4SS_INCLUDES}) add_library(${TARGET}_xinput SHARED "dllmain.cpp" "${LIBRARY_OUTPUT_PATH}/cppsdk_xinput.def") @@ -39,4 +41,6 @@ add_custom_command( add_custom_target(cppsdk_xinput_def DEPENDS "${LIBRARY_OUTPUT_PATH}/cppsdk_xinput.def") add_dependencies(${TARGET}_xinput cppsdk_xinput_def) -target_link_libraries(${TARGET}_xinput PUBLIC xinput1_3) +target_link_libraries(${TARGET}_xinput PRIVATE xinput1_3) +get_target_property(UE4SS_XINPUT_INCLUDES xinput1_3 INCLUDE_DIRECTORIES) +target_include_directories(${TARGET}_xinput PUBLIC ${UE4SS_XINPUT_INCLUDES}) \ No newline at end of file From 40115cf27437b26433b558e426b0b840d81e64fb Mon Sep 17 00:00:00 2001 From: Truman Kilen Date: Thu, 27 Apr 2023 18:29:09 -0500 Subject: [PATCH 51/55] Added Lua types generator (#106) --- StagingDev/Mods/shared/Types.lua | 822 +++++++++++++++ include/SDKGenerator/Common.hpp | 1 + include/SDKGenerator/Generator.hpp | 79 +- include/UE4SSProgram.hpp | 1 + src/GUI/Dumpers.cpp | 29 +- src/SDKGenerator/Common.cpp | 310 +++++- src/SDKGenerator/Generator.cpp | 1538 ++++++++++++++++++---------- src/UE4SSProgram.cpp | 30 +- 8 files changed, 2148 insertions(+), 662 deletions(-) create mode 100644 StagingDev/Mods/shared/Types.lua diff --git a/StagingDev/Mods/shared/Types.lua b/StagingDev/Mods/shared/Types.lua new file mode 100644 index 000000000..bf0a8c857 --- /dev/null +++ b/StagingDev/Mods/shared/Types.lua @@ -0,0 +1,822 @@ +---@meta + +---@enum Key +Key = { + LEFT_MOUSE_BUTTON = 0x1, + RIGHT_MOUSE_BUTTON = 0x2, + CANCEL = 0x3, + MIDDLE_MOUSE_BUTTON = 0x4, + XBUTTON_ONE = 0x5, + XBUTTON_TWO = 0x6, + BACKSPACE = 0x8, + TAB = 0x9, + CLEAR = 0x0C, + RETURN = 0x0D, + PAUSE = 0x13, + CAPS_LOCK = 0x14, + IME_KANA = 0x15, + IME_HANGUEL = 0x15, + IME_HANGUL = 0x15, + IME_ON = 0x16, + IME_JUNJA = 0x17, + IME_FINAL = 0x18, + IME_HANJA = 0x19, + IME_KANJI = 0x19, + IME_OFF = 0x1A, + ESCAPE = 0x1B, + IME_CONVERT = 0x1C, + IME_NONCONVERT = 0x1D, + IME_ACCEPT = 0x1E, + IME_MODECHANGE = 0x1F, + SPACE = 0x20, + PAGE_UP = 0x21, + PAGE_DOWN = 0x22, + END = 0x23, + HOME = 0x24, + LEFT_ARROW = 0x25, + UP_ARROW = 0x26, + RIGHT_ARROW = 0x27, + DOWN_ARROW = 0x28, + SELECT = 0x29, + PRINT = 0x2A, + EXECUTE = 0x2B, + PRINT_SCREEN = 0x2C, + INS = 0x2D, + DEL = 0x2E, + HELP = 0x2F, + ZERO = 0x30, + ONE = 0x31, + TWO = 0x32, + THREE = 0x33, + FOUR = 0x34, + FIVE = 0x35, + SIX = 0x36, + SEVEN = 0x37, + EIGHT = 0x38, + NINE = 0x39, + A = 0x41, + B = 0x42, + C = 0x43, + D = 0x44, + E = 0x45, + F = 0x46, + G = 0x47, + H = 0x48, + I = 0x49, + J = 0x4A, + K = 0x4B, + L = 0x4C, + M = 0x4D, + N = 0x4E, + O = 0x4F, + P = 0x50, + Q = 0x51, + R = 0x52, + S = 0x53, + T = 0x54, + U = 0x55, + V = 0x56, + W = 0x57, + X = 0x58, + Y = 0x59, + Z = 0x5A, + LEFT_WIN = 0x5B, + RIGHT_WIN = 0x5C, + APPS = 0x5D, + SLEEP = 0x5F, + NUM_ZERO = 0x69, + NUM_ONE = 0x61, + NUM_TWO = 0x62, + NUM_THREE = 0x63, + NUM_FOUR = 0x64, + NUM_FIVE = 0x65, + NUM_SIX = 0x66, + NUM_SEVEN = 0x67, + NUM_EIGHT = 0x68, + NUM_NINE = 0x69, + MULTIPLY = 0x6A, + ADD = 0x6B, + SEPARATOR = 0x6C, + SUBTRACT = 0x6D, + DECIMAL = 0x6E, + DIVIDE = 0x6F, + F1 = 0x70, + F2 = 0x71, + F3 = 0x72, + F4 = 0x73, + F5 = 0x74, + F6 = 0x75, + F7 = 0x76, + F8 = 0x77, + F9 = 0x78, + F10 = 0x79, + F11 = 0x7A, + F12 = 0x7B, + F13 = 0x7C, + F14 = 0x7D, + F15 = 0x7E, + F16 = 0x7F, + F17 = 0x80, + F18 = 0x81, + F19 = 0x82, + F20 = 0x83, + F21 = 0x84, + F22 = 0x85, + F23 = 0x86, + F24 = 0x87, + NUM_LOCK = 0x90, + SCROLL_LOCK = 0x91, + BROWSER_BACK = 0xA6, + BROWSER_FORWARD = 0xA7, + BROWSER_REFRESH = 0xA8, + BROWSER_STOP = 0xA9, + BROWSER_SEARCH = 0xAA, + BROWSER_FAVORITES = 0xAB, + BROWSER_HOME = 0xAC, + VOLUME_MUTE = 0xAD, + VOLUME_DOWN = 0xAE, + VOLUME_UP = 0xAF, + MEDIA_NEXT_TRACK = 0xB0, + MEDIA_PREV_TRACK = 0xB1, + MEDIA_STOP = 0xB2, + MEDIA_PLAY_PAUSE = 0xB3, + LAUNCH_MAIL = 0xB4, + LAUNCH_MEDIA_SELECT = 0xB5, + LAUNCH_APP1 = 0xB6, + LAUNCH_APP2 = 0xB7, + OEM_ONE = 0xBA, + OEM_PLUS = 0xBB, + OEM_COMMA = 0xBC, + OEM_MINUS = 0xBD, + OEM_PERIOD = 0xBE, + OEM_TWO = 0xBF, + OEM_THREE = 0xC0, + OEM_FOUR = 0xDB, + OEM_FIVE = 0xDC, + OEM_SIX = 0xDD, + OEM_SEVEN = 0xDE, + OEM_EIGHT = 0xDF, + OEM_102 = 0xE2, + IME_PROCESS = 0xE5, + PACKET = 0xE7, + ATTN = 0xF6, + CRSEL = 0xF7, + EXSEL = 0xF8, + EREOF = 0xF9, + PLAY = 0xFA, + ZOOM = 0xFB, + PA1 = 0xFD, + OEM_CLEAR = 0xFE, +} + +---@alias PropertyTypes +---| `PropertyTypes.ObjectProperty` +---| `PropertyTypes.ObjectPtrProperty` +---| `PropertyTypes.Int8Property` +---| `PropertyTypes.Int16Property` +---| `PropertyTypes.IntProperty` +---| `PropertyTypes.Int64Property` +---| `PropertyTypes.NameProperty` +---| `PropertyTypes.FloatProperty` +---| `PropertyTypes.StrProperty` +---| `PropertyTypes.ByteProperty` +---| `PropertyTypes.UInt16Property` +---| `PropertyTypes.UIntProperty` +---| `PropertyTypes.UInt64Property` +---| `PropertyTypes.BoolProperty` +---| `PropertyTypes.ArrayProperty` +---| `PropertyTypes.MapProperty` +---| `PropertyTypes.StructProperty` +---| `PropertyTypes.ClassProperty` +---| `PropertyTypes.WeakObjectProperty` +---| `PropertyTypes.EnumProperty` +---| `PropertyTypes.TextProperty` +PropertyTypes = {} + +---@class CustomPropertyInfo +---@field Name string Name to use with the __index metamethod +---@field Type PropertyTypes[] PropertyTypes +---@field BelongsToClass string Full class name without type that this property belongs to +---@field OffsetInternal OffsetInternalInfo|integer OffsetInternalInfo or integer offset from base to this property +---@field ArrayPropertyInfo ArrayPropertyInfo? + +---@class OffsetInternalInfo +---@field Property string Name of the property to use as relative start instead of base +---@field RelativeOffset integer Offset from relative start to this property + +---@class ArrayPropertyInfo +---@field Type PropertyTypes[] + +----A table of object flags that can be or'd together by using |. +---@enum EObjectFlags +EObjectFlags = { + RF_NoFlags = 0x00000000, + RF_Public = 0x00000001, + RF_Standalone = 0x00000002, + RF_MarkAsNative = 0x00000004, + RF_Transactional = 0x00000008, + RF_ClassDefaultObject = 0x00000010, + RF_ArchetypeObject = 0x00000020, + RF_Transient = 0x00000040, + RF_MarkAsRootSet = 0x00000080, + RF_TagGarbageTemp = 0x00000100, + RF_NeedInitialization = 0x00000200, + RF_NeedLoad = 0x00000400, + RF_KeepForCooker = 0x00000800, + RF_NeedPostLoad = 0x00001000, + RF_NeedPostLoadSubobjects = 0x00002000, + RF_NewerVersionExists = 0x00004000, + RF_BeginDestroyed = 0x00008000, + RF_FinishDestroyed = 0x00010000, + RF_BeingRegenerated = 0x00020000, + RF_DefaultSubObject = 0x00040000, + RF_WasLoaded = 0x00080000, + RF_TextExportTransient = 0x00100000, + RF_LoadCompleted = 0x00200000, + RF_InheritableComponentTemplate = 0x00400000, + RF_DuplicateTransient = 0x00800000, + RF_StrongRefOnFrame = 0x01000000, + RF_NonPIEDuplicateTransient = 0x01000000, + RF_Dynamic = 0x02000000, + RF_WillBeLoaded = 0x04000000, + RF_HasExternalPackage = 0x08000000, + RF_AllFlags = 0x0FFFFFFF, +} + +---@enum ModifierKey +ModifierKey = { + SHIFT = 0x10, + CONTROL = 0x11, + ALT = 0x12, +} + + +---A table of internal object flags that can be or'd together by using |. +---@enum EInternalObjectFlags +EInternalObjectFlags = { + ReachableInCluster = 0x00800000, + ClusterRoot = 0x01000000, + Native = 0x02000000, + Async = 0x04000000, + AsyncLoading = 0x08000000, + Unreachable = 0x10000000, + PendingKill = 0x20000000, + RootSet = 0x40000000, + GarbageCollectionKeepFlags = 0x0E000000, + AllFlags = 0x7F800000, +} + +---@alias int8 number +---@alias int16 number +---@alias int32 number +---@alias int64 number +---@alias uint8 number +---@alias uint16 number +---@alias uint32 number +---@alias uint64 number +---@alias float number +---@alias double number + + +-- # Global Functions + +---@param ObjectName string +---@return UObject +function StaticFindObject(ObjectName) end + +---Maps to https://docs.unrealengine.com/4.26/en-US/API/Runtime/CoreUObject/UObject/StaticFindObject/ +---@param Class UClass? +---@param InOuter UObject? +---@param ObjectName string +---@param ExactClass boolean? +---@return UObject +function StaticFindObject(Class, InOuter, ObjectName, ExactClass) end + +---Find the first non-default instance of the supplied class name +---@param ShortClassName string Should only contains the class name itself without path info +---@return UObject? +function FindFirstOf(ShortClassName) end + +---Find all non-default instances of the supplied class name +---@param ShortClassName string Should only contains the class name itself without path info +---@return UObject[]? +function FindAllOf(ShortClassName) end + +--- Registers a callback for a key-bind +--- Callbacks can only be triggered while the game or debug console is on focus +---@param Key Key +---@param Callback fun() +function RegisterKeyBind(Key, Callback) end + +--- Registers a callback for a key-bind +--- Callbacks can only be triggered while the game or debug console is on focus +---@param Key Key +---@param ModifierKeys ModifierKey[] +---@param Callback fun() +function RegisterKeyBind(Key, ModifierKeys, Callback) end + +---Checks if, at the time of the invocation, the supplied keys have been registered +---@param Key integer +function IsKeyBindRegistered(Key) end + +---Checks if, at the time of the invocation, the supplied keys have been registered +---@param Key integer +---@param ModifierKeys ModifierKey[] +function IsKeyBindRegistered(Key, ModifierKeys) end + +--- Registers a callback for a UFunction +--- Callbacks are triggered when a UFunction is executed +--- The callback params are: UObject self, UFunctionParams... +--- Returns two ids, both of which must be passed to `UnregisterHook` if you want to unregister the hook. +---@param UFunctionName string +---@param Callback fun(self: UObject, ...) +---@return integer PreId +---@return integer PostId +function RegisterHook(UFunctionName, Callback) end + +---Unregisters a hook. +---@param UFunctionName string +---@param PreId integer +---@param PostId integer +function UnregisterHook(UFunctionName, PreId, PostId) end + +---Execute code inside the game thread using ProcessEvent. +---Will execute as soon as the game has time to execute. +---@param Callback fun() +function ExecuteInGameThread(Callback) end + +---Returns the FName for this string/ComparisonIndex or the FName for "None" if the name doesn't exist +---@param Name string +---@return FName +function FName(Name) end + +---Returns the FName for this string/ComparisonIndex or the FName for "None" if the name doesn't exist +---@param ComparisonIndex integer +---@return FName +function FName(ComparisonIndex) end + +---Attempts to construct a UObject of the passed UClass +---(>=4.26) Maps to https://docs.unrealengine.com/4.27/en-US/API/Runtime/CoreUObject/UObject/StaticConstructObject_Internal/1/ +---(<4.25) Maps to https://docs.unrealengine.com/4.27/en-US/API/Runtime/CoreUObject/UObject/StaticConstructObject_Internal/2/ +---@param Class UClass +---@param Outer UObject +---@param Name FName? +---@param Flags EObjectFlags? +---@param InternalSetFlags EInternalObjectFlags? +---@param CopyTransientsFromClassDefaults boolean? +---@param AssumeTemplateIsArchetype boolean? +---@param Template UObject? +---@param InstanceGraph FObjectInstancingGraph? +---@param ExternalPackage UPackage? +---@param SubobjectOverrides any? +---@return UObject +function StaticConstructObject(Class, Outer, Name, Flags, InternalSetFlags, CopyTransientsFromClassDefaults, AssumeTemplateIsArchetype, Template, InstanceGraph, ExternalPackage, SubobjectOverrides) end + +--- Registers a custom property to be used automatically with `UObject.__index` +---@param info CustomPropertyInfo +function RegisterCustomProperty(info) end + +---Execute the callback function for each UObject in GUObjectArray +---The callback params are: UObject object, integer ChunkIndex, integer ObjectIndex +---@param Callback fun(object: UObject, ChunkIndex: integer, ObjectIndex: integer) +function ForEachUObject(Callback) end + +---Executes the provided Lua function whenever an instance of the provided class is constructed. +---Inheritance is taken into account, so if you provide "/Script/Engine.Actor" as the class then it will execute your +---Lua function when any object is constructed that's either an AActor or is derived from AActor. +---@param UClassName string +---@param Callback fun() +function NotifyOnNewObject(UClassName, Callback) end + +---Registers a callback that will get called when a BP function/event is called with the name 'EventName'. +---@param EventName string +---@param Callback function +function RegisterCustomEvent(EventName, Callback) end + +---Registers a callback that will get called before AGameModeBase::InitGameState is called. +---The callback params are: AGameModeBase Context +---Params (except strings & bools & FOutputDevice) must be retrieved via 'Param:Get()' and set via 'Param:Set()'. +---@param Callback fun(Context: RemoteUnrealParam) +function RegisterInitGameStatePreHook(Callback) end + +---Registers a callback that will get called after AGameModeBase::InitGameState is called. +---The callback params are: AGameModeBase Context +---Params (except strings & bools & FOutputDevice) must be retrieved via 'Param:Get()' and set via 'Param:Set()'. +---@param Callback fun(Context: RemoteUnrealParam) +function RegisterInitGameStatePostHook(Callback) end + +---Registers a callback that will get called before AActor::BeginPlay is called. +---The callback params are: AActor Context +---Params (except strings & bools & FOutputDevice) must be retrieved via 'Param:Get()' and set via 'Param:Set()'. +---@param Callback fun(Context: RemoteUnrealParam) +function RegisterBeginPlayPreHook(Callback) end + +---Registers a callback that will get called after AActor::BeginPlay is called. +---The callback params are: AActor Context +---Params (except strings & bools & FOutputDevice) must be retrieved via 'Param:Get()' and set via 'Param:Set()'. +---@param Callback fun(Context: RemoteUnrealParam) +function RegisterBeginPlayPostHook(Callback) end + +---Registers a callback that will get called before UObject::ProcessConsoleExec is called. +---The callback params are: UObject Context, string Cmd, table CommandParts, FOutputDevice Ar, UObject Executor +---Params (except strings & bools & FOutputDevice) must be retrieved via 'Param:Get()' and set via 'Param:Set()'. +---If the callback returns nothing (or nil), the original return value of ProcessConsoleExec will be used. +---If the callback returns true or false, the supplied value will override the original return value of ProcessConsoleExec. +---@param Callback fun(Context: RemoteUnrealParam, Cmd: string, CommandParts: table, Ar: FOutputDevice, Executor: RemoteUnrealParam): boolean? +function RegisterProcessConsoleExecPreHook(Callback) end + +---Registers a callback that will get called after UObject::ProcessConsoleExec is called. +---The callback params are: UObject Context, string Cmd, table CommandParts, FOutputDevice Ar, UObject Executor +---Params (except strings & bools & FOutputDevice) must be retrieved via 'Param:Get()' and set via 'Param:Set()'. +---If the callback returns nothing (or nil), the original return value of ProcessConsoleExec will be used. +---If the callback returns true or false, the supplied value will override the original return value of ProcessConsoleExec. +---@param Callback fun(Context: RemoteUnrealParam, Cmd: string, CommandParts: table, Ar: FOutputDevice, Executor: RemoteUnrealParam): boolean? +function RegisterProcessConsoleExecPostHook(Callback) end + +---Registers a callback that will be called before UObject::CallFunctionByNameWithArguments is called. +---The callback params are: UObject Context, string Str, FOutputDevice Ar, UObject Executor, bool bForceCallWithNonExec +---Params (except strings & bools & FOutputDevice) must be retrieved via 'Param:Get()' and set via 'Param:Set()'. +---If the callback returns nothing (or nil), the original return value of CallFunctionByNameWithArguments will be used. +---If the callback returns true or false, the supplied value will override the original return value of CallFunctionByNameWithArguments. +---@param Callback fun(Context: RemoteUnrealParam, Str: string, Ar: FOutputDevice, Executor: RemoteUnrealParam, bForceCallWithNonExec: boolean): boolean? +function RegisterCallFunctionByNameWithArgumentsPreHook(Callback) end + +---Registers a callback that will be called after UObject::CallFunctionByNameWithArguments is called. +---The callback params are: UObject Context, string Str, FOutputDevice Ar, UObject Executor, bool bForceCallWithNonExec +---Params (except strings & bools & FOutputDevice) must be retrieved via 'Param:Get()' and set via 'Param:Set()'. +---If the callback returns nothing (or nil), the original return value of CallFunctionByNameWithArguments will be used. +---If the callback returns true or false, the supplied value will override the original return value of CallFunctionByNameWithArguments. +---@param Callback fun(Context: RemoteUnrealParam, Str: string, Ar: FOutputDevice, Executor: RemoteUnrealParam, bForceCallWithNonExec: boolean): boolean? +function RegisterCallFunctionByNameWithArgumentsPostHook(Callback) end + +---Registers a callback that will be called before ULocalPlayer::Exec is called. +---The callback params are: ULocalPlayer Context, UWorld InWorld, string Cmd, FOutputDevice Ar +---Params (except strings & bools & FOutputDevice) must be retrieved via 'Param:Get()' and set via 'Param:Set()'. +---The callback can have two return values. +---If the first return value is nothing (or nil), the original return value of Exec will be used. +---If the first return value is true or false, the supplied value will override the original return value of Exec. +---The second return value controls whether the original Exec will execute. +---If the second return value is nil or true, the orginal Exec will execute. +---If the second return value is false, the original Exec will not execute. +---@param Callback fun(Context: RemoteUnrealParam, Str: string, Ar: FOutputDevice, Executor: UObject, bForceCallWithNonExec: boolean): boolean?, boolean? +function RegisterULocalPlayerExecPreHook(Callback) end + +---Registers a callback that will be called after ULocalPlayer::Exec is called. +---The callback params are: ULocalPlayer Context, UWorld InWorld, string Cmd, FOutputDevice Ar +---Params (except strings & bools & FOutputDevice) must be retrieved via 'Param:Get()' and set via 'Param:Set()'. +---The callback can have two return values. +---If the first return value is nothing (or nil), the original return value of Exec will be used. +---If the first return value is true or false, the supplied value will override the original return value of Exec. +---The second return value controls whether the original Exec will execute. +---If the second return value is nil or true, the orginal Exec will execute. +---If the second return value is false, the original Exec will not execute. +---@param Callback fun(Context: RemoteUnrealParam, Str: string, Ar: FOutputDevice, Executor: UObject, bForceCallWithNonExec: boolean): boolean?, boolean? +function RegisterULocalPlayerExecPostHook(Callback) end + +---Registers a callback for a custom console commands. +---The callback only runs in the context of UGameViewportClient. +---The callback params are: string Cmd, table CommandParts, FOutputDevice Ar +---Params (except strings & bools & FOutputDevice) must be retrieved via 'Param:Get()' and set via 'Param:Set()'. +---The callback must return either true or false. +---If the callback returns true, no further handlers will be called for this command. +---@param CommandName string +---@param Callback fun(Cmd: string, CommandParts: table, Ar: FOutputDevice): boolean? +function RegisterConsoleCommandHandler(CommandName, Callback) end + +---Registers a callback for a custom console command. +---Unlike 'RegisterConsoleCommandHandler', this global variant runs the callback for all contexts. +---The callback params are: string Cmd, table CommandParts, FOutputDevice Ar +---Params (except strings & bools & FOutputDevice) must be retrieved via 'Param:Get()' and set via 'Param:Set()'. +---The callback must return either true or false. +---If the callback returns true, no further handlers will be called for this command. +---@param CommandName string +---@param Callback fun(Cmd: string, CommandParts: table, Ar: FOutputDevice): boolean? +function RegisterConsoleCommandGlobalHandler(CommandName, Callback) end + +---Asynchronously executes the specified function +---@param Callback fun() +function ExecuteAsync(Callback) end + +---Asynchronously executes the specified function after the specified delay +---@param DelayInMilliseconds integer +---@param Callback fun() +function ExecuteWithDelay(DelayInMilliseconds, Callback) end + +---Loads an asset by name. +---Must only be called from within the game thread. +---For example, from within a UFunction hook or RegisterConsoleCommandHandler callback. +---@param AssetPathAndName string +function LoadAsset(AssetPathAndName) end + +---Finds an object by either class name or short object name. +---ClassName or ObjectShortName can be nil, but not both. +---Returns a UObject of a derivative of UObject. +---@param ClassName (string|FName)? +---@param ObjectShortName (string|FName)? +---@param RequiredFlags EObjectFlags +---@param BannedFlags EObjectFlags +---@return UObject +function FindObject(ClassName, ObjectShortName, RequiredFlags, BannedFlags) end + +---Finds an object. Works the same way as the function by the same name in the UE source. +---comment +---@param InClass UClass +---@param InOuter UObject +---@param Name string +---@param ExactClass boolean +---@return UObject +function FindObject(InClass, InOuter, Name, ExactClass) end + +---Finds the first specified number of objects by class name or short object name. +---To find all objects that match your criteria, set NumObjectsToFind to 0 or nil. +---Returns a table of UObject derivatives +---@param NumObjectsToFind integer +---@param ClassName (string|FName)? +---@param ObjectShortName (string|FName)? +---@param RequiredFlags EObjectFlags +---@param BannedFlags EObjectFlags +---@return UObject[] +function FindObjects(NumObjectsToFind, ClassName, ObjectShortName, RequiredFlags, BannedFlags, bExactClass) end + +---Starts a loop that sleeps for the supplied number of milliseconds and stops when the callback returns true. +---@param DelayInMilliseconds integer +---@param Callback fun(): boolean +function LoopAsync(DelayInMilliseconds, Callback) end + +---Returns a table of all game directories. +---An example of an absolute path to Win64: Q:\SteamLibrary\steamapps\common\Deep Rock Galactic\FSD\Binaries\Win64 +---To get to the same directory, do: IterateGameDirectories().Game.Binaries.Win64 +---Note that the game name is replaced by 'Game' to keep things generic. +---You can use `.__name` and `.__absolute_path` to retrieve values. +---You can use `.__files` to retrieve a table containing all files in this directory. +---You also use `.__name` and `.__absolute_path` for files. +function IterateGameDirectories() end + + +-- # Classes + +---@class UFunction : UObject +UFunction = {} + +---Attempts to call the UFunction +---@param ... UFunctionParams +function UFunction:__call(...) end + +---Returns the flags for the UFunction. +---@return integer +function UFunction:GetFunctionFlags() end + +---Sets the flags for the UFuction. +---@param Flags integer +function UFunction:SetFunctionFlags(Flags) end + + +---A TArray of characters +---@class FString +FString = {} + +---Returns a string that Lua can understand +---@return string +function FString:ToString() end + +---Clears the string by setting the number of elements in the TArray to 0 +function FString:Clear() end + + +---@class FieldClass : LocalObject +FieldClass = {} + +---Returns the FName of this class by copy. +---@return FName +function FieldClass:GetFName() end + + +---@class FName + + +---@class FText + + +---@class RemoteObject +RemoteObject = {} + +---Returns whether this object is valid or not +---@return boolean +function RemoteObject:IsValid() end + + +---@class Property : RemoteObject +Property = {} +---Returns the full name & path for this property. +---@return string +function Property:GetFullName() end + +---Returns the FName of this property by copy. +---All FNames returned by `__index` are returned by reference. +---@return FName +function Property:GetFName() end + +---Returns true if the property is of type PropertyType. +---@param PropertyType PropertyTypes +---@return boolean +function Property:IsA(PropertyType) end + +---@return PropertyClass +function Property:GetClass() end + +---Equivalent to FProperty::ContainerPtrToValuePtr in UE. +---@param Container UObjectDerivative +---@param ArrayIndex integer +---@return lightuserdata +function Property:ContainerPtrToValuePtr(Container, ArrayIndex) end + +---Equivalent to FProperty::ImportText in UE, except without the 'ErrorText' param. +---@param Buffer string +---@param Data lightuserdata +---@param PortFlags integer +---@param OwnerObject UObject +function Property:ImportText(Buffer, Data, PortFlags, OwnerObject) end + + +---@class ObjectProperty : Property +ObjectProperty = {} + +---Returns the class that this property holds. +---@return UClass +function GetPropertyClass() end + + +---@class BoolProperty : Property + +---@return integer +function GetByteMask() end + +---@return integer +function GetByteOffset() end + +---@return integer +function GetFieldMask() end + +---@return integer +function GetFieldSize() end + + +---@class StructProperty : Property +---Returns the UScriptStruct that's mapped to this property. +---@return UScriptStruct +function GetStruct() end + + +---@class ArrayProperty : Property +---Returns the inner property of the array. +---@return Property +function GetInner() end + + +---@class UObjectReflection +UObjectReflection = {} + +---Returns a property meta-data object +---@param PropertyName string +---@return Property +function UObjectReflection:GetProperty(PropertyName) end + + +---@class UObject : RemoteObject +UObject = {} + +---Attempts to return either a member variable or a callable UFunction +---Can return any type, you can use the `type()` function on the returned value to figure out what Lua class it's using (if non-trivial type) +---@param MemberVariableName string +---@return any +function UObject:__index(MemberVariableName) end + +---Attempts to set the value of a member variable +---@param MemberVariableName string +---@param NewValue any +function UObject:__newindex(MemberVariableName, NewValue) end + +---Returns the full name & path info for a UObject & its derivatives +---@return string +function UObject:GetFullName() end + +---Returns the FName of this object by copy +---All FNames returned by `__index` are returned by reference +---@retur FName +function UObject:GetFName() end + +---Returns the memory address of this object +---@return integer +function UObject:GetAddress() end + +---Returns the class of this object, this is equivalent to `UObject->ClassPrivate` in Unreal +---@return UClass +function UObject:GetClass() end + +---Returns the Outer of this object +---@return UObject +function UObject:GetOuter() end + +---Returns true if this UObject is a UClass or a derivative of UClass +---@return boolean +function UObject:IsAnyClass() end + +---Returns a reflection object +---@return UObjectReflection +function UObject:Reflection() end + +---Identical to __index +---@param MemberVariableName string +---@return any +function UObject:GetPropertyValue(MemberVariableName) end + +---Identical to __newindex +---@param MemberVariableName string +---@param NewValue any +function UObject:SetPropertyValue(MemberVariableName, NewValue) end + +---Returns whether this object is a UClass or UClass derivative +---@return boolean +function UObject:IsClass() end + +---Returns the UWorld that this UObject is contained within. +---@return UWorld +function UObject:GetWorld() end + +---Calls the supplied UFunction on this UObject. +---@param func UFunction +---@param ... any[] +function UObject:CallFunction(func, ...) end + +---Returns whether this object is of the specified class. +---@param Class UClass +---@return boolean +function UObject:IsA(Class) end + +---Returns whether this object is of the specified class. +---@param FullClassName string +---@return boolean +function UObject:IsA(FullClassName) end + +---Returns whether the object has all of the specified flags. +---@param FlagsToCheck EObjectFlags +---@return boolean +function UObject:HasAllFlags(FlagsToCheck) end + +---Returns whether the object has any of the specified flags. +---@param FlagsToCheck EObjectFlags +---@return boolean +function UObject:HasAnyFlags(FlagsToCheck) end + +---Return whether the object has any of the specified internal flags. +---@param InternalFlagsToCheck EInternalObjectFlags +---@return boolean +function UObject:HasAnyInternalFlags(InternalFlagsToCheck) end + +---Calls UObject::ProcessConsoleExec with the supplied params. +---@param Cmd string +---@param Reserved nil +---@param Executor UObject +function UObject:ProcessConsoleExec(Cmd, Reserved, Executor) end + +---Returns the type of this object as known by UE4SS +---This does not return the type as known by Unreal +---@return string +function UObject:type() end + +---@class TArray : { [integer]: T } +TArray = {} + +---@class TSet : { [K]: nil } + +---@class TMap : { [K]: V } + +---@class TScriptInterface + + +---This is a dynamic wrapper for any and all types & classes +---Whether the Remote or Local variant is used depends on the requirements of the data but the usage is identical with either param types +---@generic T +---@class RemoteUnrealParam : RemoteObject +RemoteUnrealParam = {} + +---Returns the underlying value for this param +---@generic T +---@param self RemoteUnrealParam +---@return T +function RemoteUnrealParam:get() end + +---Sets the underlying value for this param +---@generic T +---@param self RemoteUnrealParam +---@param NewValue T +function RemoteUnrealParam:set(NewValue) end + +---Returns "RemoteUnrealParam" +---@return 'RemoteUnrealParam' +function RemoteUnrealParam:type() end + + +---@class TSoftClassPtr : string +---@class TSoftObjectPtr : string +---@class TSubclassOf : UClass \ No newline at end of file diff --git a/include/SDKGenerator/Common.hpp b/include/SDKGenerator/Common.hpp index 511c3516e..c690f65e1 100644 --- a/include/SDKGenerator/Common.hpp +++ b/include/SDKGenerator/Common.hpp @@ -32,6 +32,7 @@ namespace RC auto is_integral_type(Unreal::FProperty* property) -> bool; auto get_native_enum_name(Unreal::UEnum* uenum, bool include_type = true) -> File::StringType; auto generate_property_cxx_name(Unreal::FProperty* property, bool is_top_level_declaration, Unreal::UObject* class_context, EnableForwardDeclarations = EnableForwardDeclarations::No) -> File::StringType; + auto generate_property_lua_name(Unreal::FProperty* property, bool is_top_level_declaration, Unreal::UObject* class_context) -> File::StringType; auto sanitize_property_name(const File::StringType& property_name) -> File::StringType; auto generate_delegate_name(Unreal::FProperty* property, const File::StringType& context_name) -> File::StringType; auto get_native_class_name(Unreal::UClass* uclass, bool interface_name = false) -> File::StringType; diff --git a/include/SDKGenerator/Generator.hpp b/include/SDKGenerator/Generator.hpp index a9c062c75..3425f1867 100644 --- a/include/SDKGenerator/Generator.hpp +++ b/include/SDKGenerator/Generator.hpp @@ -26,83 +26,8 @@ namespace RC::UEGenerator No, }; - class CXXGenerator - { - private: - const std::filesystem::path m_directory_to_generate_in; - - public: - struct ObjectInfo - { - Unreal::UObject* object{}; - ObjectInfo* first_encountered_at{}; - }; - - struct PropertyInfo - { - Unreal::FProperty* property{}; - bool should_forward_declare{}; - }; - - struct FunctionInfo - { - Unreal::UFunction* function{}; - ObjectInfo& owner; - std::vector params{}; - }; - - struct GeneratedFile - { - std::filesystem::path primary_file_name; - std::filesystem::path secondary_file_name; - std::vector ordered_primary_file_contents; - std::vector ordered_secondary_file_contents; - File::StringType package_name; - File::Handle primary_file; - File::Handle secondary_file; - bool primary_file_has_no_contents; - bool secondary_file_has_no_contents; - }; - - struct FileName - { - uint32_t num_collisions{}; - }; - - // Map of FName.ComparisonIndex -> File::Handle - std::unordered_map m_files{}; - std::unordered_map m_file_names{}; - std::unordered_map m_classes_dumped{}; - - public: - CXXGenerator() = delete; - CXXGenerator(const std::filesystem::path directory_to_generate_in); - - private: - auto create_all_files() -> void; - auto object_is_package(Unreal::UObject* object) -> bool; - - auto generate_offset_comment(Unreal::FProperty*, File::StringType& file_contents) -> File::StringType; - auto generate_header_start(GeneratedFile& generated_file, File::StringViewType file_name) -> void; - auto generate_header_end(GeneratedFile& generated_file) -> void; - auto generate_tab(size_t num_tabs = 1) -> File::StringType; - auto make_function_info(ObjectInfo& owner, Unreal::UFunction* function, File::StringType& current_class_content) -> FunctionInfo; - auto generate_function_declaration(ObjectInfo&, const FunctionInfo&, GeneratedFile&, File::StringType& current_class_content, IsDelegateFunction = IsDelegateFunction::No) -> void; - auto generate_prefix(Unreal::UStruct* obj_class) -> File::StringType; - auto generate_class_dependency(ObjectInfo& owner, Unreal::UStruct* native_class, File::StringType& current_class_content) -> void; - auto generate_class_dependency_from_property(ObjectInfo& owner, Unreal::FProperty* property, File::StringType& current_class_content) -> bool; - auto generate_class(ObjectInfo object_info, GeneratedFile& generated_file, File::StringType& current_class_content) -> Unreal::FProperty*; - auto generate_enum(Unreal::UObject* native_object, GeneratedFile& generated_file) -> void; - auto generate_package(Unreal::UObject* package, File::StringType& out) -> void; - auto generate_package_if_non_existent(Unreal::UObject* object) -> GeneratedFile*; - auto cleanup_old_sdk() -> void; - auto sort_files(std::vector& content) -> void; - auto sort_types(std::vector& content) -> void; - auto get_class_name(const auto& x) -> std::wstring; - - public: - auto generate() -> void; - }; + auto generate_cxx_headers(const std::filesystem::path directory_to_generate_in) -> void; + auto generate_lua_types(const std::filesystem::path directory_to_generate_in) -> void; } diff --git a/include/UE4SSProgram.hpp b/include/UE4SSProgram.hpp index 8fcdd9087..b76e50ff5 100644 --- a/include/UE4SSProgram.hpp +++ b/include/UE4SSProgram.hpp @@ -153,6 +153,7 @@ namespace RC RC_UE4SS_API auto get_mods_directory() -> File::StringViewType; RC_UE4SS_API auto generate_uht_compatible_headers() -> void; RC_UE4SS_API auto generate_cxx_headers(const std::filesystem::path& output_dir) -> void; + RC_UE4SS_API auto generate_lua_types(const std::filesystem::path& output_dir) -> void; auto get_debugging_ui() -> GUI::DebuggingGUI& { return m_debugging_gui; diff --git a/src/GUI/Dumpers.cpp b/src/GUI/Dumpers.cpp index 42c37b843..9c2a5e194 100644 --- a/src/GUI/Dumpers.cpp +++ b/src/GUI/Dumpers.cpp @@ -335,19 +335,22 @@ namespace RC::GUI::Dumpers UEGenerator::TMapOverrideGenerator::generate_tmapoverride(); } - if (ImGui::Button("Generate UHT Compatible Headers\n")) - { - UE4SSProgram::get_program().generate_uht_compatible_headers(); - } - - if (ImGui::Button("Dump CXX Headers\n")) - { - File::StringType working_dir{UE4SSProgram::get_program().get_working_directory()}; - UE4SSProgram::get_program().generate_cxx_headers(working_dir + STR("\\CXXHeaderDump")); - } - - - + if (ImGui::Button("Generate UHT Compatible Headers\n")) + { + UE4SSProgram::get_program().generate_uht_compatible_headers(); + } + + if (ImGui::Button("Dump CXX Headers\n")) + { + File::StringType working_dir{UE4SSProgram::get_program().get_working_directory()}; + UE4SSProgram::get_program().generate_cxx_headers(working_dir + STR("\\CXXHeaderDump")); + } + + if (ImGui::Button("Generate Lua Types\n")) + { + File::StringType working_dir{UE4SSProgram::get_program().get_working_directory()}; + UE4SSProgram::get_program().generate_lua_types(working_dir + STR("\\Mods\\shared\\types")); + } } } diff --git a/src/SDKGenerator/Common.cpp b/src/SDKGenerator/Common.cpp index c88edb9f2..db8f1419f 100644 --- a/src/SDKGenerator/Common.cpp +++ b/src/SDKGenerator/Common.cpp @@ -502,6 +502,314 @@ namespace RC::UEGenerator throw std::runtime_error(RC::fmt("Unsupported property class %S", field_class_name.c_str())); } + auto generate_property_lua_name(FProperty* property, bool is_top_level_declaration, UObject* class_context) -> File::StringType + { + const std::wstring field_class_name = property->GetClass().GetName(); + + //Byte Property + if (field_class_name == STR("ByteProperty")) + { + FByteProperty* byte_property = static_cast(property); + UEnum* enum_value = byte_property->GetEnum(); + + if (enum_value != NULL) + { + //Non-EnumClass enumerations should be wrapped into TEnumAsByte according to UHT + const std::wstring enum_type_name = get_native_enum_name(enum_value); + return fmt::format(STR("{}"), enum_type_name); + } + return STR("uint8"); + } + + //Enum Property + if (field_class_name == STR("EnumProperty")) + { + FEnumProperty* enum_property = static_cast(property); + UEnum* uenum = enum_property->GetEnum(); + + if (uenum == NULL) + { + throw std::runtime_error(RC::fmt("EnumProperty %S does not have a valid Enum value", property->GetName().c_str())); + } + + const std::wstring enum_type_name = get_native_enum_name(uenum); + return enum_type_name; + } + + //Bool Property + if (field_class_name == STR("BoolProperty")) + { + return STR("boolean"); + } + + //Standard Numeric Properties + if (field_class_name == STR("Int8Property")) + { + return STR("int8"); + } + else if (field_class_name == STR("Int16Property")) + { + return STR("int16"); + } + else if (field_class_name == STR("IntProperty")) + { + return STR("int32"); + } + else if (field_class_name == STR("Int64Property")) + { + return STR("int64"); + } + else if (field_class_name == STR("UInt16Property")) + { + return STR("uint16"); + } + else if (field_class_name == STR("UInt32Property")) + { + return STR("uint32"); + } + else if (field_class_name == STR("UInt64Property")) + { + return STR("uint64"); + } + else if (field_class_name == STR("FloatProperty")) + { + return STR("float"); + } + else if (field_class_name == STR("DoubleProperty")) + { + return STR("double"); + } + + //Object Properties + // TODO: Verify that the syntax for 'AssetObjectProperty' is the same as for 'ObjectProperty'. + // If it's not, then add another branch here after you figure out what the syntax should be. + if (field_class_name == STR("ObjectProperty") || field_class_name == STR("AssetObjectProperty")) + { + FObjectProperty* object_property = static_cast(property); + UClass* property_class = object_property->GetPropertyClass(); + + if (property_class == NULL) + { + return STR("UObject"); + } + + const std::wstring property_class_name = get_native_class_name(property_class, false); + return fmt::format(STR("{}"), property_class_name); + } + + if (auto* object_property = CastField(property); object_property) + { + auto* property_class = object_property->GetPropertyClass(); + + if (!property_class) + { + return STR("TObjectPtr"); + } + else + { + const auto property_class_name = get_native_class_name(property_class, false); + return std::format(STR("TObjectPtr<{}>"), property_class_name); + } + } + + if (field_class_name == STR("WeakObjectProperty")) + { + FWeakObjectProperty* weak_object_property = static_cast(property); + UClass* property_class = weak_object_property->GetPropertyClass(); + + if (property_class == NULL) + { + return STR("TWeakObjectPtr"); + } + + File::StringType property_class_name{}; + property_class_name.append(get_native_class_name(property_class, false)); + return fmt::format(STR("TWeakObjectPtr<{}>"), property_class_name); + } + + if (field_class_name == STR("LazyObjectProperty")) + { + FLazyObjectProperty* lazy_object_property = static_cast(property); + UClass* property_class = lazy_object_property->GetPropertyClass(); + + if (property_class == NULL) + { + return STR("TLazyObjectPtr"); + } + + File::StringType property_class_name{}; + property_class_name.append(get_native_class_name(property_class, false)); + return fmt::format(STR("TLazyObjectPtr<{}>"), property_class_name); + } + + if (field_class_name == STR("SoftObjectProperty")) + { + FSoftObjectProperty* soft_object_property = static_cast(property); + UClass* property_class = soft_object_property->GetPropertyClass(); + + if (property_class == NULL) + { + return STR("TSoftObjectPtr"); + } + + const std::wstring property_class_name = get_native_class_name(property_class, false); + return fmt::format(STR("TSoftObjectPtr<{}>"), property_class_name); + } + + //Class Properties + if (field_class_name == STR("ClassProperty") || field_class_name == STR("AssetClassProperty")) + { + FClassProperty* class_property = static_cast(property); + UClass* meta_class = class_property->GetMetaClass(); + + if (meta_class == NULL || meta_class == UObject::StaticClass()) + { + return STR("UClass"); + } + + File::StringType meta_class_name{}; + meta_class_name.append(get_native_class_name(meta_class, false)); + return fmt::format(STR("TSubclassOf<{}>"), meta_class_name); + } + + if (auto* class_property = CastField(property); class_property) + { + // TODO: Confirm that this is accurate + return STR("TObjectPtr"); + } + + if (field_class_name == STR("SoftClassProperty")) + { + FSoftClassProperty* soft_class_property = static_cast(property); + UClass* meta_class = soft_class_property->GetMetaClass(); + + if (meta_class == NULL || meta_class == UObject::StaticClass()) + { + return STR("TSoftClassPtr"); + } + + const std::wstring meta_class_name = get_native_class_name(meta_class, false); + return fmt::format(STR("TSoftClassPtr<{}>"), meta_class_name); + } + + //Interface Property + if (field_class_name == STR("InterfaceProperty")) + { + FInterfaceProperty* interface_property = static_cast(property); + UClass* interface_class = interface_property->GetInterfaceClass(); + + if (interface_class == NULL || interface_class == UInterface::StaticClass()) + { + return STR("FScriptInterface"); + } + + File::StringType interface_class_name{}; + interface_class_name.append(get_native_class_name(interface_class, true)); + return fmt::format(STR("TScriptInterface<{}>"), interface_class_name); + } + + //Struct Property + if (field_class_name == STR("StructProperty")) + { + FStructProperty* struct_property = static_cast(property); + UScriptStruct* script_struct = struct_property->GetStruct(); + + if (script_struct == NULL) + { + throw std::runtime_error(RC::fmt("Struct is NULL for StructProperty %S", property->GetName().c_str())); + } + + const std::wstring native_struct_name = get_native_struct_name(script_struct); + return native_struct_name; + } + + //Delegate Properties + if (field_class_name == STR("DelegateProperty")) + { + FDelegateProperty* delegate_property = static_cast(property); + + const std::wstring delegate_type_name = generate_delegate_name(delegate_property, class_context->GetName()); + return delegate_type_name; + } + + // In 4.23, they replaced 'MulticastDelegateProperty' with 'Inline' & 'Sparse' variants + // It looks like the delegate macro might be the same as the 'Inline' variant in later versions, so we'll use the same branch here + if (field_class_name == STR("MulticastInlineDelegateProperty") || field_class_name == STR("MulticastDelegateProperty")) + { + FMulticastInlineDelegateProperty* delegate_property = static_cast(property); + + const std::wstring delegate_type_name = generate_delegate_name(delegate_property, class_context->GetName()); + return delegate_type_name; + } + + if (field_class_name == STR("MulticastSparseDelegateProperty")) + { + FMulticastSparseDelegateProperty* delegate_property = static_cast(property); + + const std::wstring delegate_type_name = generate_delegate_name(delegate_property, class_context->GetName()); + return delegate_type_name; + } + + //Field path property + if (field_class_name == STR("FieldPathProperty")) + { + FFieldPathProperty* field_path_property = static_cast(property); + const std::wstring property_class_name = field_path_property->GetPropertyClass()->GetName(); + return fmt::format(STR("TFieldPath"), property_class_name); + } + + //Collection and Map Properties + // TODO: This is missing support for freeze image array properties because XArrayProperty is incomplete. (low priority) + if (field_class_name == STR("ArrayProperty")) + { + FArrayProperty* array_property = static_cast(property); + FProperty* inner_property = array_property->GetInner(); + + File::StringType inner_property_type{}; + inner_property_type.append(generate_property_lua_name(inner_property, is_top_level_declaration, class_context)); + return fmt::format(STR("TArray<{}>"), inner_property_type); + } + + if (field_class_name == STR("SetProperty")) + { + FSetProperty* set_property = static_cast(property); + FProperty* element_prop = set_property->GetElementProp(); + + const std::wstring element_property_type = generate_property_lua_name(element_prop, is_top_level_declaration, class_context); + return fmt::format(STR("TSet<{}>"), element_property_type); + } + + // TODO: This is missing support for freeze image map properties because XMapProperty is incomplete. (low priority) + if (field_class_name == STR("MapProperty")) + { + FMapProperty* map_property = static_cast(property); + FProperty* key_property = map_property->GetKeyProp(); + FProperty* value_property = map_property->GetValueProp(); + + File::StringType key_type{}; + File::StringType value_type{}; + key_type.append(generate_property_lua_name(key_property, is_top_level_declaration, class_context)); + value_type.append(generate_property_lua_name(value_property, is_top_level_declaration, class_context)); + + return fmt::format(STR("TMap<{}, {}>"), key_type, value_type); + } + + //Standard properties that do not have any special attributes + if (field_class_name == STR("NameProperty")) + { + return STR("FName"); + } + else if (field_class_name == STR("StrProperty")) + { + return STR("FString"); + } + else if (field_class_name == STR("TextProperty")) + { + return STR("FText"); + } + throw std::runtime_error(RC::fmt("Unsupported property class %S", field_class_name.c_str())); + } + auto get_native_delegate_type_name(Unreal::UFunction* signature_function, Unreal::UClass* current_class, bool strip_outer_name) -> File::StringType { if (!is_delegate_signature_function(signature_function)) { throw std::runtime_error(RC::fmt("Function %S is not a delegate signature function", signature_function->GetName().c_str())); @@ -554,4 +862,4 @@ namespace RC::UEGenerator delegate_name.erase(delegate_name.length() - delegate_signature_postfix.length()); return delegate_name; } -} \ No newline at end of file +} diff --git a/src/SDKGenerator/Generator.cpp b/src/SDKGenerator/Generator.cpp index 9f64e2a21..0cb1e2783 100644 --- a/src/SDKGenerator/Generator.cpp +++ b/src/SDKGenerator/Generator.cpp @@ -1,5 +1,7 @@ #include #include +#include +#include #include #include @@ -46,792 +48,1190 @@ namespace RC::UEGenerator using FMulticastInlineDelegateProperty = RC::Unreal::FMulticastInlineDelegateProperty; using FMulticastSparseDelegateProperty = RC::Unreal::FMulticastSparseDelegateProperty; - CXXGenerator::CXXGenerator(const std::filesystem::path directory_to_generate_in) : m_directory_to_generate_in(directory_to_generate_in) + struct ObjectInfo { - m_files.reserve(512); - } + Unreal::UObject* object{}; + ObjectInfo* first_encountered_at{}; + }; - auto CXXGenerator::create_all_files() -> void + struct PropertyInfo { - Output::send(STR("Creating all files...\n")); - for (auto&[comparison_index, generated_file] : m_files) - { - if (!generated_file.ordered_primary_file_contents.empty()) - { - generated_file.primary_file = File::open(generated_file.primary_file_name, File::OpenFor::Appending, File::OverwriteExistingFile::Yes, File::CreateIfNonExistent::Yes); - generate_header_start(generated_file, generated_file.package_name); - - sort_files(generated_file.ordered_primary_file_contents); - - File::StringType combined_file_contents; - for (auto& line : generated_file.ordered_primary_file_contents) - { - combined_file_contents.append(line); - } - - if (combined_file_contents.empty()) - { - Output::send(STR("Empty primary file contents in '{}'\n"), generated_file.package_name); - } - else - { - generated_file.primary_file.write_string_to_file(combined_file_contents); - } - - generate_header_end(generated_file); - generated_file.primary_file.close(); - } + Unreal::FProperty* property{}; + bool should_forward_declare{}; + }; - if (!generated_file.ordered_secondary_file_contents.empty()) - { - generated_file.secondary_file = File::open(generated_file.secondary_file_name, File::OpenFor::Appending, File::OverwriteExistingFile::Yes, File::CreateIfNonExistent::Yes); - - sort_files(generated_file.ordered_secondary_file_contents); - - File::StringType combined_file_contents; - for (auto& line : generated_file.ordered_secondary_file_contents) - { - combined_file_contents.append(line); - } - - if (combined_file_contents.empty()) - { - Output::send(STR("Empty secondary file contents in '{}'\n"), generated_file.package_name); - } - else - { - generated_file.secondary_file.write_string_to_file(combined_file_contents); - } - - generated_file.secondary_file.close(); - } - } - } + struct FunctionInfo + { + Unreal::UFunction* function{}; + ObjectInfo& owner; + std::vector params{}; + }; - auto CXXGenerator::sort_files(std::vector& content) -> void + struct GeneratedFile { - std::vector struct_content; - std::vector class_content; - std::vector other_content; - for (auto& line : content) + std::filesystem::path primary_file_name; + std::filesystem::path secondary_file_name; + std::vector ordered_primary_file_contents; + std::vector ordered_secondary_file_contents; + File::StringType package_name; + File::Handle primary_file; + File::Handle secondary_file; + bool primary_file_has_no_contents; + bool secondary_file_has_no_contents; + }; + + auto generate_tab(size_t num_tabs = 1) -> File::StringType + { + File::StringType tab_storage{}; + for (size_t i = 0; i < num_tabs; ++i) { - if (line.starts_with(STR("struct"))) - { - struct_content.push_back(line); - } - else if (line.starts_with(STR("class"))) - { - class_content.push_back(line); - } - else - { - other_content.push_back(line); - } + tab_storage += STR(" "); } - - sort_types(struct_content); - sort_types(class_content); - sort_types(other_content); - - content.clear(); - content.reserve(struct_content.size() + class_content.size() + other_content.size()); - content.insert(content.end(), struct_content.begin(), struct_content.end()); - content.insert(content.end(), class_content.begin(), class_content.end()); - content.insert(content.end(), other_content.begin(), other_content.end()); - } - auto CXXGenerator::sort_types(std::vector& content) -> void - { - std::sort(content.begin(), content.end(), [&](const auto& a, const auto& b) { - auto a_class_name = get_class_name(a); - auto b_class_name = get_class_name(b); - return a_class_name < b_class_name; - }); + return tab_storage; } - - auto CXXGenerator::get_class_name(const auto& x) -> std::wstring + auto generate_prefix(UStruct* obj) -> File::StringType { - // Using this method instead of regex because it is extremely slow - auto class_name = x.substr(x.find(STR(' ')) + 1); - class_name = class_name.substr(0, class_name.find(STR(' '))); - if (class_name == STR("class")) + UClass* obj_class = obj->GetClassPrivate(); + if (obj_class->IsChildOf()) { - // Case for enum class - class_name = x.substr(x.find(STR(' ')) + 7); - class_name = class_name.substr(0, class_name.find(STR(' '))); + return STR("struct"); + } + else + { + return STR("class"); } - return class_name; - } - - auto CXXGenerator::object_is_package(UObject* object) -> bool - { - return object->GetClassPrivate()->GetNamePrivate().Equals(Unreal::GPackageName); } - - auto CXXGenerator::generate_offset_comment(XProperty* property, File::StringType& line) -> File::StringType - { - if (UE4SSProgram::settings_manager.CXXHeaderGenerator.DumpOffsetsAndSizes) + auto generate_class_name(UStruct* class_to_generate) -> File::StringType { + if (class_to_generate->GetClassPrivate()->IsChildOf()) { - return std::format(STR("{:85} // 0x{:04X} (size: 0x{:X})"), line, property->GetOffset_Internal(), property->GetSize()); + return get_native_struct_name(std::bit_cast(class_to_generate)); + } + else if (class_to_generate->IsChildOf()) + { + return get_native_class_name(static_cast(class_to_generate), true); } else { - return line; + // Assume that it's a UClass + return get_native_class_name(static_cast(class_to_generate)); } } - auto CXXGenerator::generate_header_start(GeneratedFile& generated_file, File::StringViewType file_name) -> void + + template + class TypeGenerator { - generated_file.primary_file.write_string_to_file(std::format(STR("#ifndef UE4SS_SDK_{}_HPP\n#define UE4SS_SDK_{}_HPP\n\n"), file_name, file_name)); + private: + T specification{}; + const std::filesystem::path m_directory_to_generate_in; - if (!generated_file.secondary_file_has_no_contents) + public: + + struct FileName { - generated_file.primary_file.write_string_to_file(std::format(STR("#include \"{}\"\n\n"), generated_file.secondary_file_name.filename().c_str())); - } - } + uint32_t num_collisions{}; + }; - auto CXXGenerator::generate_header_end(GeneratedFile& generated_file) -> void - { - generated_file.primary_file.write_string_to_file(std::format(STR("#endif\n"))); - } + // Map of FName.ComparisonIndex -> File::Handle + std::unordered_map m_files{}; + std::unordered_map m_file_names{}; + std::unordered_map m_classes_dumped{}; - auto CXXGenerator::generate_tab(size_t num_tabs) -> File::StringType - { - File::StringType tab_storage{}; - for (size_t i = 0; i < num_tabs; ++i) + public: + TypeGenerator() = delete; + TypeGenerator(const std::filesystem::path directory_to_generate_in) : m_directory_to_generate_in(directory_to_generate_in) + { + m_files.reserve(512); + } + + auto create_all_files() -> void { - for (int space = 0; space < 4; ++space) + Output::send(STR("Creating all files...\n")); + for (auto&[comparison_index, generated_file] : m_files) { - tab_storage += STR(" "); + if (!generated_file.ordered_primary_file_contents.empty()) + { + generated_file.primary_file = File::open(generated_file.primary_file_name, File::OpenFor::Appending, File::OverwriteExistingFile::Yes, File::CreateIfNonExistent::Yes); + + specification.generate_file_header(generated_file); + + sort_files(generated_file.ordered_primary_file_contents); + + File::StringType combined_file_contents; + for (auto& line : generated_file.ordered_primary_file_contents) + { + combined_file_contents.append(line); + } + + if (combined_file_contents.empty()) + { + Output::send(STR("Empty primary file contents in '{}'\n"), generated_file.package_name); + } + else + { + generated_file.primary_file.write_string_to_file(combined_file_contents); + } + + specification.generate_file_footer(generated_file); + + generated_file.primary_file.close(); + } + + if (!generated_file.ordered_secondary_file_contents.empty()) + { + generated_file.secondary_file = File::open(generated_file.secondary_file_name, File::OpenFor::Appending, File::OverwriteExistingFile::Yes, File::CreateIfNonExistent::Yes); + + sort_files(generated_file.ordered_secondary_file_contents); + + File::StringType combined_file_contents; + for (auto& line : generated_file.ordered_secondary_file_contents) + { + combined_file_contents.append(line); + } + + if (combined_file_contents.empty()) + { + Output::send(STR("Empty secondary file contents in '{}'\n"), generated_file.package_name); + } + else + { + generated_file.secondary_file.write_string_to_file(combined_file_contents); + } + + generated_file.secondary_file.close(); + } } } - return tab_storage; - } - - auto CXXGenerator::generate_function_declaration(ObjectInfo& owner, const FunctionInfo& function_info, GeneratedFile& generated_file, File::StringType& out_current_class_content, IsDelegateFunction is_delegate_function) -> void - { - std::optional return_property_info = [&]() -> std::optional { - for (const auto& property_info : function_info.params) + auto sort_files(std::vector& content) -> void + { + std::vector struct_content; + std::vector class_content; + std::vector other_content; + for (auto& line : content) { - if (property_info.property->HasAnyPropertyFlags(Unreal::CPF_ReturnParm)) + if (line.starts_with(STR("struct"))) + { + struct_content.push_back(line); + } + else if (line.starts_with(STR("class"))) { - return property_info; + class_content.push_back(line); + } + else + { + other_content.push_back(line); } } + + sort_types(struct_content); + sort_types(class_content); + sort_types(other_content); + + content.clear(); + content.reserve(struct_content.size() + class_content.size() + other_content.size()); + content.insert(content.end(), struct_content.begin(), struct_content.end()); + content.insert(content.end(), class_content.begin(), class_content.end()); + content.insert(content.end(), other_content.begin(), other_content.end()); + } - return {}; - }(); + auto sort_types(std::vector& content) -> void + { + std::sort(content.begin(), content.end(), [&](const auto& a, const auto& b) { + auto a_class_name = get_class_name(a); + auto b_class_name = get_class_name(b); + return a_class_name < b_class_name; + }); + } - XProperty* return_property = [&]() { - return return_property_info.has_value() ? return_property_info.value().property : nullptr; - }(); + auto get_class_name(const auto& x) -> std::wstring + { + // Using this method instead of regex because it is extremely slow + auto class_name = x.substr(x.find(STR(' ')) + 1); + class_name = class_name.substr(0, class_name.find(STR(' '))); + if (class_name == STR("class")) + { + // Case for enum class + class_name = x.substr(x.find(STR(' ')) + 7); + class_name = class_name.substr(0, class_name.find(STR(' '))); + } + return class_name; + } - File::StringType function_name{function_info.function->GetName()}; - if (is_delegate_function == IsDelegateFunction::Yes) + auto object_is_package(UObject* object) -> bool { - // Remove the last 19 characters, which is always '__DelegateSignature' for delegates - function_name.erase(function_name.size() - 19, 19); + return object->GetClassPrivate()->GetNamePrivate().Equals(Unreal::GPackageName); } - File::StringType function_type_name{}; - if (return_property) + auto generate_offset_comment(XProperty* property, File::StringType& line) -> File::StringType { - try + if (UE4SSProgram::settings_manager.CXXHeaderGenerator.DumpOffsetsAndSizes) { - function_type_name = generate_property_cxx_name(return_property, true, function_info.function, EnableForwardDeclarations::Yes); + return std::format(STR("{:85} // 0x{:04X} (size: 0x{:X})"), line, property->GetOffset_Internal(), property->GetSize()); } - catch (std::exception& e) + else { - Output::send(STR("Could not generate function '{}' because: {}\n"), function_info.function->GetFullName(), to_wstring(e.what())); - return; + return line; } + } - if (return_property_info.value().should_forward_declare) + auto check_ignore_forward_declaration(const ObjectInfo& owner, XProperty* return_property) -> bool + { + if (return_property->IsA()) { - bool ignore_forward_declare{}; - if (return_property->IsA()) + // Can StructProperty even be forward declared ? I don't know if it's ever a pointer to a struct + auto* script_struct = static_cast(return_property)->GetStruct(); + if (m_classes_dumped.contains(script_struct)) { - // Can StructProperty even be forward declared ? I don't know if it's ever a pointer to a struct - auto* script_struct = static_cast(return_property)->GetStruct(); - if (m_classes_dumped.contains(script_struct)) + auto& property_class_info = m_classes_dumped[script_struct]; + if (property_class_info.first_encountered_at) { - auto& property_class_info = m_classes_dumped[script_struct]; - if (property_class_info.first_encountered_at) - { - ignore_forward_declare = property_class_info.first_encountered_at->object == owner.object; - } + return property_class_info.first_encountered_at->object == owner.object; } } - else if (return_property->IsA()) + } + else if (return_property->IsA()) + { + // Can ClassProperty be forward declared ? Maybe ? + auto* meta_class = static_cast(return_property)->GetMetaClass(); + if (m_classes_dumped.contains(meta_class)) { - // Can ClassProperty be forward declared ? Maybe ? - auto* meta_class = static_cast(return_property)->GetMetaClass(); - if (m_classes_dumped.contains(meta_class)) + auto& property_class_info = m_classes_dumped[meta_class]; + if (property_class_info.first_encountered_at) { - auto& property_class_info = m_classes_dumped[meta_class]; - if (property_class_info.first_encountered_at) - { - ignore_forward_declare = property_class_info.first_encountered_at->object == owner.object; - } + return property_class_info.first_encountered_at->object == owner.object; } } - else if (return_property->IsA()) + } + else if (return_property->IsA()) + { + auto* property_class = static_cast(return_property)->GetPropertyClass(); + if (m_classes_dumped.contains(property_class)) { - auto* property_class = static_cast(return_property)->GetPropertyClass(); - if (m_classes_dumped.contains(property_class)) + auto& property_class_info = m_classes_dumped[property_class]; + if (property_class_info.first_encountered_at) { - auto& property_class_info = m_classes_dumped[property_class]; - if (property_class_info.first_encountered_at) - { - ignore_forward_declare = property_class_info.first_encountered_at->object == owner.object; - } + return property_class_info.first_encountered_at->object == owner.object; } } + } + return false; + } - if (!ignore_forward_declare) + auto generate_function_declaration(ObjectInfo& owner, const FunctionInfo& function_info, GeneratedFile& generated_file, File::StringType& out_current_class_content, IsDelegateFunction is_delegate_function = IsDelegateFunction::No) -> void + { + std::optional return_property_info = [&]() -> std::optional { + for (const auto& property_info : function_info.params) { - function_type_name.insert(0, STR("class ")); + if (property_info.property->HasAnyPropertyFlags(Unreal::CPF_ReturnParm)) + { + return property_info; + } } + + return {}; + }(); + + XProperty* return_property = [&]() { + return return_property_info.has_value() ? return_property_info.value().property : nullptr; + }(); + + File::StringType function_name{function_info.function->GetName()}; + if (is_delegate_function == IsDelegateFunction::Yes) + { + // Remove the last 19 characters, which is always '__DelegateSignature' for delegates + function_name.erase(function_name.size() - 19, 19); } + + StringType current_class_content{}; + specification.generate_function_declaration(this, current_class_content, owner, function_info, function_name, return_property, return_property_info); + + // Commenting out this code because all network replicated functions are events + // Therefore this is not an accurate way to check if a function is an event + /* + if ((function->get_function_flags() & Unreal::EFunctionFlags::FUNC_Event) != 0) + { + current_class_content.append(STR(" // EVENT")); + } + //*/ + current_class_content.append(STR("\n")); + out_current_class_content.append(current_class_content); } - else + + auto generate_class_dependency(ObjectInfo& owner, UStruct* inherited_class, File::StringType& current_class_content) -> void { - function_type_name = STR("void"); - } + if (!inherited_class) { return; } - StringType current_class_content{}; + if (!m_classes_dumped.contains(inherited_class)) + { + GeneratedFile* package_file_for_inherited_class = generate_package_if_non_existent(inherited_class); + if (package_file_for_inherited_class) + { + auto& inherited_object_info = m_classes_dumped.emplace(inherited_class, ObjectInfo{inherited_class, &owner}).first->second; + File::StringType new_class_content{}; + generate_class(inherited_object_info, *package_file_for_inherited_class, new_class_content); + if (!package_file_for_inherited_class->primary_file_has_no_contents) + { + package_file_for_inherited_class->ordered_primary_file_contents.push_back(new_class_content); + } + } - current_class_content.append(std::format(STR("{}{} {}("), generate_tab(), function_type_name, function_name)); + return; + } + } - for (size_t i = 0; i < function_info.params.size(); ++i) + auto generate_class_dependency_from_property(ObjectInfo& owner, XProperty* property, File::StringType& current_class_content) -> bool { - const auto& param_info = function_info.params[i]; - if (!param_info.property->HasAnyPropertyFlags(Unreal::CPF_ReturnParm)) + if (property->IsA()) { - try + generate_class_dependency(owner, static_cast(property)->GetStruct(), current_class_content); + return false; + } + else if (property->IsA()) + { + //return generate_class_dependency(owner, static_cast(property)->get_meta_class()); + return false; + } + else if (property->IsA()) + { + //return generate_class_dependency(owner, static_cast(property)->get_property_class()); + return true; + } + else if (property->IsA()) + { + //return generate_class_dependency_from_property(owner, static_cast(property)->get_inner()); + //if (static_cast(property)->get_inner()->is_child_of()) + //{ + // return true; + //} + XProperty* inner = static_cast(property)->GetInner(); + if (inner->IsA()) { - current_class_content.append(std::format(STR("{}{}{}{} {}"), - param_info.property->HasAnyPropertyFlags(Unreal::CPF_ConstParm) ? STR("const ") : STR(""), - param_info.should_forward_declare ? STR("class ") : STR(""), - generate_property_cxx_name(param_info.property, true, function_info.function, EnableForwardDeclarations::Yes), - param_info.property->HasAnyPropertyFlags(Unreal::CPF_ReferenceParm | Unreal::CPF_OutParm) ? STR("&") : STR(""), - param_info.property->GetName())); + generate_class_dependency(owner, static_cast(inner)->GetStruct(), current_class_content); + return false; } - catch (std::exception& e) + } + else if (property->IsA()) + { + XProperty* key_property = static_cast(property)->GetKeyProp(); + XProperty* value_property = static_cast(property)->GetValueProp(); + + if (key_property->IsA()) { - Output::send(STR("Could not generate function '{}' because: {}\n"), function_info.function->GetFullName(), to_wstring(e.what())); - return; + generate_class_dependency(owner, static_cast(key_property)->GetStruct(), current_class_content); } - if (i + 1 < function_info.params.size()) + if (value_property->IsA()) { - auto* next_param = function_info.params[i + 1].property; - if (next_param && (!next_param->HasAnyPropertyFlags(Unreal::CPF_ReturnParm) || i + 2 < function_info.params.size())) - { - current_class_content.append(STR(", ")); - } + generate_class_dependency(owner, static_cast(value_property)->GetStruct(), current_class_content); } + + return false; } + + return false; } - current_class_content.append(STR(");")); - // Commenting out this code because all network replicated functions are events - // Therefore this is not an accurate way to check if a function is an event - /* - if ((function->get_function_flags() & Unreal::EFunctionFlags::FUNC_Event) != 0) + auto make_function_info(ObjectInfo& owner, UFunction* function, File::StringType& current_class_content) -> FunctionInfo { - current_class_content.append(STR(" // EVENT")); + FunctionInfo function_info{ + .function = function, + .owner = owner, + }; + + function->ForEachProperty([&](XProperty* param) { + if (!param->HasAnyPropertyFlags(Unreal::CPF_Parm | Unreal::CPF_ReturnParm)) { return LoopAction::Continue; } + + function_info.params.emplace_back(PropertyInfo{param, generate_class_dependency_from_property(owner, param, current_class_content)}); + return LoopAction::Continue; + }); + + return function_info; } - //*/ - current_class_content.append(STR("\n")); - out_current_class_content.append(current_class_content); - } - auto CXXGenerator::generate_prefix(UStruct* obj) -> File::StringType - { - UClass* obj_class = obj->GetClassPrivate(); - if (obj_class->IsChildOf()) + auto generate_class(ObjectInfo object_info, GeneratedFile& generated_file, File::StringType& current_class_content) -> XProperty* { - return STR("struct"); + UStruct* native_class = static_cast(object_info.object); + if (specification.should_generate_class(native_class)) + { + generated_file.primary_file_has_no_contents = false; + specification.generate_class(this, object_info, generated_file, current_class_content); + } + + return native_class->GetFirstProperty(); } - else + + auto generate_enum(UObject* native_object, GeneratedFile& generated_file) -> void { - return STR("class"); + generated_file.secondary_file_has_no_contents = false; + + File::StringType content_buffer; + UEnum* uenum = static_cast(native_object); + auto& enum_names = uenum->GetEnumNames(); + + specification.generate_enum_declaration(content_buffer, uenum); + const auto cpp_form = uenum->GetCppForm(); + + enum_names.ForEach([&](Unreal::FEnumNamePair* elem, size_t index) { + auto enum_value_full_name = elem->Key.ToString(); + size_t colon_pos = enum_value_full_name.rfind(STR(":")); + auto enum_value_name = colon_pos == enum_value_full_name.npos ? enum_value_full_name : enum_value_full_name.substr(colon_pos + 1); + + specification.generate_enum_member(content_buffer, uenum, enum_value_name, elem); + + return LoopAction::Continue; + }); + + specification.generate_enum_end(content_buffer, uenum); + + content_buffer.append(STR("\n\n")); + + generated_file.ordered_secondary_file_contents.push_back(content_buffer); } - } - auto CXXGenerator::generate_class_dependency(ObjectInfo& owner, UStruct* inherited_class, File::StringType& current_class_content) -> void - { - if (!inherited_class) { return; } + auto generate_package(UObject* package, File::StringType& out) -> void + { + UObjectGlobals::ForEachUObject([&](void* object, [[maybe_unused]]int32_t chunk_index, [[maybe_unused]]int32_t object_index) { + return LoopAction::Continue; + }); + } - if (!m_classes_dumped.contains(inherited_class)) + auto generate_package_if_non_existent(UObject* object) -> GeneratedFile* { - GeneratedFile* package_file_for_inherited_class = generate_package_if_non_existent(inherited_class); - if (package_file_for_inherited_class) + UObject* package{}; + UObject* outer = object; + if (!outer) { return nullptr; } + + do { - auto& inherited_object_info = m_classes_dumped.emplace(inherited_class, ObjectInfo{inherited_class, &owner}).first->second; - File::StringType new_class_content{}; - generate_class(inherited_object_info, *package_file_for_inherited_class, new_class_content); - if (!package_file_for_inherited_class->primary_file_has_no_contents) + if (object_is_package(outer)) { - package_file_for_inherited_class->ordered_primary_file_contents.push_back(new_class_content); + package = outer; + break; } + + outer = outer->GetOuterPrivate(); + } while (outer); + + if (!package) + { + throw std::runtime_error{"[generate_package_if_non_existent] Was unable to find UPackage for this object"}; + } + + FName package_fname = package->GetNamePrivate(); + if (m_files.contains(package_fname)) + { + return &m_files.at(package_fname); } + else + { + // Get rid of everything before the last slash + the last slash, leaving only the actual name + File::StringType package_name = package->GetNamePrivate().ToString(); + package_name = package_name.substr(package_name.rfind(STR("/")) + 1); + File::StringType package_name_all_lower = package_name; + std::transform(package_name_all_lower.begin(), package_name_all_lower.end(), package_name_all_lower.begin(), [](File::CharType c) { + return std::towlower(c); + }); + + if (m_file_names.contains(package_name_all_lower)) + { + // File name collision + auto& file_name = m_file_names[package_name_all_lower]; + package_name.append(std::format(STR("_DUPL_{}"), ++file_name.num_collisions)); + Output::send(STR("File name collision, renamed to '{}'\n"), package_name); + } + else + { + m_file_names.emplace(package_name_all_lower, FileName{}); + } - return; + // The '\\?\' at the beginning of the string unlocks path size restriction from MAX_PATH to 32k + std::filesystem::path directory_to_generate_in = std::filesystem::path("\\\\?\\"); + directory_to_generate_in += (m_directory_to_generate_in); + + File::StringType ext = specification.get_file_extension(); + std::filesystem::path primary_file_path_and_name = directory_to_generate_in; + primary_file_path_and_name.append(package_name); + primary_file_path_and_name.replace_extension(ext); + + std::filesystem::path secondary_file_path_and_name = directory_to_generate_in; + secondary_file_path_and_name.append(package_name + STR("_enums")); + secondary_file_path_and_name.replace_extension(ext); + + GeneratedFile generated_file{ + .primary_file_name = primary_file_path_and_name, + .secondary_file_name = secondary_file_path_and_name, + .ordered_primary_file_contents = {}, + .ordered_secondary_file_contents = {}, + .package_name = package_name, + .primary_file = {}, + .secondary_file = {}, + .primary_file_has_no_contents = true, + .secondary_file_has_no_contents = true, + }; + + auto& file_in_map = m_files.emplace(std::move(package_fname), std::move(generated_file)).first->second; + return &file_in_map; + } } - } - auto CXXGenerator::generate_class_dependency_from_property(ObjectInfo& owner, XProperty* property, File::StringType& current_class_content) -> bool - { - if (property->IsA()) + auto cleanup_old_sdk() -> void { - generate_class_dependency(owner, static_cast(property)->GetStruct(), current_class_content); - return false; + if (!std::filesystem::exists(m_directory_to_generate_in)) { return; } + + for (const auto& item : std::filesystem::directory_iterator(m_directory_to_generate_in)) + { + if (item.is_directory()) { continue; } + if (item.path().extension() != specification.get_file_extension()) { continue; } + + File::delete_file(item.path()); + } } - else if (property->IsA()) + + public: + auto generate() -> void { - //return generate_class_dependency(owner, static_cast(property)->get_meta_class()); - return false; + Output::send(STR("Cleaning up old SDK files...\n")); + cleanup_old_sdk(); + Output::send(STR("Generating SDK...\n")); + + // 400k should be enough for most games, and it's highly unlikely to cause more than one reallocation even if the game is huge + m_classes_dumped.reserve(400000); + + size_t num_objects_generated{}; + UObjectGlobals::ForEachUObject([&](void* untyped_object, [[maybe_unused]]int32_t chunk_index, [[maybe_unused]]int32_t object_index) { + UObject* object = static_cast(untyped_object); + UClass* object_class = object->GetClassPrivate(); + + // Generate file for package if it doesn't already exist + GeneratedFile* package_file = generate_package_if_non_existent(object); + + if (!package_file) + { + // Object should not be dumped + return LoopAction::Continue; + } + else if (object->IsA()) + { + generate_enum(object, *package_file); + ++num_objects_generated; + + return LoopAction::Continue; + } + else if ((object_class->IsChildOf() || + object_class->IsChildOf()) && + !m_classes_dumped.contains(object)) + { + // Generate a class for this object + auto& object_info = m_classes_dumped.emplace(object, ObjectInfo{object}).first->second; + File::StringType class_content{}; + generate_class(object_info, *package_file, class_content); + if (!package_file->primary_file_has_no_contents) + { + package_file->ordered_primary_file_contents.push_back(class_content); + } + ++num_objects_generated; + + return LoopAction::Continue; + } + else + { + // Object should not be dumped + return LoopAction::Continue; + } + }); + + create_all_files(); } - else if (property->IsA()) + }; + + class CXXHeaderGenerator + { + public: + auto get_file_extension() -> File::StringType { - //return generate_class_dependency(owner, static_cast(property)->get_property_class()); - return true; + return STR(".hpp"); } - else if (property->IsA()) + auto generate_file_header(GeneratedFile& generated_file) -> void { - //return generate_class_dependency_from_property(owner, static_cast(property)->get_inner()); - //if (static_cast(property)->get_inner()->is_child_of()) - //{ - // return true; - //} - XProperty* inner = static_cast(property)->GetInner(); - if (inner->IsA()) + generated_file.primary_file.write_string_to_file(std::format(STR("#ifndef UE4SS_SDK_{}_HPP\n#define UE4SS_SDK_{}_HPP\n\n"), generated_file.package_name, generated_file.package_name)); + + if (!generated_file.secondary_file_has_no_contents) { - generate_class_dependency(owner, static_cast(inner)->GetStruct(), current_class_content); - return false; + generated_file.primary_file.write_string_to_file(std::format(STR("#include \"{}\"\n\n"), generated_file.secondary_file_name.filename().c_str())); } } - else if (property->IsA()) + auto generate_file_footer(GeneratedFile& generated_file) -> void { - XProperty* key_property = static_cast(property)->GetKeyProp(); - XProperty* value_property = static_cast(property)->GetValueProp(); - - if (key_property->IsA()) + generated_file.primary_file.write_string_to_file(std::format(STR("#endif\n"))); + } + auto generate_enum_declaration(File::StringType& content_buffer, UEnum* uenum) -> void + { + const auto cpp_form = uenum->GetCppForm(); + if (cpp_form == UEnum::ECppForm::Regular) { - generate_class_dependency(owner, static_cast(key_property)->GetStruct(), current_class_content); + content_buffer.append(std::format(STR("enum {} {{\n"), get_native_enum_name(uenum, false))); } - - if (value_property->IsA()) + else if (cpp_form == UEnum::ECppForm::Namespaced) { - generate_class_dependency(owner, static_cast(value_property)->GetStruct(), current_class_content); + content_buffer.append(std::format(STR("namespace {} {{\n{}enum Type {{\n"), get_native_enum_name(uenum, false), generate_tab())); } + else if (cpp_form == UEnum::ECppForm::EnumClass) + { + content_buffer.append(std::format(STR("enum class {} {{\n"), get_native_enum_name(uenum, false))); + } + } + auto generate_enum_member(File::StringType& content_buffer, UEnum* uenum, const File::StringType& enum_value_name, Unreal::FEnumNamePair* elem) -> void + { + content_buffer.append(std::format(STR("{}{}{} = {},\n"), generate_tab(), uenum->GetCppForm() == UEnum::ECppForm::Namespaced ? generate_tab() : STR(""), enum_value_name, elem->Value)); + } + auto generate_enum_end(File::StringType& content_buffer, UEnum* uenum) -> void + { + const auto cpp_form = uenum->GetCppForm(); + content_buffer.append(std::format(STR("{}}};"), cpp_form == UEnum::ECppForm::Namespaced ? generate_tab() : STR(""))); - return false; + if (cpp_form == UEnum::ECppForm::Namespaced) + { + content_buffer.append(STR("\n}")); + } + } + auto should_generate_class(UStruct* native_class) { + return true; } + auto generate_class(TypeGenerator* generator, ObjectInfo& object_info, GeneratedFile& generated_file, File::StringType& current_class_content) + { + UStruct* native_class = static_cast(object_info.object); + File::StringType content_buffer{}; - return false; - } + UStruct* inherits_from_class = native_class->GetSuperStruct(); - auto CXXGenerator::make_function_info(ObjectInfo& owner, UFunction* function, File::StringType& current_class_content) -> FunctionInfo - { - FunctionInfo function_info{ - .function = function, - .owner = owner, - }; + // Make sure that the base class is defined + generator->generate_class_dependency(object_info, inherits_from_class, current_class_content); - function->ForEachProperty([&](XProperty* param) { - if (!param->HasAnyPropertyFlags(Unreal::CPF_Parm | Unreal::CPF_ReturnParm)) { return LoopAction::Continue; } + // If any properties have dependencies, make sure that they are defined + // This makes sure that we don't have member variables with undefined types (if the types are local, otherwise we need to include the file that the struct exists in) + std::vector properties_to_generate{}; + native_class->ForEachProperty([&](XProperty* property) { + properties_to_generate.emplace_back(PropertyInfo{property, generator->generate_class_dependency_from_property(object_info, property, current_class_content)}); + return LoopAction::Continue; + }); - function_info.params.emplace_back(PropertyInfo{param, generate_class_dependency_from_property(owner, param, current_class_content)}); - return LoopAction::Continue; - }); + std::vector functions_to_generate{}; + native_class->ForEachFunction([&](UFunction* function) { + auto& function_info = functions_to_generate.emplace_back(FunctionInfo{function, object_info}); - return function_info; - } + function->ForEachProperty([&](XProperty* param) { + if (!param->HasAnyPropertyFlags(Unreal::CPF_Parm | Unreal::CPF_ReturnParm)) { return LoopAction::Continue; } - auto CXXGenerator::generate_class(ObjectInfo object_info, GeneratedFile& generated_file, File::StringType& current_class_content) -> XProperty* - { - UStruct* native_class = static_cast(object_info.object); - generated_file.primary_file_has_no_contents = false; - File::StringType content_buffer{}; + function_info.params.emplace_back(PropertyInfo{param, generator->generate_class_dependency_from_property(object_info, param, current_class_content)}); + return LoopAction::Continue; + }); + return LoopAction::Continue; + }); - UStruct* inherits_from_class = native_class->GetSuperStruct(); + auto class_name = generate_class_name(native_class); - // Make sure that the base class is defined - generate_class_dependency(object_info, inherits_from_class, current_class_content); + generate_class_declaration(content_buffer, native_class, inherits_from_class); - // If any properties have dependencies, make sure that they are defined - // This makes sure that we don't have member variables with undefined types (if the types are local, otherwise we need to include the file that the struct exists in) - std::vector properties_to_generate{}; - native_class->ForEachProperty([&](XProperty* property) { - properties_to_generate.emplace_back(PropertyInfo{property, generate_class_dependency_from_property(object_info, property, current_class_content)}); - return LoopAction::Continue; - }); + int32_t num_padding_elements{0}; + XProperty* last_property_in_this_class{nullptr}; - std::vector functions_to_generate{}; - native_class->ForEachFunction([&](UFunction* function) { - auto& function_info = functions_to_generate.emplace_back(FunctionInfo{function, object_info}); + for (const auto& property_info : properties_to_generate) + { + XProperty* property = property_info.property; + int32_t current_property_offset = property->GetOffset_Internal(); + int32_t current_property_size = property->GetSize(); - function->ForEachProperty([&](XProperty* param) { - if (!param->HasAnyPropertyFlags(Unreal::CPF_Parm | Unreal::CPF_ReturnParm)) { return LoopAction::Continue; } + StringType part_one{}; + try + { + part_one = std::format(STR("{}{}{} {};"), + generate_tab(), + property_info.should_forward_declare ? STR("class ") : STR(""), + generate_property_cxx_name(property, true, native_class, EnableForwardDeclarations::Yes), + property->GetName()); + } + catch (std::exception& e) + { + Output::send(STR("Could not generate property '{}' because: {}\n"), property->GetFullName(), to_wstring(e.what())); + continue; + } - function_info.params.emplace_back(PropertyInfo{param, generate_class_dependency_from_property(object_info, param, current_class_content)}); - return LoopAction::Continue; - }); - return LoopAction::Continue; - }); + content_buffer.append(std::format(STR("{}\n"), generator->generate_offset_comment(property, part_one))); - auto generate_class_name = [](UStruct* class_to_generate) { - if (class_to_generate->GetClassPrivate()->IsChildOf()) - { - return get_native_struct_name(std::bit_cast(class_to_generate)); - } - else if (class_to_generate->IsChildOf()) - { - return get_native_class_name(static_cast(class_to_generate), true); + if (property->IsA()) + { + generator->generate_function_declaration(object_info, generator->make_function_info(object_info, static_cast(property)->GetFunctionSignature(), current_class_content), generated_file, content_buffer, IsDelegateFunction::Yes); + } + else if (property->IsA()) + { + generator->generate_function_declaration(object_info, generator->make_function_info(object_info, static_cast(property)->GetFunctionSignature(), current_class_content), generated_file, content_buffer, IsDelegateFunction::Yes); + } + else if (property->IsA()) + { + generator->generate_function_declaration(object_info, generator->make_function_info(object_info, static_cast(property)->GetFunctionSignature(), current_class_content), generated_file, content_buffer, IsDelegateFunction::Yes); + } + + if (UE4SSProgram::settings_manager.CXXHeaderGenerator.KeepMemoryLayout) + { + // Check if next member-var is reflected + // If it's not, add padding so that everything in the struct is aligned properly + auto* next_property = property->GetNextFieldAsProperty(); + if (next_property) + { + int32_t current_property_end_location = current_property_offset + current_property_size; + + int32_t next_property_offset = next_property->GetOffset_Internal(); + + if (current_property_offset != next_property_offset && + current_property_end_location != next_property_offset) + { + // Add padding + int32_t padding_property_offset = current_property_end_location; + int32_t padding_property_size = next_property_offset - padding_property_offset; + + auto padding_part_one = std::format(STR("{}char {}[0x{:X}];"), generate_tab(), std::format(STR("padding_{}"), num_padding_elements++), padding_property_size); + content_buffer.append(std::format(STR("{:85} // 0x{:04X} (size: 0x{:X})\n"), padding_part_one, padding_property_offset, padding_property_size)); + } + } + } + + last_property_in_this_class = property; } - else + + int32_t class_size = native_class->GetPropertiesSize(); + generate_class_struct_end(content_buffer, class_name, class_size, num_padding_elements, last_property_in_this_class); + + // Functions + if (native_class->HasChildren()) { - // Assume that it's a UClass - return get_native_class_name(static_cast(class_to_generate)); + content_buffer.append(STR("\n")); + for (const auto& function_info : functions_to_generate) + { + generator->generate_function_declaration(object_info, function_info, generated_file, content_buffer); + } } - }; - auto class_name = generate_class_name(native_class); + generate_class_end(content_buffer, class_size); - if (inherits_from_class) - { - content_buffer.append(std::format(STR("{} {} : public {}\n{{\n"), generate_prefix(native_class), class_name, generate_class_name(inherits_from_class))); - } - else - { - content_buffer.append(std::format(STR("{} {}\n{{\n"), generate_prefix(native_class), class_name)); - } + content_buffer.append(STR("\n\n")); - int32_t num_padding_elements{0}; - XProperty* last_property_in_this_class{nullptr}; + current_class_content.append(content_buffer); + } - for (const auto& property_info : properties_to_generate) + auto generate_class_declaration(File::StringType& content_buffer, UStruct* native_class, UStruct* inherits_from_class) -> void { - XProperty* property = property_info.property; - int32_t current_property_offset = property->GetOffset_Internal(); - int32_t current_property_size = property->GetSize(); - - StringType part_one{}; - try + auto class_name = generate_class_name(native_class); + if (inherits_from_class) { - part_one = std::format(STR("{}{}{} {};"), - generate_tab(), - property_info.should_forward_declare ? STR("class ") : STR(""), - generate_property_cxx_name(property, true, native_class, EnableForwardDeclarations::Yes), - property->GetName()); + content_buffer.append(std::format(STR("{} {} : public {}\n{{\n"), generate_prefix(native_class), class_name, generate_class_name(inherits_from_class))); } - catch (std::exception& e) + else { - Output::send(STR("Could not generate property '{}' because: {}\n"), property->GetFullName(), to_wstring(e.what())); - continue; + content_buffer.append(std::format(STR("{} {}\n{{\n"), generate_prefix(native_class), class_name)); } - - content_buffer.append(std::format(STR("{}\n"), generate_offset_comment(property, part_one))); - - if (property->IsA()) + } + auto generate_class_struct_end(File::StringType& content_buffer, + const File::StringType& class_name, + size_t class_size, + int32_t num_padding_elements, + XProperty* last_property_in_this_class) -> void + { + if (UE4SSProgram::settings_manager.CXXHeaderGenerator.KeepMemoryLayout) { - generate_function_declaration(object_info, make_function_info(object_info, static_cast(property)->GetFunctionSignature(), current_class_content), generated_file, content_buffer, IsDelegateFunction::Yes); + if (last_property_in_this_class) + { + // TODO: Fix this, the padding is required for alignment when using the SDK for code injection + // This commented-out code was here to provide the correct padding between classes so that everything would line up correctly + // But it no longer works because it was dependent on the "generate_class_chain" function that no longer eixsts + /* + int32_t last_property_offset = last_property_in_this_class->get_offset_for_internal(); + if (first_property) + { + int32_t first_property_offset = first_property->get_offset_for_internal(); + if (last_property_offset != first_property_offset) + { + int32_t last_property_size = last_property_in_this_class->get_size(); + int32_t padding_size = first_property_offset - (last_property_offset + last_property_size); + printf_s("class_size: %X\n", class_size); + printf_s("first_property->get_size(): %X\n", first_property->get_size()); + printf_s("last_property_offset: %X\n", last_property_offset); + printf_s("first_property_offset: %X\n", first_property_offset); + + auto padding_part_one = std::format(STR("{}char {}[0x{:X}];"), generate_tab(), std::format(STR("padding_{}"), num_padding_elements), padding_size); + out.append(std::format(STR("{:85} // 0x{:04X} (size: 0x{:X})\n"), padding_part_one, last_property_offset + last_property_size, padding_size)); + } + } + //*/ + } + else if (class_size > 0) + { + // No reflected member variables exist but there are non-reflected member variables + // Add padding for non-reflected member variables, for alignment purposes + auto padding_part_one = std::format(STR("{}char {}[0x{:X}];"), generate_tab(), std::format(STR("padding_{}"), num_padding_elements), class_size); + content_buffer.append(std::format(STR("{:85} // 0x0000 (size: 0x{:X})\n"), padding_part_one, 0x0)); + } } - else if (property->IsA()) + } + auto generate_class_end(File::StringType& content_buffer, size_t class_size) -> void + { + if (UE4SSProgram::settings_manager.CXXHeaderGenerator.DumpOffsetsAndSizes) { - generate_function_declaration(object_info, make_function_info(object_info, static_cast(property)->GetFunctionSignature(), current_class_content), generated_file, content_buffer, IsDelegateFunction::Yes); + content_buffer.append(std::format(STR("}}; // Size: 0x{:X}"), class_size)); } - else if (property->IsA()) + else { - generate_function_declaration(object_info, make_function_info(object_info, static_cast(property)->GetFunctionSignature(), current_class_content), generated_file, content_buffer, IsDelegateFunction::Yes); + content_buffer.append(STR("};")); } + } - if (UE4SSProgram::settings_manager.CXXHeaderGenerator.KeepMemoryLayout) + auto generate_function_declaration(TypeGenerator* generator, + File::StringType& current_class_content, + ObjectInfo& owner, + const FunctionInfo& function_info, + File::StringType function_name, + XProperty* return_property, + std::optional return_property_info) -> void + { + File::StringType function_type_name{}; + if (return_property) { - // Check if next member-var is reflected - // If it's not, add padding so that everything in the struct is aligned properly - auto* next_property = property->GetNextFieldAsProperty(); - if (next_property) + try + { + function_type_name = generate_property_cxx_name(return_property, true, function_info.function, EnableForwardDeclarations::Yes); + } + catch (std::exception& e) { - int32_t current_property_end_location = current_property_offset + current_property_size; + Output::send(STR("Could not generate function '{}' because: {}\n"), function_info.function->GetFullName(), to_wstring(e.what())); + return; + } - int32_t next_property_offset = next_property->GetOffset_Internal(); + if (return_property_info.value().should_forward_declare && !generator->check_ignore_forward_declaration(owner, return_property)) + { + function_type_name.insert(0, STR("class ")); + } + } + else + { + function_type_name = STR("void"); + } - if (current_property_offset != next_property_offset && - current_property_end_location != next_property_offset) + current_class_content.append(std::format(STR("{}{} {}("), generate_tab(), function_type_name, function_name)); + + for (size_t i = 0; i < function_info.params.size(); ++i) + { + const auto& param_info = function_info.params[i]; + if (!param_info.property->HasAnyPropertyFlags(Unreal::CPF_ReturnParm)) + { + try + { + current_class_content.append(std::format(STR("{}{}{}{} {}"), + param_info.property->HasAnyPropertyFlags(Unreal::CPF_ConstParm) ? STR("const ") : STR(""), + param_info.should_forward_declare ? STR("class ") : STR(""), + generate_property_cxx_name(param_info.property, true, function_info.function, EnableForwardDeclarations::Yes), + param_info.property->HasAnyPropertyFlags(Unreal::CPF_ReferenceParm | Unreal::CPF_OutParm) ? STR("&") : STR(""), + param_info.property->GetName())); + } + catch (std::exception& e) { - // Add padding - int32_t padding_property_offset = current_property_end_location; - int32_t padding_property_size = next_property_offset - padding_property_offset; + Output::send(STR("Could not generate function '{}' because: {}\n"), function_info.function->GetFullName(), to_wstring(e.what())); + return; + } - auto padding_part_one = std::format(STR("{}char {}[0x{:X}];"), generate_tab(), std::format(STR("padding_{}"), num_padding_elements++), padding_property_size); - content_buffer.append(std::format(STR("{:85} // 0x{:04X} (size: 0x{:X})\n"), padding_part_one, padding_property_offset, padding_property_size)); + if (i + 1 < function_info.params.size()) + { + auto* next_param = function_info.params[i + 1].property; + if (next_param && (!next_param->HasAnyPropertyFlags(Unreal::CPF_ReturnParm) || i + 2 < function_info.params.size())) + { + current_class_content.append(STR(", ")); + } } } } - - last_property_in_this_class = property; + current_class_content.append(STR(");")); } + }; - int32_t class_size = native_class->GetPropertiesSize(); - - if (UE4SSProgram::settings_manager.CXXHeaderGenerator.KeepMemoryLayout) + class LuaTypesGenerator + { + private: + auto is_valid_lua_symbol(const File::StringType& str) -> bool { - if (last_property_in_this_class) + static const std::set keywords = {STR("and"), STR("break"), STR("do"), STR("else"), STR("elseif"), STR("end"), STR("false"), STR("for"), STR("function"), STR("if"), STR("in"), STR("local"), STR("nil"), STR("not"), STR("or"), STR("repeat"), STR("return"), STR("then"), STR("true"), STR("until"), STR("while")}; + if (keywords.contains(str)) + { + return false; + } + auto it = str.begin(); + if (it == str.end() || std::isdigit(*it)) + { + // string empty or first char is digit + return false; + } + for (; it != str.end(); ++it) { - // TODO: Fix this, the padding is required for alignment when using the SDK for code injection - // This commented-out code was here to provide the correct padding between classes so that everything would line up correctly - // But it no longer works because it was dependent on the "generate_class_chain" function that no longer eixsts - /* - int32_t last_property_offset = last_property_in_this_class->get_offset_for_internal(); - if (first_property) + auto c = *it; + if (c != '_' && !std::isalnum(c)) { - int32_t first_property_offset = first_property->get_offset_for_internal(); - if (last_property_offset != first_property_offset) - { - int32_t last_property_size = last_property_in_this_class->get_size(); - int32_t padding_size = first_property_offset - (last_property_offset + last_property_size); - printf_s("class_size: %X\n", class_size); - printf_s("first_property->get_size(): %X\n", first_property->get_size()); - printf_s("last_property_offset: %X\n", last_property_offset); - printf_s("first_property_offset: %X\n", first_property_offset); - - auto padding_part_one = std::format(STR("{}char {}[0x{:X}];"), generate_tab(), std::format(STR("padding_{}"), num_padding_elements), padding_size); - out.append(std::format(STR("{:85} // 0x{:04X} (size: 0x{:X})\n"), padding_part_one, last_property_offset + last_property_size, padding_size)); - } + // is not underscore or alphanumeric in current locale + return false; } - //*/ } - else if (class_size > 0) + return true; + } + auto quote_lua_symbol(const File::StringType& symbol) -> File::StringType + { + File::StringType quoted; + quoted.reserve(symbol.size() + 2); + quoted.push_back('\''); + for (auto it = symbol.begin(); it != symbol.end(); ++it) { - // No reflected member variables exist but there are non-reflected member variables - // Add padding for non-reflected member variables, for alignment purposes - auto padding_part_one = std::format(STR("{}char {}[0x{:X}];"), generate_tab(), std::format(STR("padding_{}"), num_padding_elements), class_size); - content_buffer.append(std::format(STR("{:85} // 0x0000 (size: 0x{:X})\n"), padding_part_one, 0x0)); + auto c = *it; + if (c == '\\' || c == '\'') + { + quoted.push_back('\\'); + } + quoted.push_back(c); } -} - - // Functions - if (native_class->HasChildren()) + quoted.push_back('\''); + return quoted; + } + auto make_valid_symbol(const File::StringType& symbol) -> File::StringType { - content_buffer.append(STR("\n")); - for (const auto& function_info : functions_to_generate) + File::StringType valid; + valid.reserve(symbol.size()); + auto it = symbol.begin(); + if (it == symbol.end() || std::isdigit(*it)) { - generate_function_declaration(object_info, function_info, generated_file, content_buffer); + valid.push_back('_'); } + for (; it != symbol.end(); ++it) + { + auto c = *it; + valid.push_back((c == '_' || std::isalnum(c)) ? c : '_'); + } + return valid; } - if (UE4SSProgram::settings_manager.CXXHeaderGenerator.DumpOffsetsAndSizes) + public: + auto get_file_extension() -> File::StringType { - content_buffer.append(std::format(STR("}}; // Size: 0x{:X}\n\n"), class_size)); + return STR(".lua"); } - else + auto generate_file_header(GeneratedFile& generated_file) -> void { - content_buffer.append(STR("};\n\n")); + generated_file.primary_file.write_string_to_file(STR("---@meta\n\n")); } - - current_class_content.append(content_buffer); - return native_class->GetFirstProperty(); - } - - auto CXXGenerator::generate_enum(UObject* native_object, GeneratedFile& generated_file) -> void - { - generated_file.secondary_file_has_no_contents = false; - - File::StringType content_buffer; - UEnum* uenum = static_cast(native_object); - auto& enum_names = uenum->GetEnumNames(); - - const auto cpp_form = uenum->GetCppForm(); - if (cpp_form == UEnum::ECppForm::Regular) + auto generate_file_footer(GeneratedFile& generated_file) -> void {} + auto generate_enum_declaration(File::StringType& content_buffer, UEnum* uenum) -> void { - content_buffer.append(std::format(STR("enum {} {{\n"), get_native_enum_name(uenum, false))); + auto enum_name = uenum->GetName(); + content_buffer.append(std::format(STR("---@enum {}\n{} = {{\n"), enum_name, enum_name)); } - else if (cpp_form == UEnum::ECppForm::Namespaced) + auto generate_enum_member(File::StringType& content_buffer, UEnum* uenum, const File::StringType& enum_value_name, Unreal::FEnumNamePair* elem) -> void { - content_buffer.append(std::format(STR("namespace {} {{\n{}enum Type {{\n"), get_native_enum_name(uenum, false), generate_tab())); + content_buffer.append(std::format(STR("{}{} = {},\n"), generate_tab(), enum_value_name, elem->Value)); } - else if (cpp_form == UEnum::ECppForm::EnumClass) + auto generate_enum_end(File::StringType& content_buffer, UEnum* uenum) -> void { - content_buffer.append(std::format(STR("enum class {} {{\n"), get_native_enum_name(uenum, false))); + content_buffer.append(STR("}")); } - enum_names.ForEach([&](Unreal::FEnumNamePair* elem, size_t index) { - auto enum_value_full_name = elem->Key.ToString(); - size_t colon_pos = enum_value_full_name.rfind(STR(":")); - auto enum_value_name = colon_pos == enum_value_full_name.npos ? enum_value_full_name : enum_value_full_name.substr(colon_pos + 1); + auto should_generate_class(UStruct* native_class) { + // skip UObject to define externally + return native_class != UObject::StaticClass(); + } + auto generate_class(TypeGenerator* generator, ObjectInfo& object_info, GeneratedFile& generated_file, File::StringType& current_class_content) + { + UStruct* native_class = static_cast(object_info.object); + File::StringType content_buffer{}; - content_buffer.append(std::format(STR("{}{}{} = {},\n"), generate_tab(), cpp_form == UEnum::ECppForm::Namespaced ? generate_tab() : STR(""), enum_value_name, elem->Value)); + UStruct* inherits_from_class = native_class->GetSuperStruct(); - return LoopAction::Continue; - }); + // Make sure that the base class is defined + generator->generate_class_dependency(object_info, inherits_from_class, current_class_content); - content_buffer.append(std::format(STR("{}}};"), cpp_form == UEnum::ECppForm::Namespaced ? generate_tab() : STR(""))); + // If any properties have dependencies, make sure that they are defined + // This makes sure that we don't have member variables with undefined types (if the types are local, otherwise we need to include the file that the struct exists in) + std::vector properties_to_generate{}; + native_class->ForEachProperty([&](XProperty* property) { + properties_to_generate.emplace_back(PropertyInfo{property, generator->generate_class_dependency_from_property(object_info, property, current_class_content)}); + return LoopAction::Continue; + }); - if (cpp_form == UEnum::ECppForm::Namespaced) - { - content_buffer.append(STR("\n}")); - } + std::vector functions_to_generate{}; + native_class->ForEachFunction([&](UFunction* function) { + auto& function_info = functions_to_generate.emplace_back(FunctionInfo{function, object_info}); - content_buffer.append(STR("\n\n")); + function->ForEachProperty([&](XProperty* param) { + if (!param->HasAnyPropertyFlags(Unreal::CPF_Parm | Unreal::CPF_ReturnParm)) { return LoopAction::Continue; } - generated_file.ordered_secondary_file_contents.push_back(content_buffer); - } + function_info.params.emplace_back(PropertyInfo{param, generator->generate_class_dependency_from_property(object_info, param, current_class_content)}); + return LoopAction::Continue; + }); + return LoopAction::Continue; + }); - auto CXXGenerator::generate_package(UObject* package, File::StringType& out) -> void - { - UObjectGlobals::ForEachUObject([&](void* object, [[maybe_unused]]int32_t chunk_index, [[maybe_unused]]int32_t object_index) { - return LoopAction::Continue; - }); - } + auto class_name = generate_class_name(native_class); - auto CXXGenerator::generate_package_if_non_existent(UObject* object) -> GeneratedFile* - { - UObject* package{}; - UObject* outer = object; - if (!outer) { return nullptr; } + generate_class_declaration(content_buffer, native_class, inherits_from_class); - do - { - if (object_is_package(outer)) + int32_t num_padding_elements{0}; + XProperty* last_property_in_this_class{nullptr}; + + for (const auto& property_info : properties_to_generate) { - package = outer; - break; + XProperty* property = property_info.property; + int32_t current_property_offset = property->GetOffset_Internal(); + int32_t current_property_size = property->GetSize(); + + try + { + const auto& property_name = property->GetName(); + if (is_valid_lua_symbol(property_name)) { + content_buffer.append(std::format(STR("---@field {} {}\n"), property_name, generate_property_lua_name(property, true, native_class))); + } else { + content_buffer.append(std::format(STR("---@field [{}] {}\n"), quote_lua_symbol(property_name), generate_property_lua_name(property, true, native_class))); + } + } + catch (std::exception& e) + { + Output::send(STR("Could not generate property '{}' because: {}\n"), property->GetFullName(), to_wstring(e.what())); + continue; + } + + // TODO: Lua delegates + + last_property_in_this_class = property; } - outer = outer->GetOuterPrivate(); - } while (outer); + int32_t class_size = native_class->GetPropertiesSize(); + generate_class_struct_end(content_buffer, class_name, class_size, num_padding_elements, last_property_in_this_class); - if (!package) - { - throw std::runtime_error{"[generate_package_if_non_existent] Was unable to find UPackage for this object"}; - } + // Functions + if (native_class->HasChildren()) + { + content_buffer.append(STR("\n")); + for (const auto& function_info : functions_to_generate) + { + generator->generate_function_declaration(object_info, function_info, generated_file, content_buffer); + } + } - FName package_fname = package->GetNamePrivate(); - if (m_files.contains(package_fname)) - { - return &m_files.at(package_fname); + generate_class_end(content_buffer, class_size); + + content_buffer.append(STR("\n\n")); + + current_class_content.append(content_buffer); } - else + auto generate_class_declaration(File::StringType& content_buffer, UStruct* native_class, UStruct* inherits_from_class) -> void { - // Get rid of everything before the last slash + the last slash, leaving only the actual name - File::StringType package_name = package->GetNamePrivate().ToString(); - package_name = package_name.substr(package_name.rfind(STR("/")) + 1); - File::StringType package_name_all_lower = package_name; - std::transform(package_name_all_lower.begin(), package_name_all_lower.end(), package_name_all_lower.begin(), [](File::CharType c) { - return std::towlower(c); - }); - - if (m_file_names.contains(package_name_all_lower)) + auto class_name = generate_class_name(native_class); + if (inherits_from_class) { - // File name collision - auto& file_name = m_file_names[package_name_all_lower]; - package_name.append(std::format(STR("_DUPL_{}"), ++file_name.num_collisions)); - Output::send(STR("File name collision, renamed to '{}'\n"), package_name); + content_buffer.append(std::format(STR("---@class {} : {}\n"), class_name, generate_class_name(inherits_from_class))); } else { - m_file_names.emplace(package_name_all_lower, FileName{}); + content_buffer.append(std::format(STR("---@class {}\n"), class_name)); } - - // The '\\?\' at the beginning of the string unlocks path size restriction from MAX_PATH to 32k - std::filesystem::path directory_to_generate_in = std::filesystem::path("\\\\?\\"); - directory_to_generate_in += (m_directory_to_generate_in); - - std::filesystem::path primary_file_path_and_name = directory_to_generate_in; - primary_file_path_and_name.append(package_name); - primary_file_path_and_name.replace_extension(".hpp"); - - std::filesystem::path secondary_file_path_and_name = directory_to_generate_in; - secondary_file_path_and_name.append(package_name + STR("_enums")); - secondary_file_path_and_name.replace_extension(".hpp"); - - GeneratedFile generated_file{ - .primary_file_name = primary_file_path_and_name, - .secondary_file_name = secondary_file_path_and_name, - .ordered_primary_file_contents = {}, - .ordered_secondary_file_contents = {}, - .package_name = package_name, - .primary_file = {}, - .secondary_file = {}, - .primary_file_has_no_contents = true, - .secondary_file_has_no_contents = true, - }; - - auto& file_in_map = m_files.emplace(std::move(package_fname), std::move(generated_file)).first->second; - return &file_in_map; } - } - - auto CXXGenerator::cleanup_old_sdk() -> void - { - if (!std::filesystem::exists(m_directory_to_generate_in)) { return; } - - for (const auto& item : std::filesystem::directory_iterator(m_directory_to_generate_in)) + auto generate_class_struct_end(File::StringType& content_buffer, + const File::StringType& class_name, + size_t class_size, + int32_t num_padding_elements, + XProperty* last_property_in_this_class) -> void + { + content_buffer.append(std::format(STR("{} = {{}}\n"), class_name)); + } + auto generate_class_end(File::StringType& content_buffer, size_t class_size) -> void { - if (item.is_directory()) { continue; } - if (item.path().extension() != STR(".hpp")) { continue; } - - File::delete_file(item.path()); } - } - - auto CXXGenerator::generate() -> void - { - Output::send(STR("Cleaning up old SDK files...\n")); - cleanup_old_sdk(); - Output::send(STR("Generating SDK...\n")); - - // 400k should be enough for most games, and it's highly unlikely to cause more than one reallocation even if the game is huge - m_classes_dumped.reserve(400000); - - size_t num_objects_generated{}; - UObjectGlobals::ForEachUObject([&](void* untyped_object, [[maybe_unused]]int32_t chunk_index, [[maybe_unused]]int32_t object_index) { - UObject* object = static_cast(untyped_object); - UClass* object_class = object->GetClassPrivate(); - - // Generate file for package if it doesn't already exist - GeneratedFile* package_file = generate_package_if_non_existent(object); - if (!package_file) + auto generate_function_declaration(TypeGenerator* generator, + File::StringType& current_class_content, + ObjectInfo& owner, + const FunctionInfo& function_info, + File::StringType function_name, + XProperty* return_property, + std::optional return_property_info) -> void + { + for (size_t i = 0; i < function_info.params.size(); ++i) { - // Object should not be dumped - return LoopAction::Continue; + const auto& param_info = function_info.params[i]; + if (!param_info.property->HasAnyPropertyFlags(Unreal::CPF_ReturnParm)) + { + try + { + auto param_name = param_info.property->GetName(); + // TODO disambiguate param renames + current_class_content.append(std::format(STR("---@param {} {}\n"), make_valid_symbol(param_name), generate_property_lua_name(param_info.property, true, function_info.function))); + } + catch (std::exception& e) + { + Output::send(STR("Could not generate function '{}' because: {}\n"), function_info.function->GetFullName(), to_wstring(e.what())); + return; + } + } } - else if (object->IsA()) - { - generate_enum(object, *package_file); - ++num_objects_generated; - return LoopAction::Continue; - } - else if ((object_class->IsChildOf() || - object_class->IsChildOf()) && - !m_classes_dumped.contains(object)) + if (return_property) { - // Generate a class for this object - auto& object_info = m_classes_dumped.emplace(object, ObjectInfo{object}).first->second; - File::StringType class_content{}; - generate_class(object_info, *package_file, class_content); - if (!package_file->primary_file_has_no_contents) + try + { + current_class_content.append(std::format(STR("---@return {}\n"), generate_property_lua_name(return_property, true, function_info.function))); + } + catch (std::exception& e) { - package_file->ordered_primary_file_contents.push_back(class_content); + Output::send(STR("Could not generate function '{}' because: {}\n"), function_info.function->GetFullName(), to_wstring(e.what())); + return; } - ++num_objects_generated; + } - return LoopAction::Continue; + auto class_name = generate_class_name(static_cast(owner.object)); + + if (is_valid_lua_symbol(function_name)) + { + current_class_content.append(std::format(STR("function {}:{}("), class_name, function_name)); } else { - // Object should not be dumped - return LoopAction::Continue; + current_class_content.append(std::format(STR("{}[{}] = function("), class_name, quote_lua_symbol(function_name))); } - }); - create_all_files(); + for (size_t i = 0; i < function_info.params.size(); ++i) + { + const auto& param_info = function_info.params[i]; + if (!param_info.property->HasAnyPropertyFlags(Unreal::CPF_ReturnParm)) + { + auto param_name = param_info.property->GetName(); + // TODO disambiguate param renames + current_class_content.append(std::format(STR("{}"), make_valid_symbol(param_name))); + + if (i + 1 < function_info.params.size()) + { + auto* next_param = function_info.params[i + 1].property; + if (next_param && (!next_param->HasAnyPropertyFlags(Unreal::CPF_ReturnParm) || i + 2 < function_info.params.size())) + { + current_class_content.append(STR(", ")); + } + } + } + } + current_class_content.append(STR(") end")); + } + }; + + auto generate_cxx_headers(const std::filesystem::path directory_to_generate_in) -> void + { + TypeGenerator generator{directory_to_generate_in}; + generator.generate(); + } + + auto generate_lua_types(const std::filesystem::path directory_to_generate_in) -> void + { + TypeGenerator generator{directory_to_generate_in}; + generator.generate(); } } diff --git a/src/UE4SSProgram.cpp b/src/UE4SSProgram.cpp index 9f4be44ee..96f231a04 100644 --- a/src/UE4SSProgram.cpp +++ b/src/UE4SSProgram.cpp @@ -1071,8 +1071,34 @@ namespace RC { ScopedTimer generator_timer{&generator_duration}; - UEGenerator::CXXGenerator cxx_generator{output_dir}; - cxx_generator.generate(); + UEGenerator::generate_cxx_headers(output_dir); + + Output::send(STR("Unloading all forcefully loaded assets\n")); + } + + UAssetRegistry::FreeAllForcefullyLoadedAssets(); + Output::send(STR("SDK generated in {} seconds.\n"), generator_duration); + } + + auto UE4SSProgram::generate_lua_types(const std::filesystem::path& output_dir) -> void + { + if (settings_manager.CXXHeaderGenerator.LoadAllAssetsBeforeGeneratingCXXHeaders) + { + Output::send(STR("Loading all assets...\n")); + double asset_loading_duration{}; + { + ScopedTimer loading_timer{&asset_loading_duration}; + + UAssetRegistry::LoadAllAssets(); + } + Output::send(STR("Loading all assets took {} seconds\n"), asset_loading_duration); + } + + double generator_duration; + { + ScopedTimer generator_timer{&generator_duration}; + + UEGenerator::generate_lua_types(output_dir); Output::send(STR("Unloading all forcefully loaded assets\n")); } From f9b1672046b4a45320f9bc7453ebea977109949d Mon Sep 17 00:00:00 2001 From: UE4SS Date: Sat, 29 Apr 2023 02:27:52 +0200 Subject: [PATCH 52/55] Fixed VTableLayout.ini not working for some classes --- src/UE4SSProgram.cpp | 38 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 38 insertions(+) diff --git a/src/UE4SSProgram.cpp b/src/UE4SSProgram.cpp index 96f231a04..f3a87d6ec 100644 --- a/src/UE4SSProgram.cpp +++ b/src/UE4SSProgram.cpp @@ -46,6 +46,9 @@ #include #include #include +#include +#include +#include #include #include @@ -563,6 +566,41 @@ namespace RC Unreal::FMalloc::VTableLayoutMap.emplace(item, offset); }); + Output::send(STR("AActor\n")); + uint32_t aactor_size = retrieve_vtable_layout_from_ini(STR("AActor"), [&](uint32_t index, File::StringType& item) { + uint32_t offset = calculate_virtual_function_offset(index, uobjectbase_size, uobjectbaseutility_size, uobject_size); + Output::send(STR("AActor::{} = 0x{:X}\n"), item, offset); + Unreal::AActor::VTableLayoutMap.emplace(item, offset); + }); + + Output::send(STR("AGameModeBase\n")); + uint32_t agamemodebase_size = retrieve_vtable_layout_from_ini(STR("AGameModeBase"), [&](uint32_t index, File::StringType& item) { + uint32_t offset = calculate_virtual_function_offset(index, uobjectbase_size, uobjectbaseutility_size, uobject_size, aactor_size); + Output::send(STR("AGameModeBase::{} = 0x{:X}\n"), item, offset); + Unreal::AGameModeBase::VTableLayoutMap.emplace(item, offset); + }); + + Output::send(STR("AGameMode")); + retrieve_vtable_layout_from_ini(STR("AGameMode"), [&](uint32_t index, File::StringType& item) { + uint32_t offset = calculate_virtual_function_offset(index, Unreal::Version::IsAtLeast(4, 14) ? uobjectbase_size, uobjectbaseutility_size, uobject_size, aactor_size, agamemodebase_size : uobjectbase_size, uobjectbaseutility_size, uobject_size, aactor_size); + Output::send(STR("AGameMode::{} = 0x{:X}\n"), item, offset); + Unreal::AGameMode::VTableLayoutMap.emplace(item, offset); + }); + + Output::send(STR("UPlayer\n")); + uint32_t uplayer_size = retrieve_vtable_layout_from_ini(STR("UPlayer"), [&](uint32_t index, File::StringType& item) { + uint32_t offset = calculate_virtual_function_offset(index, uobjectbase_size, uobjectbaseutility_size, uobject_size); + Output::send(STR("UPlayer::{} = 0x{:X}\n"), item, offset); + Unreal::UPlayer::VTableLayoutMap.emplace(item, offset); + }); + + Output::send(STR("ULocalPlayer\n")); + retrieve_vtable_layout_from_ini(STR("ULocalPlayer"), [&](uint32_t index, File::StringType& item) { + uint32_t offset = calculate_virtual_function_offset(index, uobjectbase_size, uobjectbaseutility_size, uobject_size, uplayer_size); + Output::send(STR("ULocalPlayer::{} = 0x{:X}\n"), item, offset); + Unreal::ULocalPlayer::VTableLayoutMap.emplace(item, offset); + }); + file.close(); } }); From 1481302738f0feba00d2ccf22f6f866505d1f242 Mon Sep 17 00:00:00 2001 From: UE4SS Date: Sat, 29 Apr 2023 04:42:26 +0200 Subject: [PATCH 53/55] Updated Unreal module to fix some C++ mod problems --- Dependencies/Unreal | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Dependencies/Unreal b/Dependencies/Unreal index db1c204e3..959df0b8c 160000 --- a/Dependencies/Unreal +++ b/Dependencies/Unreal @@ -1 +1 @@ -Subproject commit db1c204e3b7b7458e0031001490854aec256af50 +Subproject commit 959df0b8c1a2114c2a07d077efe52e743027c018 From 3d8db8efb7bd2f7767943774d97c8d9f56618f4d Mon Sep 17 00:00:00 2001 From: narknon <73571427+narknon@users.noreply.github.com> Date: Mon, 1 May 2023 16:49:34 -0400 Subject: [PATCH 54/55] Add pause to generate_vs_solution.bat --- VS_Solution/generate_vs_solution.bat | 2 ++ 1 file changed, 2 insertions(+) diff --git a/VS_Solution/generate_vs_solution.bat b/VS_Solution/generate_vs_solution.bat index d539d268f..4172982ea 100644 --- a/VS_Solution/generate_vs_solution.bat +++ b/VS_Solution/generate_vs_solution.bat @@ -5,3 +5,5 @@ set BuildMode=Release ) cmake -DCMAKE_BUILD_TYPE=%BuildMode% -DRC_FORCE_ALL_STATIC_LIBS= -G"Visual Studio 17 2022" .. + +pause \ No newline at end of file From 7c4cc93ac8f177bf443135c54779bdb07beb56a1 Mon Sep 17 00:00:00 2001 From: narknon <73571427+narknon@users.noreply.github.com> Date: Mon, 1 May 2023 17:28:02 -0400 Subject: [PATCH 55/55] Update custom game config files and changelogs for 2.5.2 release --- .../UE4SS_Signatures/GUObjectArray.lua | 12 + .../FName_Constructor.lua | 0 .../{ => UE4SS_Signatures}/FName_ToString.lua | 0 .../{ => UE4SS_Signatures}/GMalloc.lua | 0 .../StaticConstructObject.lua | 0 .../MemberVariableLayout.ini | 197 +++++ .../Star Wars Jedi Survivor/VTableLayout.ini | 778 ++++++++++++++++++ Staging/Changelog.md | 17 +- StagingDev/Changelog.md | 18 +- generated_src/version.cache | 2 +- 10 files changed, 1019 insertions(+), 5 deletions(-) create mode 100644 CustomGameConfigs/DeadIsland2/UE4SS_Signatures/GUObjectArray.lua rename CustomGameConfigs/Ghost Wire Tokyo/{ => UE4SS_Signatures}/FName_Constructor.lua (100%) rename CustomGameConfigs/Ghost Wire Tokyo/{ => UE4SS_Signatures}/FName_ToString.lua (100%) rename CustomGameConfigs/Ghost Wire Tokyo/{ => UE4SS_Signatures}/GMalloc.lua (100%) rename CustomGameConfigs/Ghost Wire Tokyo/{ => UE4SS_Signatures}/StaticConstructObject.lua (100%) create mode 100644 CustomGameConfigs/Star Wars Jedi Survivor/MemberVariableLayout.ini create mode 100644 CustomGameConfigs/Star Wars Jedi Survivor/VTableLayout.ini diff --git a/CustomGameConfigs/DeadIsland2/UE4SS_Signatures/GUObjectArray.lua b/CustomGameConfigs/DeadIsland2/UE4SS_Signatures/GUObjectArray.lua new file mode 100644 index 000000000..84b7d5843 --- /dev/null +++ b/CustomGameConfigs/DeadIsland2/UE4SS_Signatures/GUObjectArray.lua @@ -0,0 +1,12 @@ +function Register() + return "48 8D ?? ?? ?? ?? ?? E8 ?? ?? ?? ?? 45 33 C9 4C 89 74 24 20 4C 8D 44 24 20 4C 89 7C 24 28 48 8D 54 24 60 48 8D 4E 08 E8 ?? ?? ?? ?? 48 85 DB" +end + +function OnMatchFound(matchAddress) + local leaInstr = matchAddress + local nextInstr = leaInstr + 0x7 + local offset = leaInstr + 0x3 + local arrayAddress = nextInstr + DerefToInt32(offset) + + return arrayAddress +end \ No newline at end of file diff --git a/CustomGameConfigs/Ghost Wire Tokyo/FName_Constructor.lua b/CustomGameConfigs/Ghost Wire Tokyo/UE4SS_Signatures/FName_Constructor.lua similarity index 100% rename from CustomGameConfigs/Ghost Wire Tokyo/FName_Constructor.lua rename to CustomGameConfigs/Ghost Wire Tokyo/UE4SS_Signatures/FName_Constructor.lua diff --git a/CustomGameConfigs/Ghost Wire Tokyo/FName_ToString.lua b/CustomGameConfigs/Ghost Wire Tokyo/UE4SS_Signatures/FName_ToString.lua similarity index 100% rename from CustomGameConfigs/Ghost Wire Tokyo/FName_ToString.lua rename to CustomGameConfigs/Ghost Wire Tokyo/UE4SS_Signatures/FName_ToString.lua diff --git a/CustomGameConfigs/Ghost Wire Tokyo/GMalloc.lua b/CustomGameConfigs/Ghost Wire Tokyo/UE4SS_Signatures/GMalloc.lua similarity index 100% rename from CustomGameConfigs/Ghost Wire Tokyo/GMalloc.lua rename to CustomGameConfigs/Ghost Wire Tokyo/UE4SS_Signatures/GMalloc.lua diff --git a/CustomGameConfigs/Ghost Wire Tokyo/StaticConstructObject.lua b/CustomGameConfigs/Ghost Wire Tokyo/UE4SS_Signatures/StaticConstructObject.lua similarity index 100% rename from CustomGameConfigs/Ghost Wire Tokyo/StaticConstructObject.lua rename to CustomGameConfigs/Ghost Wire Tokyo/UE4SS_Signatures/StaticConstructObject.lua diff --git a/CustomGameConfigs/Star Wars Jedi Survivor/MemberVariableLayout.ini b/CustomGameConfigs/Star Wars Jedi Survivor/MemberVariableLayout.ini new file mode 100644 index 000000000..aab47ccde --- /dev/null +++ b/CustomGameConfigs/Star Wars Jedi Survivor/MemberVariableLayout.ini @@ -0,0 +1,197 @@ +[UObjectBase] +ClassPrivate = 0x10 +InternalIndex = 0xC +NamePrivate = 0x18 +ObjectFlags = 0x8 +OuterPrivate = 0x20 + +[UScriptStruct::ICppStructOps] +Alignment = 0xC +Size = 0x8 + +[FField] +ClassPrivate = 0x8 +FlagsPrivate = 0x30 +NamePrivate = 0x28 +Next = 0x20 +Owner = 0x10 + +[FSoftClassProperty] +MetaClass = 0x80 + +[FOutputDevice] +bAutoEmitLineTerminator = 0x9 +bSuppressEventTag = 0x8 + +[FEnumProperty] +Enum = 0x80 +UnderlyingProp = 0x78 + +[UStruct] +ChildProperties = 0x50 +Children = 0x48 +DestructorLink = 0x80 +MinAlignment = 0x5C +PostConstructLink = 0x88 +PropertiesSize = 0x58 +PropertyLink = 0x70 +RefLink = 0x78 +Script = 0x60 +ScriptAndPropertyObjectReferences = 0x90 +SuperStruct = 0x40 +UnresolvedScriptProperties = 0xA0 + +[UFunction] +EventGraphCallOffset = 0xD0 +EventGraphFunction = 0xC8 +FirstPropertyToInit = 0xC0 +Func = 0xD8 +FunctionFlags = 0xB0 +NumParms = 0xB4 +ParmsSize = 0xB6 +RPCId = 0xBA +RPCResponseId = 0xBC +ReturnValueOffset = 0xB8 + +[UField] +Next = 0x28 + +[FDelegateProperty] +SignatureFunction = 0x78 + +[FProperty] +ArrayDim = 0x38 +DestructorLinkNext = 0x68 +ElementSize = 0x3C +NextRef = 0x60 +Offset_Internal = 0x4C +PostConstructLinkNext = 0x70 +PropertyFlags = 0x40 +PropertyLinkNext = 0x58 +RepIndex = 0x48 +RepNotifyFunc = 0x50 + +[FMulticastDelegateProperty] +SignatureFunction = 0x78 + +[FObjectPropertyBase] +PropertyClass = 0x78 + +[UScriptStruct] +CppStructOps = 0xB8 +StructFlags = 0xB0 +bPrepareCppStructOpsCompleted = 0xB4 + +[UWorld] +ActiveLevelCollectionIndex = 0x158 +AudioTimeSeconds = 0x5A4 +BuildStreamingDataTimer = 0x3C8 +CleanupWorldTag = 0x614 +CommittedPersistentLevelName = 0x608 +DeltaTimeSeconds = 0x5A8 +ExtraReferencedObjects = 0x68 +LastTimeUnbuiltLightingWasEncountered = 0x590 +NextSwitchCountdown = 0x5D4 +NextURL = 0x5E8 +NumStreamingLevelsBeingLoaded = 0x5E2 +OriginOffsetThisFrame = 0x5C8 +PauseDelay = 0x5AC +PerModuleDataObjects = 0x78 +PlayerNum = 0x550 +PreparingLevelNames = 0x5F8 +RealTimeSeconds = 0x5A0 +StreamingLevelsPrefix = 0xC0 +StreamingVolumeUpdateDelay = 0x554 +TimeSeconds = 0x598 +UnpausedTimeSeconds = 0x59C +ViewLocationsRenderedLastFrame = 0xF8 +bActorsInitialized = 0x10C +bAggressiveLOD = 0x10C +bAllowAudioPlayback = 0x10E +bAreConstraintsDirty = 0x10E +bBegunPlay = 0x10D +bDebugPauseExecution = 0x10D +bDoDelayedUpdateCullDistanceVolumes = 0x10C +bDropDetail = 0x10C +bInTick = 0x10B +bIsBuilt = 0x10B +bIsCameraMoveableWhenPaused = 0x10E +bIsDefaultLevel = 0x10C +bIsLevelStreamingFrozen = 0x10B +bIsRunningConstructionScript = 0x10C +bIsTearingDown = 0x10D +bIsWorldInitialized = 0x10B +bKismetScriptError = 0x10D +bMarkedObjectsPendingKill = 0x610 +bMatchStarted = 0x10D +bMaterialParameterCollectionInstanceNeedsDeferredUpdate = 0x10F +bPlayersOnly = 0x10D +bPlayersOnlyPending = 0x10D +bPostTickComponentUpdate = 0x10B +bRequestedBlockOnAsyncLoading = 0x10C +bRequiresHitProxies = 0x10E +bShouldForceUnloadStreamingLevels = 0x10E +bShouldForceVisibleStreamingLevels = 0x10E +bShouldSimulatePhysics = 0x10C +bShouldTick = 0x10E +bStartup = 0x10D +bStreamingDataDirty = 0x10E +bTickNewlySpawned = 0x10B +bTriggerPostLoadMap = 0x10B +bWorldWasLoadedThisTick = 0x10B + +[UClass] +ClassAddReferencedObjects = 0xC0 +ClassConfigName = 0xF0 +ClassConstructor = 0xB0 +ClassDefaultObject = 0x120 +ClassFlags = 0xD0 +ClassGeneratedBy = 0xE8 +ClassUnique = 0xC8 +ClassVTableHelperCtorCaller = 0xB8 +ClassWithin = 0xE0 +FirstOwnedClassRep = 0x118 +Interfaces = 0x1E0 +NetFields = 0x108 +SparseClassData = 0x128 +SparseClassDataStruct = 0x130 +bCooked = 0xC8 + +[FSetProperty] +ElementProp = 0x78 + +[UEnum] +CppForm = 0x50 +CppType = 0x30 +EnumDisplayNameFn = 0x58 +EnumFlags = 0x54 +Names = 0x40 + +[FStructProperty] +Struct = 0x78 + +[FArrayProperty] +Inner = 0x78 + +[FMapProperty] +KeyProp = 0x78 +ValueProp = 0x80 + +[FBoolProperty] +ByteMask = 0x7A +ByteOffset = 0x79 +FieldMask = 0x7B +FieldSize = 0x78 + +[FByteProperty] +Enum = 0x78 + +[FClassProperty] +MetaClass = 0x80 + +[FInterfaceProperty] +InterfaceClass = 0x78 + +[FFieldPathProperty] +PropertyClass = 0x78 + diff --git a/CustomGameConfigs/Star Wars Jedi Survivor/VTableLayout.ini b/CustomGameConfigs/Star Wars Jedi Survivor/VTableLayout.ini new file mode 100644 index 000000000..84028dfaa --- /dev/null +++ b/CustomGameConfigs/Star Wars Jedi Survivor/VTableLayout.ini @@ -0,0 +1,778 @@ +[FExec] +__vecDelDtor +Exec + +[UObjectBase] +__vecDelDtor +RegisterDependencies +DeferredRegister + +[UObjectBaseUtility] +; void* __vecDelDtor(param_count: 1, ); +__vecDelDtor_2 +CanBeClusterRoot +CanBeInCluster +CreateCluster +OnClusterMarkedAsPendingKill + +[UObject] +; void* __vecDelDtor(param_count: 1, ); +__vecDelDtor_3 +GetDetailedInfoInternal +PostInitProperties +PostCDOContruct +PreSaveRoot +PostSaveRoot +PreSave +IsReadyForAsyncPostLoad +PostLoad +PostLoadSubobjects +BeginDestroy +IsReadyForFinishDestroy +FinishDestroy +Serialize +; void Serialize(param_count: 1, FArchive& Ar); +Serialize_2 +ShutdownAfterError +PostInterpChange +PostRename +PreDuplicate +PostDuplicate +; void PostDuplicate(param_count: 1, bool bDuplicateForPIE); +PostDuplicate_2 +NeedsLoadForClient +NeedsLoadForServer +NeedsLoadForTargetPlatform +NeedsLoadForEditorGame +IsEditorOnly +IsPostLoadThreadSafe +IsDestructionThreadSafe +GetPreloadDependencies +GetPrestreamPackages +ExportCustomProperties +ImportCustomProperties +PostEditImport +PostReloadConfig +UnknownFunction_1 +Rename +GetDesc +GetSparseClassDataStruct +GetWorld +GetNativePropertyValues +GetResourceSizeEx +GetExporterName +GetRestoreForUObjectOverwrite +AreNativePropertiesIdenticalTo +GetAssetRegistryTags +IsAsset +GetPrimaryAssetId +IsLocalizedResource +IsSafeForRootSet +TagSubobjects +GetLifetimeReplicatedProps +IsNameStableForNetworking +IsFullNameStableForNetworking +IsSupportedForNetworking +GetSubobjectsWithStableNamesForNetworking +PreNetReceive +PostNetReceive +PostRepNotifies +PreDestroyFromReplication +BuildSubobjectMapping +GetConfigOverridePlatform +OverridePerObjectConfigSection +ProcessEvent +GetFunctionCallspace +CallRemoteFunction +ProcessConsoleExec +RegenerateClass +MarkAsEditorOnlySubobject +CheckDefaultSubobjectsInternal +ValidateGeneratedRepEnums +SetNetPushIdDynamic +GetNetPushIdDynamic + +[UScriptStruct::ICppStructOps] +__vecDelDtor +HasNoopConstructor +HasZeroConstructor +Construct +HasDestructor +Destruct +HasSerializer +HasStructuredSerializer +Serialize +; bool Serialize(param_count: 2, ); +Serialize_2 +HasPostSerialize +PostSerialize +HasNetSerializer +HasNetSharedSerialization +NetSerialize +HasNetDeltaSerializer +NetDeltaSerialize +HasPostScriptConstruct +PostScriptConstruct +IsPlainOldData +HasCopy +Copy +HasIdentical +Identical +HasExportTextItem +ExportTextItem +HasImportTextItem +ImportTextItem +HasAddStructReferencedObjects +AddStructReferencedObjects +HasSerializeFromMismatchedTag +HasStructuredSerializeFromMismatchedTag +SerializeFromMismatchedTag +StructuredSerializeFromMismatchedTag +HasGetTypeHash +GetStructTypeHash +GetComputedPropertyFlags +IsAbstract + +[FArchive] +; void* __vecDelDtor(param_count: 1, ); +__vecDelDtor_2 +operator<< +; FArchive& operator<<(param_count: 1, FSoftObjectPath& Value); +operator<<_2 +; FArchive& operator<<(param_count: 1, FSoftObjectPtr& Value); +operator<<_3 +; FArchive& operator<<(param_count: 1, FLazyObjectPtr& Value); +operator<<_4 +; FArchive& operator<<(param_count: 1, FField& Value); +operator<<_5 +; FArchive& operator<<(param_count: 1, UObject& Value); +operator<<_6 +; FArchive& operator<<(param_count: 1, FText& Value); +operator<<_7 +; FArchive& operator<<(param_count: 1, FName& Value); +operator<<_8 +ForceBlueprintFinalization +Serialize +SerializeBits +SerializeInt +SerializeIntPacked +Preload +Seek +AttachBulkData +DetachBulkData +IsProxyOf +Precache +FlushCache +SetCompressionMap +Flush +Close +MarkScriptSerializationStart +MarkScriptSerializationEnd +MarkSearchableName +UsingCustomVersion +GetCacheableArchive +PushSerializedProperty +PopSerializedProperty +AttachExternalReadDependency +PushFileRegionType +PopFileRegionType + +[FArchiveState] +__vecDelDtor +GetInnermostState +CountBytes +GetArchiveName +GetLinker +Tell +TotalSize +AtEnd +GetArchetypeFromLoader +GetCustomVersions +SetCustomVersions +ResetCustomVersions +SetFilterEditorOnly +UseToResolveEnumerators +ShouldSkipProperty +SetSerializedProperty +SetSerializedPropertyChain +SetSerializeContext +GetSerializeContext +Reset +SetIsLoading +SetIsSaving +SetIsTransacting +SetIsTextFormat +SetWantBinaryPropertySerialization +SetUseUnversionedPropertySerialization +SetForceUnicode +SetIsPersistent +SetUE4Ver +SetLicenseeUE4Ver +SetEngineVer +SetEngineNetVer +SetGameNetVer + +[FOutputDevice] +__vecDelDtor +Serialize +; void Serialize(param_count: 3, ); +Serialize_2 +Flush +TearDown +Dump +IsMemoryOnly +CanBeUsedOnAnyThread +CanBeUsedOnMultipleThreads + +[AGameModeBase] +__vecDelDtor +InitializeHUDForPlayer_Implementation +InitStartSpot_Implementation +SpawnDefaultPawnAtTransform_Implementation +SpawnDefaultPawnFor_Implementation +PlayerCanRestart_Implementation +FindPlayerStart_Implementation +ChoosePlayerStart_Implementation +CanSpectate_Implementation +MustSpectate_Implementation +HandleStartingNewPlayer_Implementation +ShouldReset_Implementation +GetDefaultPawnClassForController_Implementation +InitGame +InitGameState +GetGameSessionClass +GetNumPlayers +GetNumSpectators +StartPlay +HasMatchStarted +HasMatchEnded +SetPause +ClearPause +AllowPausing +IsPaused +ResetLevel +ReturnToMainMenuHost +CanServerTravel +ProcessServerTravel +GetSeamlessTravelActorList +SwapPlayerControllers +GetPlayerControllerClassToSpawnForSeamlessTravel +HandleSeamlessTravelPlayer +PostSeamlessTravel +StartToLeaveMap +GameWelcomePlayer +PreLogin +Login +PostLogin +Logout +SpawnPlayerController +; APlayerController* SpawnPlayerController(param_count: 2, ENetRole InRemoteRole, FString& Options); +SpawnPlayerController_2 +SpawnReplayPlayerController +ChangeName +RestartPlayer +RestartPlayerAtPlayerStart +RestartPlayerAtTransform +SetPlayerDefaults +AllowCheats +IsHandlingReplays +SpawnPlayerFromSimulate +ShouldStartInCinematicMode +UpdateGameplayMuteList +InitNewPlayer +GenericPlayerInitialization +ReplicateStreamingStatus +ShouldSpawnAtStartSpot +FinishRestartPlayer +ProcessClientTravel +InitSeamlessTravelPlayer +SpawnPlayerControllerCommon + +[UStruct] +; void* __vecDelDtor(param_count: 1, ); +__vecDelDtor_5 +GetInheritanceSuper +Link +SerializeBin +; void SerializeBin(param_count: 2, FArchive& Ar, void* Data); +SerializeBin_2 +SerializeTaggedProperties +; void SerializeTaggedProperties(param_count: 5, FArchive& Ar, uint8* Data, UStruct* DefaultsStruct, uint8* Defaults, UObject* BreakRecursionIfFullyLoad); +SerializeTaggedProperties_2 +InitializeStruct +DestroyStruct +CustomFindProperty +SerializeExpr +GetPrefixCPP +SetSuperStruct +PropertyNameToDisplayName +GetAuthoredNameForField +; FString GetAuthoredNameForField(param_count: 1, UField* Field); +GetAuthoredNameForField_2 +IsStructTrashed +FindPropertyNameFromGuid +FindPropertyGuidFromName +ArePropertyGuidsAvailable + +[UField] +; void* __vecDelDtor(param_count: 1, ); +__vecDelDtor_4 +AddCppProperty +Bind + +[FMalloc] +; void* __vecDelDtor(param_count: 1, ); +__vecDelDtor_2 +Malloc +TryMalloc +Realloc +TryRealloc +Free +QuantizeSize +GetAllocationSize +Trim +SetupTLSCachesOnCurrentThread +ClearAndDisableTLSCachesOnCurrentThread +InitializeStatsMetadata +UpdateStats +GetAllocatorStats +DumpAllocatorStats +IsInternallyThreadSafe +ValidateHeap +GetDescriptiveName + +[AGameMode] +; void* __vecDelDtor(param_count: 1, ); +__vecDelDtor_2 +ReadyToEndMatch_Implementation +ReadyToStartMatch_Implementation +IsMatchInProgress +StartMatch +EndMatch +RestartGame +AbortMatch +SetMatchState +OnMatchStateSet +HandleMatchIsWaitingToStart +HandleMatchHasStarted +HandleMatchHasEnded +HandleLeavingMap +HandleMatchAborted +GetNetworkNumber +GetDefaultGameClassPath +GetGameModeClass +GetTravelType +SendPlayer +StartNewPlayer +Say +SetBandwidthLimit +Broadcast +BroadcastLocalized +AddInactivePlayer +FindInactivePlayer +OverridePlayerState +SetSeamlessTravelViewTarget +MatineeCancelled +PreCommitMapChange +PostCommitMapChange +NotifyPendingConnectionLost +HandleDisconnect + +[AActor] +; void* __vecDelDtor(param_count: 1, ); +__vecDelDtor_4 +OnRep_ReplicateMovement +UnknownFunction_1 +TearOff +UnknownFunction_2 +UnknownFunction_3 +HasNetOwner +HasLocalNetOwner +OnRep_Owner +SetReplicateMovement +OnRep_AttachmentReplication +IsReplicationPausedForConnection +OnReplicationPausedChanged +ReplicateSubobjects +OnSubobjectCreatedFromReplication +OnSubobjectDestroyFromReplication +PreReplication +PreReplicationForReplay +RewindForReplay +OnRep_Instigator +EnableInput +DisableInput +GetVelocity +UnknownFunction_4 +UnknownFunction_5 +UnknownFunction_6 +UnknownFunction_7 +UnknownFunction_8 +SetActorHiddenInGame +K2_DestroyActor +AddTickPrerequisiteActor +AddTickPrerequisiteComponent +RemoveTickPrerequisiteActor +RemoveTickPrerequisiteComponent +BeginPlay +EndPlay +NotifyActorBeginOverlap +NotifyActorEndOverlap +NotifyActorBeginCursorOver +NotifyActorEndCursorOver +NotifyActorOnClicked +NotifyActorOnReleased +NotifyActorOnInputTouchBegin +NotifyActorOnInputTouchEnd +NotifyActorOnInputTouchEnter +NotifyActorOnInputTouchLeave +NotifyHit +SetLifeSpan +GetLifeSpan +GatherCurrentMovement +GetDefaultAttachComponent +ApplyWorldOffset +IsLevelBoundsRelevant +GetNetPriority +GetReplayPriority +GetNetDormancy +OnActorChannelOpen +UseShortConnectTimeout +OnSerializeNewActor +OnNetCleanup +TickActor +PostActorCreated +LifeSpanExpired +PostNetReceiveRole +PostNetInit +OnRep_ReplicatedMovement +PostNetReceiveLocationAndRotation +PostNetReceiveVelocity +PostNetReceivePhysicState +SetOwner +CheckStillInWorld +Tick +ShouldTickIfViewportsOnly +IsNetRelevantFor +IsReplayRelevantFor +IsRelevancyOwnerFor +PreInitializeComponents +PostInitializeComponents +DispatchPhysicsCollisionHit +GetNetOwner +GetNetOwningPlayer +GetNetConnection +DestroyNetworkActorHandled +RegisterAllComponents +PreRegisterAllComponents +PostRegisterAllComponents +UnregisterAllComponents +PostUnregisterAllComponents +ReregisterAllComponents +MarkComponentsAsPendingKill +InvalidateLightingCacheDetailed +TeleportTo +TeleportSucceeded +UnknownFunction_9 +UnknownFunction_10 +ClearCrossLevelReferences +IsBasedOnActor +IsAttachedTo +RerunConstructionScripts +OnConstruction +RegisterActorTickFunctions +Destroyed +FellOutOfWorld +OutsideWorldBounds +GetComponentsBoundingBox +CalculateComponentsBoundingBoxInLocalSpace +GetComponentsBoundingCylinder +GetSimpleCollisionCylinder +IsRootComponentCollisionRegistered +UnknownFunction_11 +UnknownFunction_12 +UnknownFunction_13 +UnknownFunction_14 +UnknownFunction_15 +TornOff +GetComponentsCollisionResponseToChannel +CanBeBaseForCharacter +TakeDamage +InternalTakeRadialDamage +InternalTakePointDamage +BecomeViewTarget +EndViewTarget +CalcCamera +HasActiveCameraComponent +HasActivePawnControlCameraComponent +GetHumanReadableName +Reset +GetLastRenderTime +ForceNetRelevant +ForceNetUpdate +PrestreamTextures +GetActorEyesViewPoint +GetTargetLocation +PostRenderFor +FindComponentByClass +UnknownFunction_16 +IsComponentRelevantForNavigation +DisplayDebug + +[AHUD] +; void* __vecDelDtor(param_count: 1, ); +__vecDelDtor_5 +ShowHUD +ShowDebug +NotifyHitBoxClick +NotifyHitBoxRelease +NotifyHitBoxBeginCursorOver +NotifyHitBoxEndCursorOver +DrawActorOverlays +DrawSafeZoneOverlay +NotifyBindPostProcessEffects +RemovePostRenderedActor +AddPostRenderedActor +ShouldDisplayDebug +ShowDebugInfo +GetCurrentDebugTargetActor +GetDebugActorList +NextDebugTarget +PreviousDebugTarget +PostRender +DrawHUD +GetFontFromSizeIndex +OnLostFocusPause +HandleBugScreenShot + +[IXRTrackingSystem] +GetVersionString +GetXRSystemFlags +DoesSupportPositionalTracking +DoesSupportLateUpdate +HasValidTrackingPosition +EnumerateTrackedDevices +CountTrackedDevices +IsTracking +RefreshPoses +RebaseObjectOrientationAndPosition +GetCurrentPose +GetRelativeEyePose +GetTrackingSensorProperties +GetTrackedDeviceType +GetTrackedDevicePropertySerialNumber +SetTrackingOrigin +GetTrackingOrigin +GetTrackingToWorldTransform +GetWorldToMetersScale +GetFloorToEyeTrackingTransform +UpdateTrackingToWorldTransform +GetAudioListenerOffset +ResetOrientationAndPosition +ResetOrientation +ResetPosition +SetBaseRotation +GetBaseRotation +SetBaseOrientation +GetBaseOrientation +SetBasePosition +GetBasePosition +CalibrateExternalTrackingSource +UpdateExternalTrackingPosition +GetXRCamera +GetHMDDevice +GetStereoRenderingDevice +GetXRInput +GetLoadingScreen +IsHeadTrackingAllowed +IsHeadTrackingAllowedForWorld +IsHeadTrackingEnforced +SetHeadTrackingEnforced +OnBeginPlay +OnEndPlay +OnStartGameFrame +OnEndGameFrame +OnBeginRendering_RenderThread +OnBeginRendering_GameThread +OnLateUpdateApplied_RenderThread +GetHMDData +GetMotionControllerData +ConfigureGestures +ConnectRemoteXRDevice +DisconnectRemoteXRDevice + +[IXRCamera] +UseImplicitHMDPosition +GetUseImplicitHMDPosition +ApplyHMDRotation +UpdatePlayerCamera +OverrideFOV +SetupLateUpdate +CalculateStereoCameraOffset +GetPassthroughCameraUVs_RenderThread + +[IHeadMountedDisplay] +__vecDelDtor +IsHMDConnected +IsHMDEnabled +GetHMDWornState +EnableHMD +GetHMDMonitorInfo +GetFieldOfView +SetClippingPlanes +GetEyeRenderParams_RenderThread +SetInterpupillaryDistance +GetInterpupillaryDistance +GetHMDDistortionEnabled +BeginRendering_RenderThread +BeginRendering_GameThread +IsSpectatorScreenActive +GetSpectatorScreenController +; ISpectatorScreenController* GetSpectatorScreenController(); +GetSpectatorScreenController_2 +CreateHMDPostProcessPass_RenderThread +GetPixelDenity +SetPixelDensity +GetIdealRenderTargetSize +GetIdealDebugCanvasRenderTargetSize +GetDistortionScalingFactor +GetLensCenterOffset +GetDistortionWarpValues +IsChromaAbCorrectionEnabled +GetChromaAbCorrectionValues +HasHiddenAreaMesh +HasVisibleAreaMesh +DrawHiddenAreaMesh_RenderThread +DrawVisibleAreaMesh_RenderThread +DrawDistortionMesh_RenderThread +UpdateScreenSettings +GetDistortionTextureLeft +GetDistortionTextureRight +GetTextureOffsetLeft +GetTextureOffsetRight +GetTextureScaleLeft +GetTextureScaleRight +GetRedDistortionParameters +GetGreenDistortionParameters +GetBlueDistortionParameters +NeedsUpscalePostProcessPass +RecordAnalytics +DoesAppUseVRFocus +DoesAppHaveVRFocus +IsRenderingPaused + +[IHeadMountedDisplayModule] +__vecDelDtor +GetModuleKeyName +GetModuleAliases +PreInit +IsHMDConnected +GetGraphicsAdapterLuid +GetAudioInputDevice +GetAudioOutputDevice +CreateTrackingSystem +GetVulkanExtensions + +[UPlayer] +; void* __vecDelDtor(param_count: 1, ); +__vecDelDtor_2 +SwitchController + +[ULocalPlayer] +; void* __vecDelDtor(param_count: 1, ); +__vecDelDtor_3 +GetViewPoint +CalcSceneView +PlayerAdded +InitOnlineSession +PlayerRemoved +SpawnPlayActor +SendSplitJoin +SetControllerId +GetNickname +GetGameLoginOptions +GetProjectionData + +[FField] +__vecDelDtor +Serialize +PostLoad +GetPreloadDependencies +BeginDestroy +AddReferencedObjects +AddCppProperty +Bind +PostDuplicate +GetInnerFieldByName +GetInnerFields + +[FProperty] +; void* __vecDelDtor(param_count: 1, ); +__vecDelDtor_2 +GetCPPMacroType +PassCPPArgsByRef +GetCPPType +GetCPPTypeForwardDeclaration +LinkInternal +ConvertFromType +Identical +SerializeItem +NetSerializeItem +SupportsNetSharedSerialization +ExportTextItem +ImportText_Internal +CopyValuesInternal +GetValueTypeHashInternal +CopySingleValueToScriptVM +CopyCompleteValueToScriptVM +CopySingleValueFromScriptVM +CopyCompleteValueFromScriptVM +ClearValueInternal +DestroyValueInternal +InitializeValueInternal +GetID +InstanceSubobjects +GetMinAlignment +ContainsObjectReference +EmitReferenceInfo +SameType + +[FNumericProperty] +; void* __vecDelDtor(param_count: 1, ); +__vecDelDtor_3 +IsFloatingPoint +IsInteger +GetIntPropertyEnum +SetIntPropertyValue +; void SetIntPropertyValue(param_count: 2, void* Data, uint64 Value); +SetIntPropertyValue_2 +SetFloatingPointPropertyValue +SetNumericPropertyValueFromString +GetSignedIntPropertyValue +GetUnsignedIntPropertyValue +GetFloatingPointPropertyValue +GetNumericPropertyValueToString +CanHoldDoubleValueInternal +CanHoldSignedValueInternal +CanHoldUnsignedValueInternal + +[FMulticastDelegateProperty] +; void* __vecDelDtor(param_count: 1, ); +__vecDelDtor_3 +GetMulticastDelegate +SetMulticastDelegate +AddDelegate +RemoveDelegate +ClearDelegate +GetInvocationList + +[FObjectPropertyBase] +; void* __vecDelDtor(param_count: 1, ); +__vecDelDtor_3 +GetCPPTypeCustom +LoadObjectPropertyValue +GetObjectPropertyValue +SetObjectPropertyValue +AllowCrossLevel +CheckValidObject + diff --git a/Staging/Changelog.md b/Staging/Changelog.md index 13f5c2e67..dd500ffb2 100644 --- a/Staging/Changelog.md +++ b/Staging/Changelog.md @@ -1,6 +1,15 @@ -# Experimental Changelog +# Changelog + +Note: This is a stopgap release to add Jedi Survivor support, and the below changelog is incomplete. Full changelog from 2.5.1 will be posted when version 2.6 is released. + +# Fixes Fix more detached submodules (including Lua 5.4.4 update) +Expose certain additional classes to the member variable and vtable configs. + +# New Add USMAP dumper extensions (Atenfyr) +Add Lua Type generator for use by a Lua language server. See https://marketplace.visualstudio.com/items?itemName=sumneko.lua and https://github.com/LuaLS/lua-language-server/wiki/Annotations +Font scaling setting for Live View ## Live View Add "PlayerControlled" to liveview tab @@ -17,4 +26,8 @@ Lua_lock implementation/threading fixes (ParcelRot) Remove predeclarations in .cpp files ## QoL -Add font scaling setting to live view GUI \ No newline at end of file +Add font scaling setting to live view GUI + +### Experimental +C++ Modding API - Recommended to wait until 2.6 release to begin use. + diff --git a/StagingDev/Changelog.md b/StagingDev/Changelog.md index 07fcab4e9..fd3a378b2 100644 --- a/StagingDev/Changelog.md +++ b/StagingDev/Changelog.md @@ -1,6 +1,17 @@ -# Experimental Changelog + + +# Changelog + +Note: This is a stopgap release to add Jedi Survivor support, and the below changelog is incomplete. Full changelog from 2.5.1 will be posted when version 2.6 is released. + +# Fixes Fix more detached submodules (including Lua 5.4.4 update) +Expose certain additional classes to the member variable and vtable configs. + +# New Add USMAP dumper extensions (Atenfyr) +Add Lua Type generator for use by a Lua language server. See https://marketplace.visualstudio.com/items?itemName=sumneko.lua and https://github.com/LuaLS/lua-language-server/wiki/Annotations +Font scaling setting for Live View ## Live View Add "PlayerControlled" to liveview tab @@ -13,4 +24,7 @@ Added UnregisterCustomEvent Fixed bug that could cause hooked functions to not process the return value properly ## UHT Dumper -Remove predeclarations in .cpp files \ No newline at end of file +Remove predeclarations in .cpp files + +### Experimental +C++ Modding API - Recommended to wait until 2.6 release to begin use. \ No newline at end of file diff --git a/generated_src/version.cache b/generated_src/version.cache index db9e03591..043f0ba88 100644 --- a/generated_src/version.cache +++ b/generated_src/version.cache @@ -1 +1 @@ -2.5.1.0.0 +2.5.2.0.0